If your crazy enough to skip fuel power then turbo fuel power your going to need a lot of coal. Your best bet would be to make compacted coal to stretch it as far as it will go but your going to need something like 8k power minimum to get a decent nuke build going.
In case your new; a 300 pipe of oil can produce 20,000 MW when processed into turbofuel. That will easily bootstrap you to nuke power if that's all your doing. But my recycled plastic and rubber plant eats up 9k by itself not to mention all the other junk and I haven't even finished tier 2 yet so going coal power all the way is pretty hardcore.
Came across this nice video comparison of rail interchanges. I didn't know it was called a stack interchange block, but that's definitely what I've been doing. Roundabout style just causes too many slowdowns in high traffic for me. It's going to take an eternity but I'm really wanting to get a 200+ train network going in this playthrough.
Can someone elucidate me on this?
I feel using trucks/tractors are completely inferior to simply using belts
The stations have only one input and output so you cant exceed the throughput of your belts anyway
Trains at least have the advantage of not having to handle headlift for pipes over long distances
They have 2 inputs and 2 outputs, +1 input for fuel.
As for their utility, debatable.
Belts have the most reliable throughput, but you have to lay them down manually which could be tedious for long distances. Each resource requires it's own belt (unless you use smart splitters and have enough capacity on belt to fit your needs), so it means laying down multiple belts for basic resources.
As for trucks, you just drive around the map, making use of the convenient pre-laid paths or making your own. Less time and resource intensive, and if you need more throughput you can add more trucks to paths (hope you accounted for deadlocks).
I personally make use of them mid game and then replace them with trains once unlocked and the need for more reliable throughput arises. They allow you to (theoretically) transport 540 items / min with mk3 belts, or 960 items / min with mk4.
I have come to a certain conclusion after 250 hours of play
Building big and building fancy is super time consuming. I have only just completed my 100 modular engines per minute factory and that's it. I still have 100 versatile framework to start and I don't want to even think about the 50 adaptive control units per minute factory I have planned.
It's really easy to slap lines together and get the goods flowing but to make everything pretty and decorated is a completely different ball game. Now don't get me wrong I really dig the way everything is looking but damn son, it eats up huge amounts of time.
At this rate I should be finished around the year 252525.
My first 1.0 game was use blueprints to slap AIO buildings down to see later tier items/manufacturing chains. I restarted with fly mode and all alternative recipes unlocked this go around, but everything must at least look aesthetic with no janky belt/pipe setups.
Also 1.0 mods have finally been released, and with it a lot of Dimensional Depot mods such as ones with a passthrough and a Downloader that you can set to release an item to a belt. This will improve my truck/drone logistics network immensely with not worrying about fuel delivery. (Not to mention a hefty upgrade to dimensional storage amount)
Building big and building fancy is super time consuming. I have only just completed my 100 modular engines per minute factory and that's it. I still have 100 versatile framework to start and I don't want to even think about the 50 adaptive control units per minute factory I have planned.
It's really easy to slap lines together and get the goods flowing but to make everything pretty and decorated is a completely different ball game. Now don't get me wrong I really dig the way everything is looking but damn son, it eats up huge amounts of time.
In my first 2 saves totaling 400 hours, I never focused on making things look good. For me, it felt like extra work and a redundant feature that had no benefits, so the majority of my factories were basically just ugly spaghetti and built on terrain without foundations at all. It was ugly, but it did the work.
Now on my 3rd save with about 90 hours, I started focusing more on aesthetics as soon as I left my starter factory. I'd say my first saves were about learning and exploring the game and its mechanics, meanwhile this save will probably be more about building. This is my first time actually using blueprints and something else to build than just walls or foundations, like beams and signs. It does get a little time-consuming, but my only motivation is to see a finished building instead of levitating platforms.
Potential fix for a rare crash when dismantling a drone at the end of its takeoff sequence
Fixed a bug where the Object Scanner menu would open when pinging
Fix for some buildables disappearing in very old saves (Around Update 2)
This fix is not retroactive, this means if you have overwritten a save with missing buildings after playing the 1.0 version, those buildings will remain missing.
This only prevents buildables disappearing on old saves that are loaded/re-saved from this patch onwards. We’re sorry for the inconvenience, this was a very complicated issue.
