Factorio Thread

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Tesla turrets also require you to visit another planet
Yeah, that's my point. Don't go to gleba first.
Gleba wants you to bring the two fruits together. You can start making iron and copper from fruit with 5 biochambers, plus one biochamber for infinite pentapod eggs so you can keep making more biochambers and spaghetti a
The issue is setting up nutrient and cold boot loops for the first time takes more time than setting up other types of factory.

I've beaten gleba only runs and done the wayward seas mode, its a cool planet but I would really not recommend it as a first planet for a first timer.
 
Gleba factories don't work unless completely finished and you cannot build as you go or do spagheti with it
Skill issue. I made a shit-ass spaghet starter base there no problem.
I dunno how you're building them but you can certainly make the loops modular and extensible.

Go wherever you want first. Flip a three-sided coin. It doesn't really matter.
Gleba might be my favourite, and the rewards it gives you are stuff you're more likely to actually use elsewhere if you did it first. It's also a different kind of challenge even amongst the other new planets which all aim to make you feel like you're playing factorio for the first time again, and there's something to be said for not doing it after you're fatigued from those especially given that the other planets' tech doesn't help you as much there (besides guns).

So there's pros and cons to whichever one you pick, Gleba hate is a dumb meme, and if a first-time player can't hack babytime vanilla gameplay or believes the hype they deserve to suffer anyway.
 
The issue is setting up nutrient and cold boot loops for the first time takes more time than setting up other types of factory.

I've beaten gleba only runs and done the wayward seas mode, its a cool planet but I would really not recommend it as a first planet for a first timer.
Gleba cold boot is literally assemblers with the spoilage to nutrients recipe. Real high genius stuff.
 
Gleba cold boot is literally assemblers with the spoilage to nutrients recipe. Real high genius stuff.
Cold boot also requires declogging every loop and machine of leftover gunk and resetting the bacteria. If you're cheesing everything with bots its not an issue but automatic cold boot factory wide belted setups aren't easy.
and the rewards it gives you are stuff you're more likely to actually use elsewhere if you did it first.
Does it? You can't use epic quality until recyclers and most people skip it until legendary anyway. Heating tower is worse nuclear unlocked post nuclear and the biochamber is useless outside gleba. Oil is never an issue on nauvis and vulcanus has no nutrient source. And the agricultural tower... lmao. Rocket turrets also suck on nauvis.

The only useful thing you get from gleba is the biolab.
 
Debatable, but I think you skipped a couple there. I wonder why.
 
Debatable, but I think you skipped a couple there. I wonder why.
Oh right the stack inserter and the efficiency modules, lol I legitimate forgot about them, but it doesn't change my point. To get the extreme volume of production needed to actually make proper use of the stack you need foundries and EM plants, unless you plan on saturating your iron line using electric furances. Extremely useful, but only as a second planet item.

And the efficienc module, its the efficiency module. Just build another nuclear plant.
 
Koravex does live debugging
1754745748375.webp
>uTorrent
cringe
>Paint.net
based
>Total Commander
fucking based beyond belief 💪💾👍
 
Extremely useful, but only as a second planet item.
Yeah, to use on your second planet. So you can actually build around them without being the kind of autismaxxing player who rebuilds their entire shit for no reason, and employ them on your ships at the stage of the game where real estate is more precious. Kinda like exactly what I fucking said, huh.
 
Yeah, to use on your second planet. So you can actually build around them without being the kind of autismaxxing player who rebuilds their entire shit for no reason,
You don't have to rebuild everything, you plan plan multi stage blueprints that work suboptimally until all components are unocked.
and employ them on your ships at the stage of the game where real estate is more precious. Kinda like exactly what I fucking said, huh.
Early game ships don't have the kind of throughput where stack inserters would make any difference though, wdym?
 
You don't have to rebuild everything, you plan plan multi stage blueprints that work suboptimally until all components are unocked.
Ah yes, all those first-time players with complete post-game knowledge.

That's who you're so concerned about here. They'd better not go to Gleba first, oh no, that would sure suck. You retard.
 
Ah yes, all those first-time players with complete post-game knowledge.

That's who you're so concerned about here. They'd better not go to Gleba first, oh no, that would sure suck. You retard.
Why doesn't this same argument apply to foundries and EM plants though? You have to tear appart your entire factory to slot them in the production line, because unlike the stack inserter they don't have the same size as the things they replace. Not that it even matters because the stack inserter isn't a direct slot in replacement for bulk inserters due to its full stack prerequisite.
 
It's only annoying before you make bots handle all the logistics and spam recyclers for high throughput items like gears, solid fuel, and ice. Then you can do whatever you want.

Based, was going to post this.
You don't have to void ice on Fulgora, you can make extra batteries instead (you always need more, and making sulfuric acid consumes all excess water). The gears can be spent on express underground belts since you already have infinite free heavy oil there and launch materials are easy to get. Solid fuel can be upcycled into quality rocket fuel so your vehicles go faster but that's about it unless you're having power shortages somehow. Thinking of ways to put all these things to use may have cost me more playtime than it's worth, but it appeals to the hoarder in me.
 
