Factorio Thread

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The latest post on the blog actually makes spawners useful by letting you capture them and harvest eggs, which can be grown into organic labs. Can't believe it will release in just a few weeks from now.

MY BODY IS READY
 
I don’t know if I’m late and gay with this but I noticed that the price has been added to the DLC page on the Factorio website.
Space Age  Factorio.png
Roll on Monday! Me and the boys are going straight in on a Railworld play through for maximum autism. To start the only mod will be the obligatory Mechanicus player model.
 
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Spergs who have built their own megabases: would it have really done that much damage to his UPS to have used a few lengths of belt or normal boxes instead of using all those cars/tanks to bridge gaps? Or is it just autism from the no-belt challenge?
Belts aren't that bad for UPS. It's better to use cars for such cases because they act as a storage buffer. Using a belt would mean that the train would stay there for quite a long time, and when it finally leaves there would only be a couple of plates left on the belt, meaning that production would halt until the train returns. This type of design is quite old.
 
My new build from a week or two ago is already grinding in a few places (got 288 electric furnaces each for iron and copper). When I start Space Age it will be a fresh start but I want to see what happens when I can import a vanilla save into the old one.

There were some leaks on /v/ recently that detailed what the end-game was and the new tech tree. As some of the late game sciences use like ten science packs (and that's not counting combinations thereof) I have to wonder if there's going to be some rework to the labs or a new hyper-extendable arm because it means basically every lab setup for vanilla is now completely useless, whether you have three belts with every non-space science pack (compatible with a fourth belt for when you do get space science) and DEFINITELY if you have a balanced sushi line.
 
My new build from a week or two ago is already grinding in a few places (got 288 electric furnaces each for iron and copper). When I start Space Age it will be a fresh start but I want to see what happens when I can import a vanilla save into the old one.

There were some leaks on /v/ recently that detailed what the end-game was and the new tech tree. As some of the late game sciences use like ten science packs (and that's not counting combinations thereof) I have to wonder if there's going to be some rework to the labs or a new hyper-extendable arm because it means basically every lab setup for vanilla is now completely useless, whether you have three belts with every non-space science pack (compatible with a fourth belt for when you do get space science) and DEFINITELY if you have a balanced sushi line.
there's new labs
biolab.png
 
Yeah but that doesn't scale; you have to feed lines into it instead of pulling it off lines.
the new lab has a footprint of 5x5 tiles so you can run 5 belts 'through' it with undergrounds, plus one on each side for a total of 7 belts, while still remaining within range of beacons on either side.
7 belts means 14 lanes, more than enough for the 12 total science packs in space age.

also this made me lol:
eating_good.png
 
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This is the first game I take time off for in over a decade. As far as HR is aware, I'm currently in visiting family across the pond in Douglas.

I'm trying not to rush rockets too quickly, though. They made a ton of changes to the base game, I want to take the time to experience them.
 
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Adding the ability to set the recipe for assemblers in the map/remote view is great.
 
Man, Space Age is certainly looking like all my other playthroughs, where I play for ~10 hours and get to chemical science, and the very act of stopping for the night means I won’t play it again for a couple months and just start a new game then (I’ve got a couple weeks off work so I’m hoping to get back in and actually get to space).
 
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Man, Space Age is certainly looking like all my other playthroughs, where I play for ~10 hours and get to chemical science
It would have been smart to shorten the path to space science now that there is so much locked behind it, did they not do that?
 
Man, Space Age is certainly looking like all my other playthroughs, where I play for ~10 hours and get to chemical science, and the very act of stopping for the night means I won’t play it again for a couple months and just start a new game then (I’ve got a couple weeks off work so I’m hoping to get back in and actually get to space).
It's the thought that counts, bro.
 
It would have been smart to shorten the path to space science now that there is so much locked behind it, did they not do that?
They did actually, rocket launching now only takes blue science and space science itself is done on the new space platforms. You can start exploring the other planets before reaching purple science and higher (which is also the recommended way to play since it makes places like Vulcanus more challenging).
 
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