Fix for items placed inside the Toilet not showing up properly in Multiplayer
Fixed the Drop Pod at the start sequence not being visible when walking too far away from it in multiplayer
Fixed Nobelisks getting stuck in the air around the area of a recently destroyed Gas Pillar or Destructible Rock
Fixed a bug where connecting a Pipeline Junction, Pipeline Pump or Valve to a Pipeline connected to a Pipeline Floor Hole would make it lose connection to the Pipeline Floor Hole
Fixed Power Poles and Power Tower not being properly customizable in Multiplayer
Fix for Blueprints not showing up or being unusable in sessions that ended with a period/fullstop
Fixed not being able to upgrade/replace Walls with CTRL+LMB in Multiplayer
Fixed a bug where the build mode would be displayed as N/A after sampling a Conveyor belt while in Dismantle mode in Multiplayer
Fixed items not being interactable while being inside the Spore Flower Gas
Fixed some buildables being sent to the center of the map when building them inside a Blueprint Designer in Multiplayer and Dedicated Servers
Fixed items still refunding materials and clogging up the inventory when dismantling and using No Build Cost in Advanced Game Settings
Fixed an uncommon issue where rebuilding Train Stations in the same spot could freeze the game
Fixed Pipeline Pump sounds sometimes still playing after being dismantled
Fixed Railway Block visualization, it should now work as intended again
Fixed Trains rolling away in Multiplayer if entered from a steep slope
GAMEPLAY
Updated Pipeline Junction to be consistent in size
Added Soft Clearance to Pipeline Junction
UI
Fixed the Blueprint designer not being able to be closed with ESC
Fixed long text not properly scaling in some of the menus
Fixed Auto Save text being cut off in some languages
Added a prompt to warn about unsaved changes in Timetables for Trains when closing the menu
Fixed measurement unit being missing in the Fluid Freight platform transfer rate
Fixed issues with the focus and selection of the Hard Drive list
Updated the Split Stack Slider to fix existing issues when splitting certain amounts
Added a scroll bar to the HUB rewards (Used by Mods)
Updated the text for the Server Restart Interval option to make it clearer to understand
Removed double parenthesis and exclamation mark on the “Not Enough space to Pick up Ore” messages
TECH ART
Fixed shadows on the Resource Scanner
Fixed Gas from Gas Pillars not being removed in some areas even after destroying the Gas Pillars
Fixed Dismantle effect when hovering not showing up correctly when aiming at Glass structures
Fixed items in Conveyor Belts spinning when passing by the junction where two Conveyor Belt segments meet
Disabled Frame Generation being on by default
There is now a new option in the options menu to enable it again
Disabled Mouse Smoothing being on by default
ANIMATION
Fixed up animation to pet the Lizard Doggo
AUDIO
Fixed the “Whoosh” sound effect that would occasionally happen when traversing near previously picked up Somersloop
Fixed a the Work bench crafting SFX not being in sync with the visuals
Fixed ambient sounds of foliage rustling by the wind stacking up and being too loud in some areas
Toned down the ambient sounds in Crater Lakes as it was a bit too loud and overwhelming
Added equip/un-equip sounds for Blade Runners, Gas Mask and Parachute
Lowered Coal-Powered Generator volume
Fixed first time equip audio for the Xeno-Zapper continuing to play even if the animation has been cancelled by another action
Fixed sounds for the Oil Refinery, Assembler, Converter and Manufacturer sometimes stacking and playing multiple times
Added options menu sliders to adjust the volume for the Converter, Quantum Encoder and Alien Power Augmenter
Updated all sub-drop downs in the Audio Settings to be sorted alphabetically
Added a new slider in the options menu to adjust the volume of the Crafting Bench
Fixed a bug where the Dimensional Depot would sometimes stop playing it’s idle sound effects
WORLD
Fixed Water Extractors sometimes giving Nuclear Waste in some locations
Fixed some Slugs being out of bounds and unobtainable
Fixed two Crash Site items that showed the incorrect item, they now show Silica as they should
Fixed Iron Node under the terrain
Fixed some underwater VFX not properly playing in the west coast of Rocky Desert
Pushed back the World Map borders (North West Diagonal) so everyone can access their old bases again
DEDICATED SERVER
Fix for Dedicated Server failing to bind the Server API shutting down in some scenarios
LOCALISATION
Updated community translated languages with the latest translations
The following languages are now fully translated
Ukranian - українська - Professionally translated by the Unloc localization studio
The following languages are now partially translated by community, the percentage number represents how much is translated so far
Esperanto 59%
Finnish - Suomi - 53%
Latvian - Latviešu valoda - 59%
Norwegian - Norsk - 82%
Romanian - Română - 68%
Please note that for languages to be reimported into the game, they need to reach at least 50% completion, if you want to help out check out info on our Discord.
Fixing nobelisks getting stuck in the air, items spinning on conveyor belts or railway block visualization is cool and all, but finally I don't need to hear that constant "whoosh" sound. Apparently this was caused by going close to an area with previously picked Somersloop, but I remember people claiming it was the geysers.
I blew my whole power grid and had to spend 2 hours building and re-routing coal power plants to kick start it again. That was 21K MW worth of Coal Power by the end to get the beast re-started.
I couldn't for the life of me figure out what happened for an hour as I knew I was near the limit of my current set up and was in the process of building yet another Turbo Fuel plant to feed in more juice when BOOM! Everything suddenly went down. The weird thing was I hadn't turned on any of the machines yet so why did power draw suddenly spike?
OK so 2 notes;
1. Separate your power producers from the main grid so you can kick-start them with batteries. Don't be lazy and leave it for later
2. When you up-grade the Dimensional Depot by increasing the stack size DO remember all those production lines you made to fill them up WILL kick on at the same time so if your riding the edge while building your next power plant your going to crash.
I blew my whole power grid and had to spend 2 hours building and re-routing coal power plants to kick start it again. That was 21K MW worth of Coal Power by the end to get the beast re-started.