It pains me that the creator didn't want to port Industrial Revolution 3 to 1.2. It was likely the most fun overhaul I've played, and would've been great to see what it might've become with Space Age additions.
I've been a bit disappointed with the Space Age mods despite it being out for a year, most are just additional gimmick planets. There is the weird fruit mod that I don't know how it works beyond just wasting time.

I had kinda hoped that the autistic IRL-inspired mods would've done something with the mod and its new features--like being able to export ammonia from Aquilo, send it to Nauvis for processing, then export to Gleba for processing, or cultivating other plants on Gleba to make chemicals (like planting oats or other plant matter to make furfural, which can be made into rocket fuel).

When I get into Factorio again I probably need to do a complete soft-reset on my Nauvis factory (I know I at least went to Fulgora) and rebuild a huge swath of it just enough to not have to re-do the rails and keep statistics for most of the plants.

That's who you're so concerned about here. They'd better not go to Gleba first, oh no, that would sure suck. You retard.
I bought Space Age within the first few days of its release and kinda got fucked when it came to Gleba because I brought nothing to it.
 
I've been a bit disappointed with the Space Age mods despite it being out for a year
I think it will come out in time. Space Age released, then 3-6 months to play it until you burn out, then 3-6 month to crave the factory again and only then would you start planning overalls, with the entire development still to be done. There's also a lot of new modder API to wrap your head around.

Well established 1.1 overhauls such as Pyanodon, Sea Block or Space Exploration* have yet to make actual use of Space Age, some are even still working on a 2.0 compatible version, and those mods already existed, so no concept planning required.

*= yes the main dev of Space Exploration was hired by Wube and this delayed the mod, but Earendel got to add game feature his mod wanted as a result
 
I downloaded the Factorio demo today. Amazing. Do you guys have any tips for making an orderly factory from the start? Mine is spaghetti and there's probably a good strategy that saves me from ripping everything up halfway.

Edit: This video by Trupen covering the first hour is pretty insightful. Also discovered the main bus and mall concepts which look awesome. I'm so glad I found this game. I wish I'd had it over winter when I stayed inside a lot.
 
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Well established 1.1 overhauls such as Pyanodon, Sea Block or Space Exploration* have yet to make actual use of Space Age, some are even still working on a 2.0 compatible version, and those mods already existed, so no concept planning required.
Some of those, like Sea Block, don't really care for the space exploration aspect either.

Although it would be cool to see Sea Block with Aquilo's terrain sprites.

I downloaded the Factorio demo today. Amazing. Do you guys have any tips for making an orderly factory from the start? Mine is spaghetti and there's probably a good strategy that saves me from ripping everything up halfway.
Glad you found out about Trupen. I don't know if he talks about it, but don't ever be afraid to pull everything up and redo it. Once you have construction robots, refactoring your entire set up, either all at once or one sub-factory at a time, is trivial and only really takes time. Nothing is permanent, not even spaghetti.
 
I think it will come out in time. Space Age released, then 3-6 months to play it until you burn out, then 3-6 month to crave the factory again and only then would you start planning overalls, with the entire development still to be done. There's also a lot of new modder API to wrap your head around.

Well established 1.1 overhauls such as Pyanodon, Sea Block or Space Exploration* have yet to make actual use of Space Age, some are even still working on a 2.0 compatible version, and those mods already existed, so no concept planning required.
I did pick it up again and finished a new "stone terminal" that was a bit outside of the main area. I remembered I had tried to make separate "this area is entirely dedicated to green science, this area is entirely dedicated to red science, etc." sections but what I found was that especially when it came to whatever was supplying the "mall" area there would be not enough green circuits for one section and then the other circuit plants would be totally and completely jammed. So it looks like I'll just have to make a bus and just add a dedicated green circuit plant that will supply everything to the proper areas.

But when I was playing it and re-working the copper bus while also trying to get my new space platform prototype that would go to Fulgora and back without issue (all while serving as a prototype to go off to Vulcanus...or Gleba) I realized how little I did in a few hours, relatively speaking. Many, many hours later I made to Fulgora and found the space platform blueprint worked quite well instead of being an over-designed piece of shit and extremely resource heavy. My next goal is unfucking Fulgora production because I came back to clogged lines.
 
Do you guys have any tips for making an orderly factory from the start
Always give yourself more space than you think. Go look up what a main bus factory is and do that. There are other ways to make a factory but main bus is simple. Don't be afraid to look up blueprints for stuff you don't want to figure out from scratch.
 
I downloaded the Factorio demo today. Amazing. Do you guys have any tips for making an orderly factory from the start? Mine is spaghetti and there's probably a good strategy that saves me from ripping everything up halfway.

Edit: This video by Trupen covering the first hour is pretty insightful. Also discovered the main bus and mall concepts which look awesome. I'm so glad I found this game. I wish I'd had it over winter when I stayed inside a lot.
ignore the initial spaghetti by coping: "it's just the starter base bro"
then when the next, bigger base is also spaghetti you adjust the cope to "it's just the intermediary base for teching up bro"

when you finally arrive at endgame with all techs unlocked and access to all building materials in near limitless amounts, THEN you can start planning and building a nice, orderly, non spaghetti base
(or you just lose motivation and start a new run with different settings and mods)
 
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