Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Factorio - a factory building game - now with Space Age expansion

Joined
Jan 7, 2012
Messages
15,272
I feel a bit bad, because I kinda half assed every planet. I never upgraded Nauvis with anything from the other planets (except biolabs), I didn't even place a single green belt. My final ship couldn't even be stationary anywhere other than Nauvis for more than 30s, becuase it had no side facing guns. Aquilo is particularly bad, the spaghetti was absolute, there is no way I could fit in duplicates of any building (but you also only need like 3000 cold science packs and 1k quantum procs to beat the game so.... you don't need throughput).
Yeah, that was my takeaway too. Even on marathon mode I feel like the science packs were half-assable for all planets, especially Aquilo.

Especially with Biolabs, 4x prod 3 normal quality modules in a biolab makes your science packs worth almost 280% of normal. So basically divide all science requirements by 3 once you finish Gleba.

Funny enough I think Gleba is actually the strongest planet if you can finish it quickly. Stack Inserters are like getting a 4x multiplier on what your belts can carry without needing to mass replace belts, which means even a small bus on nauvis can scale up to near megabase levels. Spidertron is the other ultimate weapon for clearing biters out easily along with artillery. Biolab is basically cheating for research. The only thing missing is a way to deal with cliffs.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Funny enough I think Gleba is actually the strongest planet if you can finish it quickly.
Quite possibly yeah. I wouldn't want to do gleba without a flying suit though.
I also didn't use stack inserters at all until final spaceship. I didn't even need blue belts on any planet (except for undergrounds for the reach), so stacking was not relevant at all. But spidertron is great, although I'm not sure if it's capable of taking out worms on vulcanus?
 
Joined
Jan 7, 2012
Messages
15,272
Spidertron is just 4 rocket turrets right? At my ending tech level that would give one about 3k DPS vs. the demolishers. That could slowly wear down the small ones. But you can make as many spidertrons as you want and just group them together and send orders like an RTS, so there's no reason they couldn't take one on in numbers. They can also have shields to keep them fairly safe from the AoE.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Spidertron is just 4 rocket turrets right? At my ending tech level that would give one about 3k DPS vs. the demolishers. That could slowly wear down the small ones. But you can make as many spidertrons as you want and just group them together and send orders like an RTS, so there's no reason they couldn't take one on in numbers. They can also have shields to keep them fairly safe from the AoE.
Yeah, 4 rocket turrets. My rockets were doing about 1k damage each, but I don't remember how fast rockets fire. I still think I'd prefer a single tank with uranium shells over an army of spidertrons. Especially since you have to take out one worm before gaining access to the purple ore (at least I had to).
 
Joined
Jan 7, 2012
Messages
15,272
Oh yeah, if you're fighting the worms early then I'd use tank or a bunch of turrets. I was speaking of the spidertron as basically a post-game way to clear new areas. But its most useful on Gleba/Nauvis as something you send out to kill expansion nests, assuming you don't just have a full artillery patrol train.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
Belt Weaving is essential for beacons

izma1h9.png
Or you can just send iron and wire on two sides of the one belt.
 
Joined
Jan 7, 2012
Messages
15,272
In the grand scheme of things space conservation is relevant only before arty/trons.
Less efficient on space, on power consumption, on infrastructure, on player time to connect up multiple belts. There's no reason not to feed in a full belt of your most input-limiting ingredient.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
In the grand scheme of things space conservation is relevant only before arty/trons.
Less efficient on space, on power consumption, on infrastructure, on player time to connect up multiple belts. There's no reason not to feed in a full belt of your most input-limiting ingredient.
I’ve had to redesign far too many factories due to belt throughput problem that only arose once I started slamming those modules not to agree with you.
 
Joined
Jan 7, 2012
Messages
15,272
I’ve had to redesign far too many factories due to belt throughput problem that only arose once I started slamming those modules not to agree with you.
I do feel like stack inserters make the throughput problem a bit too easy once you get them. Basically turns yellow belts into green belts which is insane
 

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,667
Who cares about throughput, efficiency or other useless stuff as long the factory is symmetrical and perfectly align to the grid?
Buildings are 1 tile off? The belts aren't done harmonically? Delete everything and do it again.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,610
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Who cares about throughput, efficiency or other useless stuff as long the factory is symmetrical and perfectly align to the grid?
Buildings are 1 tile off? The belts aren't done harmonically? Delete everything and do it again.

There are games and even genres of games that I like, even love, but I almost never play for fear of having my entire life swallowed up by some sort of OCD typhoon. This is one of those games.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
I had a week vacation. I hoped to do something worthwile during it. And instead has spent most of it routing belts and dodging trains...
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I’ve had to redesign far too many factories due to belt throughput problem that only arose once I started slamming those modules not to agree with you.
I do feel like stack inserters make the throughput problem a bit too easy once you get them. Basically turns yellow belts into green belts which is insane
Stack inserters are cool. They do give belts a lot more throughput, but the fact that they never swing until they have a full stack means they are really bad/slow for some things.
(I only used them on final space platform, and probably placed less than 200 blue belts in total. Didn't place a single green. SA doesn't need throughput)
I had a week vacation. I hoped to do something worthwile during it. And instead has spent most of it routing belts and dodging trains...
Sounds worthwhile to me.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
Has "beaten" Vulcanus. I.e. automated science and rocket construction, so I can collect science and calcite remotely.
Still learning how to make base fully remotable with drones.

wfz9n5d.jpeg


Love how DLC is done in Factorio. Several "minigames" with some change of rules, which gives some new toys for the "main" game.
 