I couldn't for the life of me figure out what happened for an hour as I knew I was near the limit of my current set up and was in the process of building yet another Turbo Fuel plant to feed in more juice when BOOM! Everything suddenly went down. The weird thing was I hadn't turned on any of the machines yet so why did power draw suddenly spike?
OK so 2 notes;
1. Separate your power producers from the main grid so you can kick-start them with batteries. Don't be lazy and leave it for later
2. When you up-grade the Dimensional Depot by increasing the stack size DO remember all those production lines you made to fill them up WILL kick on at the same time so if your riding the edge while building your next power plant your going to crash.
Can someone elucidate me on this?
I feel using trucks/tractors are completely inferior to simply using belts
The stations have only one input and output so you cant exceed the throughput of your belts anyway
Trains at least have the advantage of not having to handle headlift for pipes over long distances
Tractors and to a lesser extent the factory cart are good in the early game to drive around spitters and other enemies because you're invincible on/in the vehicle. Obviously you need to pave foundation paths to use the factory carts in any way. They are fun to use in that you program them to be autonomous and it's interesting and challenging to make sure they're fueled and travelling in perpetual motion.
If you're capable of stretching belts into the sky infinitely, yes their lack of power drain and easy logistics can't be beat, but some of the fun of the game is to integrate parts that aren't necessarily the most efficient to make the world and your factory come alive. There's a certain satisfaction to getting trains to work right and never crash and weave in and out of one another.
If you get into the communities where this is argued, it's a debate topic that has no solution. All belts for miles and miles is most efficient, but soulless and thus the bad choice.
Re-added the clearance visualization boxes on Buildings
Can now be enabled in the Options menu > Gameplay > General > Show Clearance
BUGFIXES
Optimized the Lightweight Subsystem, this improves a bug where hovering over big blueprint holograms over existing buildables would drastically lower performance until the hologram was closed
Fixed a bug where taming enough Lizard Doggos would make other creatures disappear
Added Equip/Unequip sounds for the Jetpack
Fixed a bug where it was possible to merge a Pipeline or a Conveyor Belt into itself by using a Pipeline Junction or Splitter/Merger, which would cause duplications
Fix for Pipelines losing connection to Pipeline Floor Holes when Upgrading/Downgrading them
Fixed a bug where Nudging would stop working for the player Hosting the session in Multiplayer
Fixed a bug where leaving a session without respawning would result in them losing their inventory when rejoining
Fixed Power Pole Clearance
Fixed players not being able to mine resource deposits inside of the Spore Flower Gas
Fixed not being able to sample buildings sometimes after saving and reloading a session
Fixed a rare Crash in Multiplayer when someone in the session enters a Vehicle
Fixed Blueprint Designer Storage Container not properly displaying
Potential fix for a crash in the Circuit Subsystem
Fixed crashes related to dismantling some parts of a Blueprint, mostly affecting Conveyor Belts, Pipelines and Railways
Fixed a bug where loading a blueprint in a designer would load it in all the previously interacted designers
Fixed a crash related to Blueprint connections when exiting or loading a save
All of the remaining smoke effect lingering from Gas Pillars should now be fixed
Fixed “Efficiency first” (Unlock All Milestones) achievement not unlocking correctly on Epic Games Launcher
Fixed Ascend/Descend inputs getting stuck when opening a menu while using the Hoverpack
Fixed Locomotives moving on railways displaying incorrectly in multiplayer in some scenarios
Fixed Drone Stations displaying incorrect names in the UI and incorrectly allowing duplicate names for stations
Fixed Train Signals disconnecting from the track when placing them in Multiplayer
Fix for crashes related to Blueprint connection issues in in Multiplayer
MODDING
Fix FSimpleBuildingInfo not being exported, preventing FGBuildable.h linking correctly for modders because of its use in FORCEINLINE'd function.
Fix FactoryGame.h using Microsoft-specific extension by pre-declaring ENetMode enum without underlying type, making the file inclusion break in certain cases for modders.
Fix UFGBlueprintFunctionLibrary::BreakDynamicStruct not returning true when the struct type matches the parameter type, preventing new Item States from being usable from Blueprints for modders.
Added API for working with the new Lightweight Buildable Subsystem for modders
DEDICATED SERVER
Fixed Advanced Game Settings being activated unintentionally transferring from the current save to another when starting a new session through the Server Manager
LOCALISATION
Updated community translated languages with the latest translations
The following languages are now fully translated
Arabic - اَلْعَرَبِيَّةُ
Latvian - Latviešu Valoda
Norwegian - Norsk
Please note that for languages to be reimported into the game, they need to reach at least 50% completion, if you want to help out check out info on our Discord.
Fixed a bug where it was possible to merge a Pipeline or a Conveyor Belt into itself by using a Pipeline Junction or Splitter/Merger, which would cause duplications
Fixed a bug where it was possible to merge a Pipeline or a Conveyor Belt into itself by using a Pipeline Junction or Splitter/Merger, which would cause duplications
Eh, it was bound to happen sooner or later... Hope everyone who was using the glitch got all the hard drives/mercer spheres/somersloops they'll ever need...