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File:00053-1685280548-{nitori k….png (457.32 KB,704x512)

 No.100569[View All]

Server is now UP:


factorio.kissu.moe:34197


Legacy OP text We're fast-approaching the time of year where plenty of people are available, and there's a lull in media content to keep people entertained. So, I was thinking it'd be a great time to start up a Factorio server and play with Kissu! The plan is to play on a really big modpack known as Space Exploration which should ensure the server lasts a long while, and also that every person can be helpful even if they're new and it's late into the game. You see, this particular Factorio modpack revamps and expands Factorio beyond the typical endgame where you need to build a rocket out of the world, to where you will now need to escape the entire stellar cluster! Utilizing multiple planets and a space base in the process to reach this goal, Space Exploration forces the players to learn every aspect of it to keep their factory properly running. Especially with the added feature of bot decay which really changes the dynamic of the late game.

With all that said, I think it'd be good to get a head start and begin to discuss things related to Factorio related to optimizing Factories, or maybe even teaching new players/people that want to test things out how it all works. There's a lot to learn about the game and it can make it feel a bit daunting to new people at the start, so if you want to try starting up a world and seeing what makes sense and what doesn't initially I highly recommend it! Also remember that the server will be a group effort so there's no need to worry if you're not particularly good at one aspect since others should be able to help out as well!


FACTORIO SPACE AGE UPDATE!!!!


So it's been over a year since the expansion was announced on the Friday facts for Factorio >>113631 and ever since every Friday the team has had blog posts giving updates on the content and changes of the expansion. Some of them extremely promising and posted in this thread like >>114141 that shows how completely reworked everything is being to make base building an even more enjoyable experience than before. With that all coming to fruition monday, and the main theme of this thread's mod encompassing the expansion's theme. I think it's about time to start up the kissu factorio server again! This time we're not stopping until we beat the game.

Given the amount of new content and world management there looks to be in this expansion I think we'll have plenty of things for people to work on whenever to the effect that nobody will ever be left behind like in other games such as Terraria/Core Keeper, so it's NOT vital that you join in on the first day if that's a worry for you. We'll always need someone to upkeep train lines, expansion to different resources, bug extermination, and power maintanence. Then once we get to exploring different worlds we'll certainly be needing a lot of hands to make sure that the bases are all well defended and production flow is keeping up with demand.

I'll be available in the steam chat ( https://s.team/chat/NUIbnP7U ) to give anyone who may want to try out the game a copy, or you can pirate it if necessary.
161 posts and 92 image replies omitted. Click reply to view.

 No.134857

>>134855
i have NO idea what i'm looking at

 No.134861

>>134857
ice planet with nothing on it besides stuff you need to bring other world's materials to for to build
pretty sure if you fuck up your main bases and ships here you might get softlocked...

 No.134862

>>134861
also almost 90% ocean

 No.134866

File:C-1730519359121.png (12.57 MB,3840x2097)

we just figured this out... 221 hours into the run......

 No.134931

File:9136893e5a.mp4 (20.85 MB,2560x1440)

Love my abomination

 No.134945

File:C-1730782450392.jpeg (829.68 KB,2560x1440)

wasn't the first in the server, but first to post it to this thread

 No.135149

File:2024-11-13 09-40-16.mp4 (19.36 MB,1920x1080)

Mega ship time

 No.135150

File:2024-11-13 09-17-02.mp4 (62.03 MB,1920x1080)

longer ver

 No.135153

>>135149
woah legendary quality grabbers, do you have those automated?

 No.135160

>>135149
looking good

 No.135161

That's pretty cool. Not cool enough for me to play Math Simulator with you guys, but cool.

 No.135163

>>135153
no, not yet

 No.135164

>>135150
That is so cool!

 No.135182

File:6f6556207d.jpg (653.34 KB,2560x1440)

Compact designs are nice.

 No.135183

>>135182
the sph ship

 No.135185

File:77caff3229.jpg (721.56 KB,2560x1440)

This is a 90% perfected design. I can still push it a bit further by optmizing the programming

>>135183
gross

 No.135190

File:C-1731711883122.png (7.94 MB,2880x1620)

Gaze upon the spaghetti factory of /qa/lity

 No.135194

File:C-1731724197500.png (3.4 MB,2560x1440)

>>>/f/577
Perfected

 No.135210

File:C-1731887527574.png (7.34 MB,2880x1620)

robots make quality a bit easier..........................

 No.135272

File:C-1732061793348.png (3.18 MB,1883x1290)

lol....

 No.135274

>>135272
Must've been a big worm

 No.135279

File:C-1732069038569.png (5.12 MB,2897x1958)

Finally, I've done it....
MAYBE a bit of cheesing, but no I'm not going to make a FUCKING legendary portable fusion reactor to make this work

 No.135291

File:C-1732075992165.png (2.05 MB,1934x1656)

>>>/jp/83120
Good question, I'll post a bit of the current factories we have running.

 No.135294

>>135291
SAW that edit

 No.135295

File:C-1732076091688.png (1.89 MB,3840x2097)


 No.135296

File:C-1732076140772.png (1.05 MB,3020x1487)

>>135291
A bit of a closer look at nauvis

 No.135297

File:C-1732076157699.png (1.44 MB,2614x1985)

Vulcanus and Aquilo are probably the least developed.

 No.135298

File:C-1732076215800.png (16.47 MB,3840x2097)

Aquilo can mostly fit into a non-map view because I hate working on it.

 No.135299

File:C-1732076248912.png (1.82 MB,3840x2097)

And then there's Fulgora, a bit more on my space specifically (bottom right) in a bit

 No.135301

File:2024_11_20_08-21__6vL.png (45.68 KB,387x207)

Left it on all night, and...

 No.135302

File:2024_11_20_08-20__JdA.png (43.52 KB,403x192)

Yes... YES

 No.135303

File:C-1732113431333.png (53.41 KB,640x618)

glorious

 No.135304

File:516fd3761e.jpg (1.2 MB,2560x1440)

Pullin some agro here

 No.135306

File:768a1eb971.mp4 (28.86 MB,2560x1440)

The juice machine

 No.135318

File:2024_11_21_00-55__tVb.png (426.11 KB,952x1409)

Upgraded my armor a bit

 No.135319

File:2024-11-21 01-02-59-1.mp4 (15.65 MB,480x360)

And now, this is possible.

 No.135320

how are you recording at 480p

 No.135323

Although I wish we had personal Tesla turrets...
>>135320
Converting to 480 via handbrake after I finish recoreding at normal res on OBS.

 No.135324

Discharge defence

 No.135325

Converting them to 480p on purpose...

 No.135326

>>135325
do you SEE the size on it

 No.135395

File:2024-11-22 19-21-08-1.mp4 (16.32 MB,1280x720)

now THIS is how you clean up

 No.135396

>>135395
Man, now I just want combat robots to be controllable like spidertrons are. With a click of a button you can send a herd of 2000 destroyers over to your local bug hive and turn it into a parking lot.

 No.135397

>>135395
WOOOOOOO DEATH RAVE alexa play Quake - Soundtrack [Full Album]

 No.135399

File:2024-11-23 00-00-31-1.webm (1.9 MB,1920x1080)

Been a long couple of days, but now Nauvis territory finally has been expanded to proper post-game size. Never going to need to worry about res on here anymore.

>>135396
It'd be cool, but you run into the problem of the 120 second lifetime of the bots. Let me say that pulling this expansion off wasn't cheap. Think I eventually used like 5000 regular destroyers and ~2000 uncommon ones +100 rare. Not to mention the thousand nuclear bombs I set off.

>>135397
Eventually settled on this as the most appropriate bgm for my electric extermination. https://youtu.be/9iUh8pBcR1A?si=YaC9LjDX_nyioNmG&t=247

 No.135400

>>135399
>120 second lifetime of the bots
I'd take a more expensive crafting recipe for one that could be charged off roboports. Like a combat area around the port where they automatically deploy and kill stuff. Could make combat spidertrons more deadly as it vomits out robots to zap things along with their rockets, or a passive defense network where an outpost can be defended by a few roboports stocked with combat robots.

 No.135402

File:2024_11_23_00-08__K4Z.png (1.42 MB,2456x2042)

>>135299
So for this quality factory, it took an ungodly amount of time for me to set it up and even then I still struggle with blockages at times. I attribute most of the technical difficulties with it to being my first crack at quality. With the foresight I have now, if I had to choose a planet to start with quality I'd probably take Vulcanus next time instead. Scrap is already a bitch to deal with normally, but adding quality to that just introduces an entirely new layer of complexity and contingency preparation for how to make the operation work smoothly. The only saving grace is that Fulgora offers you infinite power if you build enough accumulators so you're free to utilize as many bots as you want. And you'll definitely want to be using bots for this planet. My spaghetti still remains for the initial design, but most everything higher quality related now is done via bots.

 No.135405

File:C-1732339335763.png (16.01 MB,3840x2097)

>>135402
>but most everything higher quality related now is done via bots.
And funnily enough right as I was looking at it to detail in my post a bit, one of the reasons I use mostly bots appeared. I was checking on the belts and normal quality holmium was congested because I filled up entirely the epic holmium chests I was using to store its plates. The initial idea was to train over scrap from a quality scrap mine and then let it be processed at a rate which could allow for continuous drilling of scrap, but that didn't really pan out, it only sorta works now because I made a secondary processing area for normal and uncommon scrap. Would be much better to just have the drills all storing to chests.

Then the main thing after is just figuring out how to deal with the byproducts of scrap recycling. I was tinkering with that for the longest while, but I'm pretty sure I've figured it out now. You just need to learn circuitry and conditionals, then have the byproducts sorted into chests, probably with buffers in-between for higher qualities, and once you're getting close to full on a chest have a requester chest that reads that value on the logistic network and send the materials into a big quality scrapper contraption to either attempt to get lower materials or the same thing at a higher quality. Once you get to legendary though I don't really like destroying anything unless I'm turning it into other materials, in that case just have a lot more buffer chests.

Though before any pure recycling to reduce quantity you should really be turning the materials into anything you can in other quality moduled assemblers. The advantage of scrapping more expensive buildings and such is whatever you get in return is all of the same quality. So say you scrap an Electromagnetic Plant and it rolls legendary, now you have a bunch of extra legendary materials for free that'd otherwise take you forever to attain through traditional means or trying to scrap raw materials into legendary.

 No.135410

it was around the end of space exploration that I realized these bots are incredibly strong, especially when combined with cars.

 No.135411

>>135410
Yeah, that's my plan for whenever I get back to it. I'm going to cut off the mines from the greater logistic network and instead have a bunch of bots dedicated solely to a patch that take ore and sort them out into different chests that transport into trains that will then take them to different areas that probably will connect to the rest of the logistic network. Will most likely take a bunch of energy though, but it'll be well worth it to have an efficient quality sorting method that doesn't get backed up all the time.




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