Ranselknulf

Arcane
Patron
Joined
Nov 28, 2012
Messages
1,880,138
Location
Best America
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag.
Slowly working my way through the space age expansion.

Game starts off just like vanilla factorio.

I did have a question though, how do alerts and base attacks work if you are focused on a different planet?

Will you find out if your buildings start to get destroyed?
 
Last edited:

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I did have a question though, how do alerts and base attacks work if you are focused on a different planet?

Will you find out if your buildings start to get destroyed?
Alerts are global. But your ability to stop an ongoing attack if you are on a different planet is limited to bots and remotely piloted vehicles (requires radar coverage).
 
Joined
Jan 7, 2012
Messages
15,272
I did have a question though, how do alerts and base attacks work if you are focused on a different planet?

Will you find out if your buildings start to get destroyed?
Alerts are global. But your ability to stop an ongoing attack if you are on a different planet is limited to bots and remotely piloted vehicles (requires radar coverage).
Since your piloted vehicles can carry bots, and radar, you can do just about everything as long as you've set it up properly before you leave. Also can't use the car for some reason. Tank can be piloted remotely and spidertron can be piloted or ordered around remotely to act as an autonomous turret.
 
Joined
Jan 7, 2012
Messages
15,272
More cool mods:

Auto Switch Techs. Tracks what science packs your labs has and switches to research what they can do. Very helpful to run through your Gleba packs as soon as a shipment arrives then switch to something else when they are out.

Expensive Mode. Restores the original Marathon manufacturing formulas which made various things more expensive.

Pollution is the Solution. Biter nests are killed off by your pollution cloud after they've spawned 60 biters. Truly the mod that we never knew we needed. Only downside is that the number isn't configurable, 60 seems a bit low. But I like the idea of just polluting the fuck out of the map to clear more room on the map and only needed to defend around outposts rather than make a giant fucking wall and manually clear out huge areas.

Rail Signal Planner. Automatically set up your rail signals and chain rail signals when you place track, including intersections. Makes freestyling designs rather than relying only on premade blueprints easier, and makes making blueprints easier.

RP Rebalanced Tech Costs. Increases tech cost over time (as opposed to the game option which is a flat multiplier), while also increasing the amount of lower tier science packs you need for higher tier techs. e.g. Rocket Turret tech is (25 red, 16 green, 9 blue, 8 military, 4 space, 1 gleba) * 4126 science with default settings, meaning over 100k red science. Downside though is that this does make the "you never need to produce a lot of science on other planets" problem worse, ideally the space age science packs would increase as well so it ends up as a kind of U-shape.

Haven't decided to start a new game yet, will see if I can bug the tech costs mod guy to add my idea.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
531
Location
Mordor
Pollution is the Solution. Biter nests are killed off by your pollution cloud after they've spawned 60 biters. Truly the mod that we never knew we needed. Only downside is that the number isn't configurable, 60 seems a bit low. But I like the idea of just polluting the fuck out of the map to clear more room on the map and only needed to defend around outposts rather than make a giant fucking wall and manually clear out huge areas.
Interesting mod, and I just checked its code and its pretty easy to add settings or change the "60" for something else.

Some new mods I'm using:

Railway Reach: Adjustable Supports: Increase the reach of elevated rails and you need less Rail Supports... you can configure the length of the increase. Vanilla is 15 and the mod default is 23 (chunk aligned).. I just use the mod default.

Filter Mining Drills: Allow to filter the ore its going to be mined... good for situations where more than one type is close to another.

Gridlines: Same as Chunky Chunks... allow to add and configure 3 grid lines and create blocks for rail blocks or city blocks.... this is very good for OCD folks.

HelicopterRevival: relatively early, very fast and powerful flight mode transportation (no grid and very fuel hungry)... its the first time I'm using it and I liked.

Mineable Cliffs SpaceAge: Allow to manually remove Nauvis cliffs piece by piece after researching Steel Pickaxe... there is config and you can set the time needed to mine it... I just use it as the mod default (15s iirc)... This mod is really handy.

Omnimover: Allow to move ore patches... its a cheat, but allow to move ore fields from bellow my railway intersections, so, its necessary.

Project Cybersyn: with LTN dead, this became pretty much the only alternative... the main difference from the Railway 2.0 system, is that it lets you create multi-item stations, this coupled with a Warehouse mod, is very nice. Its easier to use than LTN, but I still liked the LTN approach better.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom