Factorio Thread
>Experiment with circuit network
>Realize due to the way circuits and ticks work, I can rate limit belts to only allow a very specific amount of items through
>Literally all my old designs become sushi belt monsters where each lane has an exact amount of copper, iron, stone, and coal for things to work
>Still better to just drag massively oversize lanes to machines anyway since it accounts for growth and dodges supply issues
It looks like this has actual practical application on Gleba though in the sense I know exactly how much flux and nutrients my factory needs and can have it create that much. Has anyone done something similar?
Anonymous
8/12/2025, 10:43:11 AM
No.717896863
>>717897190
>>717970569
Despite my circuit network usage, I have not tried what you described.
Speaking of Gleba though, I had to cook up some circuitry to not end up wasting too many spores on excess harvesting.
It was pretty hard to do, but it works by
1. The box is a buffer, with the inserter set to unload spoiled first
2. If the amount in the box starts getting too low (changed via constant combinator), start a timer from 0
3. While timer is less than x, let trees harvest fruit
4. While timer is less than y, don't reset the timer (to give fruit time to arrive from the long transport belt)
You can see it in the bottom left and bottom right.
>>717896863
I haven't really started on Gleba much yet, but how bad is the spore pollution? Will it get out of control with just a few ag towers or does it take a monsterous base to make a significant amount of pollution?
Also, am I really confined to cultivating Jellynut and Yumako only in very specific areas? I guess it makes sense in the same way you'd have to go to resource patches on Nauvis.
Anonymous
8/12/2025, 10:52:50 AM
No.717897267
>>717898398
>>717897190
If you try to solve the logistic problem of Gleba with brute force (harvesting endless amount of fruit) then yes, the spores will make you pay the price.
Of course, you can try to brute force defend that if you'd like.
Anonymous
8/12/2025, 11:20:51 AM
No.717898398
>>717898761
>>717897267
How much is reasonably required for a similar amount of production of things like ore? I see that you can make iron and copper bacteria which produce ore from a chain of Jellynut and Yumako and it appears to generate about 3 ore per second from each biochamber, but what does that equate to in spores? Should I need to invest in defense heavily early on?
Getting rid of spoilage isn't as bad as I thought it would be.
Anonymous
8/12/2025, 11:25:33 AM
No.717898609
>>717898768
>>717903372
Also, I'm really surprised how incomplete most of the planets feel. They all seem to have a single gimmick to resource harvesting, and some of them are pretty cool, but their tech trees are really short. Like I landed on Vulcanus and pretty much had all the tech from it within a few hours, along with a factory up and running to produce whatever I needed.
If that was the route they were going, Space Age should've given you the opportunity to start on a different planet and retooled the early tech tree depending on where you started to let you progress to space from there. Right now, most of the game feels like it takes place on Nauvis and the other planets you just land, construct a basic factory, and then ship everything back.
Anonymous
8/12/2025, 11:30:01 AM
No.717898761
>>717898398
You'll be fine early on. Just bring some guns.
Anonymous
8/12/2025, 11:30:09 AM
No.717898768
>>717898982
>>717902838
>>717898609
You need to remember that they balanced the expansion around people that don't have 500 hours in the game. The average player can take anywhere from 50 to 150 hours to complete SA. For people that want more shit they can just use any of the ten billion planet mods or expanded planet mods.
Anonymous
8/12/2025, 11:36:12 AM
No.717898982
>>717898768
I know it kind of makes sense that getting to the solar system edge shouldn't take hundreds of hours, but most things after launching the space platform just feel like a victory lap. I went to Vulcanus and I got a new mining drill and a fancy electric furnace. I went to Fulgora and got a better way to mass produce circuits and a way to turn things into quality items efficiently. Now I'm going to Gleba and it seems like I'm just getting an upgraded chemical plant.
>>717898502
Did you have to import all of that or is there some way to grow it locally?
Anonymous
8/12/2025, 12:43:47 PM
No.717901881
>>717897190
>how bad is the spore pollution? Will it get out of control with just a few ag towers or does it take a monsterous base to make a significant amount of pollution?
It can get bad but the Stompers on Gleba don't spread the same way that Biters do on Nauvis. If you're concerned about attacks, you can just commit a miniature genocide and never have to worry about the bastards ever again. Personally the only times I have to deal with them now is to remotely collect pentapod eggs. This is done most easily with my Spidertron that's been decked out with 10,000,000,000,647 yellow rockets, also pretty easily with my Mech suit since they can't really do much if you fly over a body of water.
If you don't want to annihilate every single pentapod, you can alternatively deck out your base with Tesla Coils to zap them directly to hell.
>Also, am I really confined to cultivating Jellynut and Yumako only in very specific areas? I guess it makes sense in the same way you'd have to go to resource patches on Nauvis.
Yes. It gets a bit easier when you get overgrowth soil unlocked since you can turn their respective biomes into one giant patch. I'd recommend finding a goldilocks zone where the two soils are nearby (search it on the map) and building your base near it.
>>717896457 (OP)
I just solved gleba with having circular belts for everything with an inserter set to dispose of the spoilage. The only thing on gleba that I found tricky to deal with was balancing the Pentapod eggs so I don't have to intervene and fix anything up
Anonymous
8/12/2025, 1:04:06 PM
No.717902781
>>717911461
>>717902316
I just put mine on a roundabout that starts chucking them when 24 or more are on a single belt, which for the most part just kills them before they're a problem. Nasty implementation, but it works. I leave the game to idle a lot and I've only had to reset them once, because I didn't cultivate my yukamo fruit fields enough.
Also, the Decider Combinator doesn't actually do anything meaningful here. It was a holdover from before it was a loop where it'd count how many were on two positions of the linear belt and chuck them when too many occupied a single belt.
Anonymous
8/12/2025, 1:05:53 PM
No.717902838
>>717904140
>>717912719
>>717898768
By the time any player gets to space, he will have reasonably solid understanding of factorio mechanics. Gleba does something with it - punishes fucked up ratios. Vulcanus and Fulgora do nothing. On Vulcanus you pipe metal instead of belting it and on fulgora you deal with sushi - the same thing you most likely already did
Anonymous
8/12/2025, 1:19:28 PM
No.717903372
>>717898609
>Right now, most of the game feels like it takes place on Nauvis and the other planets you just land, construct a basic factory, and then ship everything back.
I dunno man, I just abandon Nauvis as soon as I get to Space since the only thing it really has for me is Uranium. You can just harvest enough to last a lifetime and fuck off to Vulcanus, and optionally get it from Cerys by the power of modded planets. Plus, the standard gameplan for Nauvis is just building a wall of flamethrower turrets and ignoring the only unique thing about the planet until the end of your run (being the biters). If Biolabs didn't exist, then most people wouldn't really have a reason to go back there.
Anonymous
8/12/2025, 1:37:45 PM
No.717904140
>>717904690
>>717902838
I never really figured out fulgora. I'd always have to occasionally play with what was being inserted into the deletion machine. I guess I could have used circuits but the spaghetti I left there was pretty dire
Anonymous
8/12/2025, 1:51:19 PM
No.717904690
>>717905249
>>717904140
My first attempt at Fulgora didn't go great, I was manually moving items out of a bank of chests by hand, then I put a line of splitters to filter everything into chests automatically, and then I had a circuit set on individual recyclers next to every chest to start breaking down materials as their chest got nearly full. I still had a huge problem getting rid of Solid Fuel and Stone. I eventually started crafting purple science to burn off the stone since the red circuits scrap made gave me easy access to completing it. Ironically Vulcanus wasn't as great for this despite an even more massive amount of stone because oil based products are harder to make.
My problem with Fulgora eventually became that the scrap piles were simply too small to be worth the trouble. They produce good resources but also a lot of trash like stone to the point where I can't get rid of it fast enough. I think on my next run, I go to Vulcanus first to get the fancy drill and specifically make a quality version of it to preserve the scrap piles on Fulgora longer so I don't have to run to new islands as quick.
Anonymous
8/12/2025, 2:03:43 PM
No.717905249
>>717905297
>>717904690
>My problem with Fulgora eventually became that the scrap piles were simply too small to be worth the trouble
Were you only using your starter patches or something? Even small patches further from the drop point yield around 3-4M scrap. Only catch is that elevated rails to get them to a larger island is mandatory, but that's not really that big of an issue since they usually aren't far form bigger islands.
Anonymous
8/12/2025, 2:05:04 PM
No.717905297
>>717905565
>>717905249
Also, the islands are typically bigger the further away you go from the drop point. I honestly did not know this until I mentioned my Fulgora woes of fucking around on multiple small islands to my friends. A small amount of exploration usually results in a landmass big enough that filling the ocean with Aquilo's foundation is just pointless.
Anonymous
8/12/2025, 2:11:40 PM
No.717905565
>>717907169
>>717913073
>>717905297
I explored around some, the only things I found were small islands with lots of ruins, medium islands with some ruins and scrap piles, and very large islands that were resource poor but had tons of room to build a huge factory. Most of the scrap piles had about 1-2m scrap in them which really just doesn't last that long.
I'm sure if I went very far from spawn there would be bigger ones, but I went about a thousand or so chunks to the north on my map and still wasn't finding anything great. The medium islands didn't seem to be getting any bigger, intensive mining operations where I'd cover the entire scrap pile with miners would only last a few hours as compared to some of the distant resource paches on Nauvis.
Anonymous
8/12/2025, 2:40:25 PM
No.717906921
>>717909339
So I stole someone's design on a ship from here and man you need to use selector combinators and those furnaces can't keep up with the ammo at all and that gap on the chem plants is upsetting.
Anonymous
8/12/2025, 2:44:35 PM
No.717907169
>>717905565
Yeah the idea is to use trains with elevated rails to bring the scrap over. Landmasses permitting, you could potentially use logistics drones to cart them within a logistics network, but you need to find the right islands for that kind of thing and use the *good* lightning rods so that they don't get fragged mid-flight.
Anonymous
8/12/2025, 3:26:09 PM
No.717909339
>>717906921
>he made the weiner ship
Anonymous
8/12/2025, 4:01:41 PM
No.717911461
>>717913458
>>717902781
Yeah I had a janky Decider setup too before I just admitted defeat and made it a dumb loop with hard thresholds. Honestly I think most people overengineer egg disposal when a roundabout with a splitter into a trash chest does 90% of the work. The trick is not letting them cluster at bends, thatβs when they start blobbing and glitch-jumping your Tesla grid. Also, pro tip: add a second chuck point farther down the roundabout as backup. It's dumb, but it saves you from logging back in to a surprise egg rave in your agri district.
Anonymous
8/12/2025, 4:21:01 PM
No.717912719
>>717912796
>>717902838
I never had a need to make a sushi belt til Fulgora so I'd say it's not likely something you already did til that point.
Anonymous
8/12/2025, 4:22:07 PM
No.717912790
>>717898502
for what purpose?
Anonymous
8/12/2025, 4:22:19 PM
No.717912796
>>717912838
>>717912719
You don't need to do one in Fulgora either.
Anonymous
8/12/2025, 4:22:55 PM
No.717912838
>>717913458
>>717912796
personally I think it's the simplest solution but you're right
I'd rather not do anything else though
Anonymous
8/12/2025, 4:26:56 PM
No.717913073
>>717905565
Small vault islands tend to have 10m+ scrap piles.
Anonymous
8/12/2025, 4:33:19 PM
No.717913458
>>717911461
>>717912838
You could just self feed with conditions
Works on a few of the recipes
Just have a signal when recipe is done and output 1 on the belt to start the next recipe and the science grabber is on > 2
Or if you're going full on hatchery, just have them doing the thing the bioflux > nutrients is doing
>Trying to learn how to make efficient trains network
>Finally have something that 'works'
>About to get both purple and yellow science fully automated to 150/spm
>Never done a megabase before
I had to take it all apart and re-do it like 5 times cause I'm dumb but I think this is pretty alright.
Anonymous
8/12/2025, 4:40:57 PM
No.717913941
>>717914249
Finally secured the island and isolated the biters to their little cuck-box, too.
Anonymous
8/12/2025, 4:45:18 PM
No.717914249
>>717914343
>>717913941
How nice to start on such a securable island
Anonymous
8/12/2025, 4:46:47 PM
No.717914343
>>717914249
It took me a long ass time to clear them all out with nothing but a tank and shells.
Anonymous
8/12/2025, 4:54:14 PM
No.717914840
>>717914880
>>717913820
Sorry to rain on your parade, but 150spm is far far away from a megabase.
Anonymous
8/12/2025, 4:54:55 PM
No.717914880
>>717914992
>>717914840
It's good enough before reaching other planets, at least.
Anonymous
8/12/2025, 4:56:50 PM
No.717914992
>>717915219
>>717914880
150 is not bad at all. Just saying that people usually mean something in the lines of 10k+ spm when talking about megabases. And that was before the expansion. I'm not sure how high they go now with the new buildings + quality.
Anonymous
8/12/2025, 5:00:40 PM
No.717915219
>>717917015
>>717914992
Turns out once you get high enough SPM the cap becomes UPS.
Anonymous
8/12/2025, 5:01:33 PM
No.717915272
>>717896457 (OP)
You just dont need that much green/red production
Anonymous
8/12/2025, 5:09:31 PM
No.717915832
>>717916057
>>717902316
>The only thing on gleba that I found tricky to deal with was balancing the Pentapod eggs so I don't have to intervene and fix anything up
You can keep one egg in a chest and use a timer circuit to insert it into a biochamber once every 12minutes (giving you 3min of leeway) to split into two eggs. The egg mitosis recipe restores 100% freshness. From there you split them out - one egg back in the chest, one egg into the incinerator.
Lather, rinse, repeat.
Then if you need to start producing agricultural science packs, you temporarily zero the timer ceiling so the inserter grabs from the chest continuously. You let the second egg move passed the incinerator into a wider area of biochambers doing the egg mitosis replication, so it can build up a large stock to pass on to another cluster of biochambers that will create the science.
Ofcourse - you disable the intake of additional eggs on this loop with additional circuitry so that once you have enough science the loop drains out and you don't get any eggs stuck there.
And you can trigger the production of science off of an orbital platform being present which sends out a request signal for science packs. (You can hook a circuit wire to the rocket silos and monitor incoming requests from orbit, in case you didn't know that.)
The whole thing together gives you a perfect, 100% failproof closed system that will always shove agricultural science into your platforms at max freshness; produced on demand.
Anonymous
8/12/2025, 5:11:26 PM
No.717915978
>>717913820
I have to do this now, I have like 5 trains all tossed on a singular track in a spaghetti abomination of mergers and one ways.
Anonymous
8/12/2025, 5:12:38 PM
No.717916057
>>717916785
>>717915832 (cont.)
>produced on demand
FWIW - this is actually the entire trick to Gleba in a nutshell.
Normally, Factorio is about push mechanics: you just cram out stuff onto output belts until they backlog and you can fit no more.
Gleba is about pull mechanics: you only start producing when you need it.
It trivializes pentapods into a non-issue because your spore cloud will be basically non-existent until you scale up to ridiculous levels.
But at that point, you can also layer on a thick cake of tesla turrets, flame turrets, and explosive rocket turrets to make mince-meat of the buggers.
Anonymous
8/12/2025, 5:23:00 PM
No.717916785
>>717916057
I get what you're saying, but unless you're already at serious levels of yumiko and jellynut that shit ain't "on demand".
The best you could probably do on that regard is either:
Have each resource patch be self sufficient with seeds and ejecting its own spoilage (onsite or on a factorywide setup) and just shitting out constant resources but held onsite until needed and you pull the freshest stuff first.
or
You let the resources just flow a max output and convert them to bioflux that has a 2 hour spoil time; making it much better for storage.
Plus Jelly + Mash > Bioflux > Nutrients > Bioflux:Jelly:Mash. is its own cycle.
Anonymous
8/12/2025, 5:26:38 PM
No.717917015
>>717915219
Yeah, but you can probably push it higher now with the new buildings and quality. You can pump insane amounts of material out with legendary foundries and electromagnetic plants. And Biolabs double your SPM.
Anonymous
8/12/2025, 5:28:07 PM
No.717917106
>>717917584
God I love Factorio.
Anonymous
8/12/2025, 5:35:31 PM
No.717917584
>>717917106
Honestly nothing else that can scratch its itch
Anonymous
8/12/2025, 5:40:40 PM
No.717917901
>>717918453
After driving around the perimeter of my base dropping radars everywhere, building a nuclear reactor, loading my tank with exoskeletons and uranium explosive shells, I finally have everything under control now and set up a space platform. I set up some basic sorting with splitters before calling it a night. Today I'll process it into white science so I can get logistics and set up a bot network, unfuck my trains, and finally build a defensive perimeter around my base. There's always something new to do.
Anonymous
8/12/2025, 5:48:27 PM
No.717918453
>>717922727
>>717917901
Don't put off going to a new planet for too long.
Anonymous
8/12/2025, 5:49:00 PM
No.717918476
>>717918542
I'm scared to go to Gleba.
What should i take with before landing there?
Anonymous
8/12/2025, 5:50:10 PM
No.717918542
>>717918625
>>717918476
I always bring stuff to make a rocket silo and a few rocket launches worth, anything else is a bonus. A tesla rifle makes your life easy.
Anonymous
8/12/2025, 5:51:30 PM
No.717918625
>>717918763
>>717918542
I'm building Tesla turrets because apparently they're the best ones for that planet.
Anonymous
8/12/2025, 5:53:43 PM
No.717918763
>>717918625
Yeah, tesla weapons as a whole fuck pentapods. I specifically suggest the rifle because you'll have to be proactive in murdering them at some point to get yourself a pentapod egg. Plus it's actually really easy to clear them out from your lakes.
Anonymous
8/12/2025, 5:59:15 PM
No.717919121
>>717919331
>>717919602
I uh, accidentally made some kind of pattern.
Anonymous
8/12/2025, 6:02:39 PM
No.717919331
>>717919121
He would be proud.
Anonymous
8/12/2025, 6:06:28 PM
No.717919602
>>717920039
>>717919121
IT does seem to show up alot
Anonymous
8/12/2025, 6:13:07 PM
No.717920039
>>717920328
>>717919602
>quality labs
As material to build quality biolabs, right?
Anonymous
8/12/2025, 6:17:57 PM
No.717920328
>>717920436
>>717920039
Just making quality everything in case I need it later, it's vulcanis; not like I need to worry about wastage, storage or pollution
Anonymous
8/12/2025, 6:19:58 PM
No.717920436
>>717920328
Fair, but even an epic lab is worse than a common Biolab.
Anonymous
8/12/2025, 6:27:10 PM
No.717920902
Anonymous
8/12/2025, 6:31:43 PM
No.717921186
>>717920816
Just set up some automated space transport.
Anonymous
8/12/2025, 6:35:14 PM
No.717921403
>>717920816
Quality, legendary productivity modules, Aquilo, one space depot limitation, spore pollution and prometheum research killed Factorio.
Anonymous
8/12/2025, 6:55:31 PM
No.717922727
>>717922951
>>717918453
Why? I was enjoying taking my time.
Anonymous
8/12/2025, 6:58:54 PM
No.717922951
>>717922727
Vulcanus's big drills will make you seethe over every patch you depleted
Anonymous
8/12/2025, 7:50:53 PM
No.717926574
I hate Gleba.
Anonymous
8/12/2025, 8:16:03 PM
No.717928328
>>717931663
I like Gleba (on my second playthrough)
I am a retard. How do I make factory bigger? Is there a good starter guide for newfags?
Also is the DLC for this game worth it? I saw there's a space exploration mod and I don't want to give this faggot dev any more money.
Anonymous
8/12/2025, 8:19:49 PM
No.717928584
>>717896457 (OP)
I've really been considering taking the sushipill for things that I don't need a huge amount of production capacity for. The fact that you can read full belt contents now really is a godsend for the playstyle.
Anonymous
8/12/2025, 8:20:57 PM
No.717928658
>>717928460
> How do I make factory bigger?
just build more stuff
>Also is the DLC for this game worth it?
yes*
>I don't want to give this faggot dev any more money.
Good news, the price wont ever go down so you don't have to worry about missing out on a sale.
Anonymous
8/12/2025, 8:21:12 PM
No.717928673
>>717928460
Need more of product X? Build more factories that produce product X and put them in a row.
Need more of resource Y to make product X? Mine more of resource Y and put it on a belt that goes to the factories producing product X.
Don't do direct insertion from assembling machine to another.
Anonymous
8/12/2025, 8:24:42 PM
No.717928908
>>717924937
what the fuck man
Anonymous
8/12/2025, 8:43:06 PM
No.717930168
Fulgora my beloved.
Anonymous
8/12/2025, 8:46:30 PM
No.717930421
>>717933008
>>717967441
>>717928460
You just build more to get more. The DLC is the 'cock and ball torture' version of the game, where each time you feel like you're enjoying yourself, they shit on it and you have to build blue circuit for the 4th time
Anonymous
8/12/2025, 8:54:29 PM
No.717931016
>>717931475
Anonymous
8/12/2025, 8:56:00 PM
No.717931125
>>717934549
where's the factorio lobby link?
>>717931016
I'm struggling to automate green science
Anonymous
8/12/2025, 9:02:35 PM
No.717931658
>>717934838
Anonymous
8/12/2025, 9:02:40 PM
No.717931663
>>717928328
Second playthrough Gleba hits different, not gonna lie. First time it felt like wading through toxic hellmud while starving, second time I actually had proper logistics and didn't try to brute-force my way through fungus. Learned to respect the spore clouds instead of trying to fistfight them. Still hate the way it walls off mid-tier scaling, but I get what itβs going for now.
Anonymous
8/12/2025, 9:04:42 PM
No.717931816
>>717932060
>>717952297
>>717931475
nigga just build more, simple as. Also organize your drills better.
Your main bus is also lacking, make it longer and move production away from minerals
Anonymous
8/12/2025, 9:08:04 PM
No.717932060
>>717931475
>>717931816
Actually just mine and smelt it first, then you start your "bus" and then you build all the components for science on the mall.
Anonymous
8/12/2025, 9:14:10 PM
No.717932510
>>717934838
>>717931475
You can go really overboard on production here because this is gunna be a really convenient place to construct all the upgraded belts and inserters and what-not you use later. All four of these ingredients form the basis for your most important tools. Some ideas: 3 copper wire machines feed 2 green circuit machines. You might as well put those gears on the same belt as the copper. When you use half a belt thats like sending items at half speed and it makes it hard to build compactly. Something to think about with your iron plate delivery as well. I don't know if you know this, but if you run a belt into another belt sideways, it will feed onto the other half of that belt. You can also auto-sort belts with splitters to separate the products again and join them with something else.
I could just show you a picture and you'd probably instantly get it but that feels like ruining it.
Anonymous
8/12/2025, 9:16:18 PM
No.717932676
>>717896457 (OP)
>It looks like this has actual practical application on Gleba
It does, pretty much the entirety of my Gleba base runs like that, sushi belts with limited quantities of items.
Anonymous
8/12/2025, 9:20:45 PM
No.717933008
>>717934838
>>717930421
>The DLC is the 'cock and ball torture' version of the game
Not really. It makes a lot of shit way easier without looking at other planets.
>Rocket requires 1/10 the materials to construct rocket parts (which granted is because of the need to regularly go to space, but still)
>Construction Drones are unlocked with Space Science, which you now need to manually craft in space but can generate large amounts of with little effort
>Consequently, Personal Roboports for easier construction are available sooner
>Infinite metal from space
>Elevated rails make it so you can transport materials across large bodies of water instead of having to route near biter nests without having to make 10,000 landfill
>Laser Turrets got nerfed but Flamethrowers have always been a better way of dealing with biters for cheap anyway
>>717928460
Make a central bus for your materials (a huge line of belts for stuff like metals, circuits, plastic, and others) and use splitters/underground belts to pull from the bus. You'll need to start utilizing trains to offload materials to job sites if you want to make a really, really big base.
If you aren't adverse to cursed tech, you can use cargo wagons with cargo wagon logistics (middleclick with an item to dedicate an inventory slot to it) to do silly shit like this.
Anonymous
8/12/2025, 9:41:33 PM
No.717934549
>>717934634
>>717931125
Pay attention to these numbers on the right and work backwards.
Take a look at how fast your things are being made and work out how much materials you are making in that time, because in basic assemblers a belt is made 2 per second and grabbers are made 1 a second, but green science is made in 12.5 seconds.
So you will need a ratio like this:
>Belt : Grabber : Green science
>1 : 2 : 24
That means;
1 belt assembler is making 2 belts a second and is enough for 24 every 12s
2 grabber assembler are making 2 grabbers a second and is enough for 24 every 12s
24 green science assemblers are making 24 green science every 12 seconds and need 1 of each ingredient to start again.
See how they match up?
The only unfortunate part of this is that grabbers and assemblers tend to be greedy and eat more than they need to have backup for their next recipe.
So in my pic i have way too many belts being made, I could go with 1 less assembler, but it's not that big a deal really, I could just mess around with modules to adjust speed, but again; not that big of a deal to have a saturated belt full of stuff waiting to be used.
It's just to keep in mind so you're not making like 12 belt assemblers to satisfy 12 green science assemblers is all.
Anonymous
8/12/2025, 9:42:40 PM
No.717934634
>>717934838
Anonymous
8/12/2025, 9:45:18 PM
No.717934838
>>717936008
>>717938047
>>717934634
>>717933008
>>717932510
>>717931658
Thank you Anons, I will return to the drawing board with this info
Anonymous
8/12/2025, 9:47:10 PM
No.717934986
>>717931475
Partition some space specifically for making belts and inserters, then route those over to your green science assemblers. Both of those are the slowest of their respective types (burner inserters notwithstanding), but it'll pay off in the long run when you want to make a metric shitton of fast inserters and turbo+ belts.
Also, use splitter belts. You can set filters when you click on them so that one side only outputs one type of item.
Anonymous
8/12/2025, 9:52:02 PM
No.717935328
>>717902316
I made 2 looping belts with flux and nutrients and second one with the jellies. It worked untill the fruit belts started to rot since they were so long. Also had to make multiple outlets for spoilage from the main belts and the machines
Anonymous
8/12/2025, 9:52:49 PM
No.717935382
>>717924937
Its kind of wastefull to move the yumako mash instead of just the fruit but hey if it works it works,
Anonymous
8/12/2025, 10:00:53 PM
No.717936008
>>717936975
>>717934838
A more pratical example.
Anonymous
8/12/2025, 10:13:31 PM
No.717936975
>>717937229
>>717936008
>all that just to do what OP did with a single belt
Anonymous
8/12/2025, 10:16:46 PM
No.717937229
>>717936975
>just have one huge sushibelt throughout the entire map
>wtf is logistics
Anonymous
8/12/2025, 10:25:25 PM
No.717937845
>>717896457 (OP)
spage would've been good if the fat retard and the furry retard didn't hate fun and hate the players
Anonymous
8/12/2025, 10:27:57 PM
No.717938047
>>717938652
>>717951196
>>717934838
Here's a pitch for my starter base. It's pretty scuffed and I won't pretend that it's efficient since my only concern was getting off of Nauvis and getting to Vulcanus since it's way easier to mass-produce stuff there, but in this form it should be easy enough to grasp the general concept you're aiming for.
>Feed in Copper and Iron and put them on a central bus
If you're not playing with Space Age then you might want to also put Stone and Coal on your central belt. I didn't because military and production science (black and purple) are way easier to make on Vulcanus, and I don't mind shipping them to Nauvis in batches of 100,000.
>Dedicate a couple of lines to Steel and Copper Wires, they'll come up later
>Fork 1 for Red Science since those require very basic materials
>Fork 2 for Green Circuits, throw those on the central bus
>Fork 3 for Belts, Inserters, and Green Science. This one was extremely scuffed but it's fine since the Green Circuits have their own dedicated space and go on the central bus. Instead of doing it like a retard like I did, I would recommend having a dedicated space for belts and circuits. Just route the yellow ones to green science (they do not need to go on the central bus)
>Fork 4 for Red Circuits.
Side note for this but you'll need to handle making Sulfur and Plastic, throw the Plastic onto the central bus since it comes up later for Low Density Structure production. As for the Sulfur, the only two things they're really used for is Red Circuits and the production of Sulfuric Acid, so you can leave those off of the central bus if you want (but you'll need to route a sulfuric acid pipe for blue circuits and batteries later)
So on and so forth
The basic principle is
>Make a central line for your core resources
>Add and remove items from it on an as-needed basis
>Fork off materials for production of certain goods
Anonymous
8/12/2025, 10:35:58 PM
No.717938652
>>717938886
>>717938047
Definitely don't do this. Just play the game normal.
Anonymous
8/12/2025, 10:39:18 PM
No.717938886
>>717939903
>>717939976
>>717938652
>Don't organize your stuff, just randomly snake things around and lament your poor decisions when you need to expand your base!
Anonymous
8/12/2025, 10:53:05 PM
No.717939903
>>717938886
Yes, this is the way.
Anonymous
8/12/2025, 10:54:09 PM
No.717939976
>>717941874
>>717938886
Central busses for materials is one of the most common and efficient ways to play the game.
Anonymous
8/12/2025, 11:21:56 PM
No.717941874
>>717942904
Anonymous
8/12/2025, 11:37:30 PM
No.717942904
>>717941874
You are playing a game tailor-made for autistic people about watching items move on belts. Do you seriously think that matters?
>Expansion releases
>Want one thing, a mass storage silo that's a big 5x5 structure that stores an arbitrary amount of basic resources like iron
>Get absolutely no storage upgrades in the expansion at all
I want to hoard resources like a madman and this game simply won't let me do it. What's the point of converting everything into science if I can't build up physical wealth?
Anonymous
8/12/2025, 11:55:57 PM
No.717944141
>>717944430
>>717944063
Quality chests
Anonymous
8/13/2025, 12:00:39 AM
No.717944430
>>717944701
>>717962716
>>717944141
Not big enough and not enough throughput to move to or out of it. I can add a warehouse mod to get what I want, but I really wanted something in the base game.
Ideally, I wanted a structure that was a legit silo, only held one type of item but could hold millions of them. When you'd open the chest UI, it wouldn't show slots but rather an icon for the item and a number next to it just stating how much it had. This would be a massive benefit for train networks since a train stop could dump items specifically to the structure to be used whereas a simple chest setup is extremely limited in how much can be stored locally, requiring constant resupply.
The only thing I can say is with the fluid changes and molten iron/copper, I can kind of achieve the goal of storage/throughput by piping liquid resources everywhere, but some items like stone still have to be moved by hand.
Anonymous
8/13/2025, 12:04:31 AM
No.717944701
>>717944926
>>717944430
Either the devs or some modder said this, but huge chests/warehouses like what you are asking for have huge impacts on performance. I doubt we will ever see an official warehouse type storage except for the space platform storage.
Anonymous
8/13/2025, 12:07:58 AM
No.717944926
>>717944701
That's why I was thinking single item type warehouses instead which were functionally no different than an oil derrick, albeit one that you can add to or decrease. Normal chests have exponential impacts as size increases because of the amount of types of items they can store, but if you limit it to one item type and one quality, there doesn't have to be any calculations preformed. For example, fluid tanks have this benefit.
Anonymous
8/13/2025, 12:23:56 AM
No.717946052
>>717944063
I just use the warehouses mod. If you want that specifically in Vanilla though, you could always just make a fuckhuge cargo bay that can store an arbitrary number of resources. Just use circuit logic if you're sharing it between many resources so that it doesn't overfill the silo with resource X, Y, or Z. Arrange it like so, so that you have multiple I/O points (you can move the part that attaches to the rest of the bays to the corner of the landing bay for optimal I/O)
Anonymous
8/13/2025, 12:32:18 AM
No.717946580
Anonymous
8/13/2025, 12:41:36 AM
No.717947243
>>717947413
>>717951459
>>717920816
it's best part of space age actually
the rest of the planets aren't as interesting
also quality sucks but at least you can not engage in it. maybe they'll make it actually fun in 2,1 copium
>>717947243
Gleba has the most interesting challenge. Fulgora comes close but Vulcanus is just boring and tedious after the first time. I have never been on Aquilo
>>717947413
Aquilo is the actually challenging one that tests everything you know.
Anonymous
8/13/2025, 12:53:37 AM
No.717948060
>>717947756
Maybe someday I won't burn out
Anonymous
8/13/2025, 1:00:49 AM
No.717948558
>>717949192
>>717947756
LOL no. It has one easily solvable gimmick. You build almost normally with a bit more room between builds for heat pipes.
>load up save from when i played when space age came out and stopped playing after i finished vulcanus
>no clue what is happening anymore
guess i gotta make a new save
i hope i can finish this time
Anonymous
8/13/2025, 1:11:14 AM
No.717949192
>>717948558
post your aquilo base
Anonymous
8/13/2025, 1:12:48 AM
No.717949291
>>717948823
>starting up a new factorio save at 1am
based neet
Anonymous
8/13/2025, 1:17:44 AM
No.717949587
>>717950115
been fucking around with ship designs. Even though this is probably my 4th/5th draft of a science runner it still feels wrong that 90% of your power is spent making ammo.
Anonymous
8/13/2025, 1:24:23 AM
No.717949973
>>717950270
>>717947413
First time Vulcanus was a vibe. I enjoyed slowly building up from Foundry-specific recipes into an actual factory. The music and dark ambience helps a lot too
Anonymous
8/13/2025, 1:26:12 AM
No.717950115
>>717950565
>>717949587
I dunno if it's just placebo but it feels to me like adding a bunch of turrets ends up wasting a lot of ammo. Maybe edit their targeting priorities so that some of them ignore small asteroids?
Anonymous
8/13/2025, 1:28:15 AM
No.717950270
>>717951678
>>717949973
My first time on Vulcanus was spend weaving the Demolishers since it was more fun than just killing them.
>Blueprint a deployable Tungsten miner
>Deploy it until the Demolishers got close
>Either aggro it with some bullets to the face so that my miner can get as much tungsten as possible, or tear down the miner until it goes away
It really was fun. I wish that they respawned as larval demolishers after enough time (squishier than the standard demos and substantially easier to kill)
Anonymous
8/13/2025, 1:32:49 AM
No.717950565
>>717950115
definitely placebo, turret's don't overkill beyond any excess damage of the final shot.
Anonymous
8/13/2025, 1:37:28 AM
No.717950893
>>717913820
you've become a pro anon, congrats.
Anonymous
8/13/2025, 1:39:22 AM
No.717951018
>>717947413
>gleba with a bot network
fun but power draw can become an issue until you're shitting out rocket fuel
>gleba without a bot network
I am throwing myself into the nearest heating tower
in both cases however your enjoyment is dependent on how friendly mapgen was feeling.
Anonymous
8/13/2025, 1:41:40 AM
No.717951196
>>717952020
>>717938047
>follow this script
gay.
don't do this even though mainbuses are good.
In lategame space age, I went with default settings and probably expanded my perimeter a bit too much. Now I'm tiired of biters NEVER seeming to actually attack, What are the best strategies if I want to pollutionmaxx?
Anonymous
8/13/2025, 1:43:26 AM
No.717951315
>>717898502
Disgusting. The only resources that should leave Gleba are agricultural science packs and bioflux.
Anonymous
8/13/2025, 1:44:08 AM
No.717951358
>>717951281
biters attacking should just be a noise you hear every now and then anyway.
If you want to hear that noise set up a train line and build a far away mine near some nests.
Anonymous
8/13/2025, 1:44:41 AM
No.717951395
>>717920816
Gleba was FUN.
I got to spill spaghetti all over my spaghetti trying to make a functioning sewage system fit through my already spaghettified mess.
Anonymous
8/13/2025, 1:44:58 AM
No.717951418
>>717951281
>turn everything into a concrete jungle
>swap out nuke reactors for heating towers
>no efficiency modules ever, only speed and prod
Anonymous
8/13/2025, 1:45:16 AM
No.717951430
>>717951281
Biolabas give off a bajillion pollution so science maxxing works fine.
Anonymous
8/13/2025, 1:45:45 AM
No.717951459
>>717947243
Fulgora is pretty cool, managing the reverse production from recycling is fun.
Vulcanus is a bit boring IMO which is partly because you just get basic resources set up and then it's just building a regular factory from there, but I guess it's understandable as the first planet players will typically go to.
Anonymous
8/13/2025, 1:45:54 AM
No.717951470
>>717951281
destroy all forests (preferably burn them for some extra pollution). pave over everything. use fueled furnaces instead of electric and physical ammo so killing biters "produces" pollution.
>>717947756
I just did aquilo for the first time on my private server that me and my two autistic friends play on, and I was quite disappointed with it. It really was super easy, building around heat pipes is trivial, nuclear provides more heat than I could ever need, and all of the other planets can ship everything I need in, so the base is also small too. I had it done faster than any of the other planets in the system. It feels tacked on to me, like they couldn't figure out a way to make it fun. Gleba is clearly their baby, they definitely spent more time making that one than any of the other planets.
Anonymous
8/13/2025, 1:49:09 AM
No.717951678
>>717951937
>>717952670
>>717950270
I wish demolishers respawned at the edge of your territory. The idea of having to have a big automated network of turrets and artillery to slowly wear down one of those tanky bastards as it beelines for the center so it can lay an egg or something sounded really fun, so I was dissapointed when nothing like that ever happened. If anything my one main complaint about spage age is that they didn't go as far with different enemy gimmicks as they could, though I get that it could end up pretty annoying if implemented poorly.
Turning what was once a looming threat and source of anxiety in the early game into simply another logistics problem to keep in mind with everything else as your factory grows is part of the appeal of the game to me.
Anonymous
8/13/2025, 1:52:36 AM
No.717951903
>>717953609
>>717951530
Getting science setup on aquillo was really fucking hard for mebecause I missed the tooltip about concrete and thought I had to research foundations to build anything off the solid ground.
In hindsight it was a small miracle that there was actually enough space for my setup to be possible at all.
Anonymous
8/13/2025, 1:53:02 AM
No.717951937
>>717953653
>>717979196
>>717951678
quick idea to make vulcanus more threatening
>demolisher territory doesn't start out clearly marked, have to either trail it for an extended period or accidentally build inside the territory to reveal some of it
>mediums/larges that are bordering now-empty territory will slowly try and take it over, have to be periodically damaged to a % of their health to beat them back
Anonymous
8/13/2025, 1:53:04 AM
No.717951945
>>717951530
aquilo used to have enemies but I think they realised how easy it is for the entire base to deadlock/freeze, and they probably knew most people would just quit in the endgame finding it annoying.
Anonymous
8/13/2025, 1:53:29 AM
No.717951976
>>717924937
>These are the people complaining about Gleba
So much waste.
Anonymous
8/13/2025, 1:54:14 AM
No.717952020
>>717951196
The other anon was literally asking for a guide. I won't provide one as I don't have one, that's just a setup that most players naturally gravitate towards.
Anonymous
8/13/2025, 1:58:50 AM
No.717952297
>>717952398
>>717931816
>move production away from minerals
i have like 6 hours in factorio, still didn't finish the last tutorial chapter but your tip although it's obvious for an experienced player, for a newfag like me it's the best tip I've seen.
Anonymous
8/13/2025, 2:00:08 AM
No.717952398
>>717952297
here's another good newbie tip:
when things seem overwhelming, build in reverse order. Start with the final product you need to produce and work backwards.
Anonymous
8/13/2025, 2:04:20 AM
No.717952670
>>717951678
I had kind of wished that the expansion would focus on more combat oriented stuff. Game kind of needs more of something because you typically interact so little with enemies. You just stamp down a wall blueprint with whatever best turret you have and forget about it.
Anonymous
8/13/2025, 2:14:09 AM
No.717953290
>>717953405
>>717956429
>>717948823
Personally, that's the way I play, lots of new saves with just a focus on optimizing the early game. Those megafactories everyone is so fond of just sort of build themselves, once you have a decent design it's easy to just keep adding more stuff. It's hard to come up with small, compact, and efficient designs that are for working in the early stages of a death world where resources are scarce and pollution is a major concern.
I redid my plate production a half dozen times until I got this very narrow design where electric miners output directly to furnaces which I manually supply with coal every 45 minutes and those furnaces put plates on a belt. It upgrades nicely from Burner Drills direct to Stone Furnaces, then I take out the Burner Drills for Electric Drills, then I add Long Arm Inserters to output to a belt. In the meantime, I complete Automation for Assemblers to make a very tiny belt production setup and slowly feed the iron into it until I have unlimited belts.
The end result is this setup that just spits out iron/copper plates from an ore patch instead of needing a furnace setup to refine it. The drawback is the miners are more spread out (But they still can reach the entire patch of ore, so you don't have to go behind them and pick up missed stuff) so there's less throughput per patch and the miners/furnaces aren't full efficient, with the drills initially running only 62.5% of the time with Stone Furnaces and the Steel Furnaces only running 80% of the time once upgraded. However, the upgrade is very easy to do, just making Steel Furnaces and dropping them over the old ones and the whole thing lasts until you get to blue science for electric furnaces anyway.
My red and green science is the same way, it's the 9x38 setup in the OP. It outputs 1 science of each type every 2 seconds (Eventually 3 science every 4 seconds when upgraded to Assembler 2s), you can start by filling it by hand and then tie inputs into it for automation.
Anonymous
8/13/2025, 2:15:54 AM
No.717953405
>>717953928
>>717954021
>>717953290
>Those megafactories everyone is so fond of just sort of build themselves, once you have a decent design it's easy to just keep adding more stuff.
They really don't. You start facing lots of logistical issues when you scale to such large sizes.
Anonymous
8/13/2025, 2:18:52 AM
No.717953593
>>717948823
You have an entire planet of space, fucking use it
Anonymous
8/13/2025, 2:19:01 AM
No.717953609
>>717951903
Holy shit anon, what a trooper. Fulgora and Nauvis are producing so much concrete that my base was only limited by the amount of ice platform I could make, so naturally that was the first assembly line I setup. I can't imagine doing it without it, I could varely fit my nuclear setup on the starter island.
Anonymous
8/13/2025, 2:19:53 AM
No.717953653
>>717976036
>>717951937
I sort of like the idea of having Demolishers be something you don't kill in one go and instead they're an enemy who encroaches on your base that you fight off for them to retreat and regenerate. Maybe attacking them should've caused segments to break off and their regen would replace them as they go out of range, only to come back when they're more intact and try again.
Anonymous
8/13/2025, 2:21:27 AM
No.717953760
>>717958380
I don't know why I make circular tracks on my space stations, but I do.
Anonymous
8/13/2025, 2:24:20 AM
No.717953928
>>717953405
I don't think so, but I use a train network and a modular base to expand. Trains deliver iron/copper/etc to a section of the factory that needs it, that section outputs intermediate materials or science, eventually everything winds up supplying a mall or my labs. Stamping down another section of the factory automatically configures a train stop to supply it with material or pick up what it produces, putting down another storage yard gives trains another place to pick up raw materials or deliver them to. If I want to increase production, I just put more blueprints down.
If you're sitting there and expanding by hand, I could see how it might be more difficult, but really once you start thinking about the factory in sections (Based on how much material a given set of assemblers and actually consume at full tilt), you realize those huge bus setups become untenable and trains are the only good way to move bulk material around.
Anonymous
8/13/2025, 2:26:05 AM
No.717954021
>>717953405
Just make a modular train network and/or a city block design and you can scale it to however high you want.
Anonymous
8/13/2025, 3:06:14 AM
No.717956429
>>717958591
>>717953290
Direct mining is something I should toy with more. It just always seems more efficent to put ores on a belt and to a furnace array which outputs to the main bus.
Anonymous
8/13/2025, 3:07:32 AM
No.717956514
spent 10 hours on Vulcanus thinking that you couldn't cast steel directly from liquid iron
I've dropped this game a few times over the years, and it sounds like the expansion rebalances the game. Is it required at this point, or should I just stick with the base game until I get to space?
Anonymous
8/13/2025, 3:11:05 AM
No.717956693
>>717956592
Space doesn't change the base game much in the first place outside maybe cliff explosive being locked behind Volcanus.
Anonymous
8/13/2025, 3:11:16 AM
No.717956706
>>717956592
You can't flip a save from base to SA
you have to start in SA, lots of recipes are changed
Anonymous
8/13/2025, 3:11:46 AM
No.717956729
I use sushi belts for my space platforms since real estate is valuable
Anonymous
8/13/2025, 3:30:09 AM
No.717957827
>>717956592
Space Age changes a lot of stuff around, some of the changes being good and others being ass. Spidertrons and Artillery are gated behind two other planets, and Lasers got a nerf if you liked those (though even pre-nerf it was better to use flamethrowers for the sake of defense).
On the upside; Since Space Platforms are an important part of the expansion, Rocket Parts are 1/10 the original cost since you're encouraged to set up an interplanetary logistics system (basically the equivalent of a space train, not very daunting). Rocket launches are also available much sooner (as soon as you get to Chemical/Blue science) and Space/White Science is also easier to acquire (you craft it on space platforms using asteroids materials). They were also kind enough to change the requirement for Construction Drones/Roboports to Red/Green/Blue/White instead of Red/Green/Blue/Yellow, so you can get access to personal roboports for easier building a lot sooner in the game.
Most of the planets also have some way to get infinite materials.
>Is it required at this point, or should I just stick with the base game until I get to space?
Base game is still nice in its own way so I wouldn't say the expansion is or isn't required. But you are genuinely missing out on a lot if you don't have it.
Anonymous
8/13/2025, 3:33:23 AM
No.717958016
>>717959736
>>717944063
>Get absolutely no storage upgrades in the expansion at all
Pretty sure quality chests have several times more storage. Yeah it's not what you wanted, but it's a bit better at least.
Anonymous
8/13/2025, 3:40:17 AM
No.717958380
>>717953760
Sushi belts lend themselves very well to space platforms since you have to deal with shit like 3 output types from the same crusher in most designs (unless you filter crushers to only grab certain things, which is likely going to be inefficient).
Anonymous
8/13/2025, 3:44:11 AM
No.717958591
>>717956429
I highly recommend it at the start. Put a vertical line of smelters down an ore patch, then put an electric miner on each with a space between each miner so an inserter can pull from the smelters. Put a belt between vertical sections of miners so the plates can flow.
Doing it this way saves at the bare minimum one inserter per furnace, so that's 1.5 seconds of crafting and 4 iron plates+1.5 copper plates for every furnace you'd have to load. It's also far less belts early on. It's efficient enough that it'll last you until you make trains out to other patches.
Anonymous
8/13/2025, 4:05:17 AM
No.717959736
>>717959964
>>717960814
>>717958016
Steel Chests go from 48 to 62 to 76 slots between Common and Rare, with Legendary having 120 (this many) slots. The ease of making them is also a factor I think, given that all you need to do is either craft quality Steel or upcycle the chests (if not both).
Only place they dropped the ball is cargo wagons. They don't get any benefits from quality-- not even an hp boost.
Anonymous
8/13/2025, 4:09:45 AM
No.717959964
>>717961404
>>717959736
Trains in general could do with a buff since they made belts so overpowered. Would be fun to unlock a snowpiercer train from aquilo with higher cargo capacity and super high acceleration
Anonymous
8/13/2025, 4:12:37 AM
No.717960120
>>717961156
>>717961263
>quality cargo wagons dont have extended storage
sad
Anonymous
8/13/2025, 4:17:44 AM
No.717960376
>>717956592
If you weren't able to deal with vanilla Factorio, you will aboslutely not be able to deal with Space Age.
Anonymous
8/13/2025, 4:26:09 AM
No.717960814
>>717960886
>>717961914
>>717959736
I guess they were scared they'd make trains OP or something but I do agree it's kind of lame they didn't get any cargo capacity upgrade at all from quality.
Anonymous
8/13/2025, 4:27:14 AM
No.717960886
>>717961543
>>717960814
thankfully it takes 20 seconds to amend this slight
Anonymous
8/13/2025, 4:32:01 AM
No.717961156
>>717961914
>>717960120
sometimes the devs having some weird ass priorities in terms of balancing shines through with stuff like this
Anonymous
8/13/2025, 4:33:51 AM
No.717961263
>>717961330
>>717961986
>>717960120
If they had more storage, then you would take LONGER to load. You would NEED to have double-sided loading, which takes more space.
Not everything is a plus just because it does more than what it already does. It makes more sense to add more trains to the network to keep supplying quick unloading.
Anonymous
8/13/2025, 4:35:08 AM
No.717961330
>>717961458
>>717961263
throughput would still be increasing as you're spending less time traveling compared to loading & unloading.
Anonymous
8/13/2025, 4:36:23 AM
No.717961404
>>717959964
>Would be fun to unlock a snowpiercer train
Quality trains should increase damage resistance values instead of HP, and reduce the slow-down effect caused by impacts while amplifying damage dealt on impact depending on current velocity versus a standard velocity using wood as fuel.
It was the easiest fucking thing, to do ANYTHING with quality trains, but factorio devs fumbled and didn't do anything with it.
Undercooked to the point of being raw.
> IT'S FUCKING RAW!
> SEND IT BACK!
> DO IT OVER!
Anonymous
8/13/2025, 4:37:32 AM
No.717961458
>>717962716
>>717961330
I know it sounds like a good thing, but you're talking about saving a fraction of a second if any at all which wouldn't matter with fully saturated throughput anyway without the extra storage.
Play around with it, you'll see what I mean.
Anonymous
8/13/2025, 4:38:56 AM
No.717961543
>>717960886
This is literally useless. Your buffer chests make it so that any delay between train trips doesn't suddenly stop through-put anyway so what's the point
Anonymous
8/13/2025, 4:45:14 AM
No.717961914
>>717963171
>>717961156
>>717960814
trains got the entire interrupt system making them turing complete.
They got massively buffed.
Anonymous
8/13/2025, 4:46:31 AM
No.717961986
>>717961263
I just like loading and unloading with trains. I already limit their cargo size and use packaging containers to increase density of loading.
Anonymous
8/13/2025, 4:59:38 AM
No.717962716
>>717961458
The problem with bigger cargo wagons as you said is there's a hard limit to loading/unloading speed at depots, after a certain point you literally cannot stock a cargo wagon any faster. If you had an arbitrarily big cargo wagon (Like, for the sake of argument, lets say 100x the capacity of the current ones), the time savings for reduced travel starts to reduce further and further as cargo size decreases.
There's also the problem that less frequent trips means stations need a larger buffer to store goods. If you can deliver 1,000,000 iron plates per stop and only come by once an hour, you need a way to store that many plates. There's currently no good way to do that except with massive amounts of chests.
This is why any update to the train system needs a way to handle mass storage along with faster loading/unloading such as moving entire stacks of items at once and a big reason I keep requesting silos like here
>>717944430. Trains inherently have very uneven throughput and the only way they can really work is with a buffer, and the more uneven their throughput, the bigger buffer you need.
It's another reason I say the fluid rework is a godsend and it's become possible to virtually completely replace train systems with fluid ones. There's no real limit to the amount of molten iron/copper you can pump through a pipe system over any amount of tiles, you're only limited by each pump moving up to 1200 to 3000 units of fluid at any given time through each section.
Anonymous
8/13/2025, 5:08:52 AM
No.717963171
>>717961914
That doesn't really make them much more effective in terms of gameplay. They improved train functionality so you can make awesome train systems but it's not like this majorly improves their efficiency. The "basic" trains in 1.1 were already good enough in terms of functionality to fulfill pretty much whatever logistics role you wanted them for.
Anonymous
8/13/2025, 5:22:22 AM
No.717963885
>>717897190
I went on a pogrom to clear out a bunch of space once and literally never saw pentapods for the rest of the game. One genocide lead to around 100 hours of peace since my defenses were larger than my pollution cloud and you don't need endless growth on Gleba.
Anonymous
8/13/2025, 5:35:15 AM
No.717964501
>>717965092
>>717965419
Reminder that if you used any blueprints other than the ones you made you didn't beat the game
>but I hate bu-
You didn't beat the game
>belt balancers
You didn't beat the game.
Anonymous
8/13/2025, 5:46:57 AM
No.717965092
>>717964501
whatever, fag.
>t. spaceship non-enjoyer
Anonymous
8/13/2025, 5:54:02 AM
No.717965419
>>717965459
>>717964501
I agree other than using balancer blueprints. Nigger I ain't going to bother with that shit.
Anonymous
8/13/2025, 5:54:44 AM
No.717965459
>>717965419
You didn't beat the game
Here's the real question of the thread: Besides the fact that Biolabs are Nauvis only, what planet would you choose to make your main base on for the unique aspects only?
I think Fulgora has some cool stuff on it because it directly produces red and blue circuits and simplifies a lot of factories, but Vulcanus has virtually unlimited metal and stone production. I could even see arguments for Gleba on account of catalytic recipes allowing for continual and constant resource production and the fact that farms don't require you to expand as resource dry up. What benefits would Aquillo or space platforms have?
Anonymous
8/13/2025, 6:15:12 AM
No.717966424
>>717966518
>>717966305
without biolabs 90% of people would move their main production to vulcanus. Even then it's a decent idea to produce black/purple/gold science there and just ship it.
>liquid-based production means infinitely higher throughput
>calcite and coal can be subsidized with platforms
>no bugs
Anonymous
8/13/2025, 6:17:03 AM
No.717966518
>>717966424
>posted instead of linebreak
god damnit. cont. I guess.
Fulgora makes for a good mall since you want to offset overproduced resources like gears and holmium anyway, blue belts for example.
Anonymous
8/13/2025, 6:18:41 AM
No.717966597
>>717966305
I think Vulcanus is the only real answer. Basically infinite resources from lava, extremely efficient solar shit, extremely easy steam power from acid if you want that instead, no pollution and no enemy attacks. Fulgora is a massive pain in the ass to scale, Gleba has enemy attacks and getting infinite resources from it is weirder and more involved than Vulcanus, Aquilo is the designated pain in the ass planet, there's no reason to set up a main base there at all, you'd have to bring in all the raw resources in by space ship so I think it makes no sense at all.
Anonymous
8/13/2025, 6:19:37 AM
No.717966634
>>717966814
>>717966305
Vulcanus and it's not even close. It's just so convenient and easy to scale to whatever you need. The runs I've done in the past year have me rushing to Vulcanus and using it to set up proper production and I've never regretted it each time.
Anonymous
8/13/2025, 6:24:17 AM
No.717966814
>>717966634
Vulcanus is the way to go until you hit megabase levels, at which point getting enough science down to Nauvis labs becomes a problem due to the single landing pad limit. Then you want all the Nauvis sciences to actually be on Nauvis so you can use the max throughput of the single landing pad to bring in the stuff that can't be made on Nauvis no matter what.
Anonymous
8/13/2025, 6:25:48 AM
No.717966870
>>717967362
>>717967819
>>717966305
If we're ruling out Vulcanus on the merits that its unique aspect is being able to mass-produce your shit,
>What benefits would Aquillo or space platforms have?
Aquilo has no benefits which is kind of the point of the planet. It's a check on how strong your interplanetary logistics is.
To the question of space platforms; I built one that was designed to make as much as possible that you needed for a rocket. Blue Circuits, LDS, Rocket Fuel, Electric Engine Units, Pipes, Steel Beams, and Space Platform Foundation (though this was mostly to make repairing and expanding it easier), and of course Bullets/Missiles. To put it simply, it was a gigantic fucking brick in the sky that could autonomously make anything that didn't require planet-specific resources or Stones (though the storage was big enough that it you could inject it by the tens of thousands and not have to worry about it for a while).
What was the benefit of this? I could park it over a planet and just shoot resources at it whenever needed. I'd intended to park it over Aquilo for this purpose, but it ended up becoming my main ship since it was conceptually designed to make round trips to Aquilo.
If I had to choose a different place to make a base, and it was not Vulcanus, it would probably be a Space Platform.
I'm one of those shitters who always plays with resources turned up or biters turned down, but I've decided to grow up a bit and just play on default settings. Any advice on resource management/handling biters? I'm kinda retarded at quick thinking which I why I focused more on the building side of the game but these threads always remind me I'm cheating myself of the full experience.
Anonymous
8/13/2025, 6:31:11 AM
No.717967094
>>717966305
Vulcanus
Foundries are stupidly OP. Once I get EM plants I often make my entire base there and just ship all my science to Navius.
Anonymous
8/13/2025, 6:37:03 AM
No.717967362
>>717967819
>>717968832
>>717966870
Yeah resources in space are more or less infinite as well (Technically might be MORE infinite than Vulcanus). I did something similar to you except I just did basic resources and drop them, making everything else on site.
I wonder if a flying mall could work...
>>717930421
>'cock and ball torture' version of the game
That would be Pyanodon's Alien Life.
Anonymous
8/13/2025, 6:40:15 AM
No.717967510
>>717967816
>>717968314
>>717967441
Maybe one day I'll try this overhaul. I got up to the biological stuff in Nullius so maybe I'm better prepared than I think.
Anonymous
8/13/2025, 6:46:59 AM
No.717967816
>>717967510
It does some things that change the game up in interesting, if maybe not fun, ways. Like ash management in the early game, or all the alien life breeding stuff.
If you want to take a look with less commitment, /vg/egg/ has a server up right now. It's not pretty, but it works. We've just finished up the last research in logistics science, which is the 3rd science pack.
Anonymous
8/13/2025, 6:47:06 AM
No.717967819
>>717968893
>>717966870
>>717967362
how high is throughput on a stationary megarock? I ended up making my quality roller fly back and forth between vulcanus and nauvis just to get more materials.
Anonymous
8/13/2025, 6:48:51 AM
No.717967897
>>717967069
>Biter handling
Just set up a wall with flamethrower turret coverage and then get a roboport network up to repair any damage. After that you can pretty much just ignore biters for the entirety of your session. You'll eventually wanna invest in Refined Flammables research as you get further in to be safe, but I didn't need to go above Refined Flammables 4 (I went to 6 because I had nothing better to do with my science at the time though).
Don't rely heavily on lasers. They don't have the coverage of flamethrowers and are hungry for your electricity.
Anonymous
8/13/2025, 6:51:24 AM
No.717968010
> piss drunk, listening to my favourite music and playing factorio
It's the good life, lads
Anonymous
8/13/2025, 6:58:21 AM
No.717968314
>>717967510
its not harder than nullius but way way way more interesting challenges. I really love it.
Getting to splitters is the tutorial.
Anonymous
8/13/2025, 7:09:36 AM
No.717968751
>>717968801
>>717913820
>4 pairs of ice depots
Huh? Also, am I imagining things or do you not have radar coverage anywhere?
Anonymous
8/13/2025, 7:10:44 AM
No.717968801
>>717968874
>>717968751
I use Ice depots for placeholder station names so they don't fuck with any ongoing transportation.
Same with any circuit network signals. Ice cubes before being set right.
Anonymous
8/13/2025, 7:11:14 AM
No.717968832
>>717967362
>>I wonder if a flying mall could work...
I know I saw someone do a single assembler mall once. Could maybe work if you do a variation with that but use the platform hub to read from and have some other combinators that set the recipe for whatever you don't have enough of?
Rockets are cheap. Frankly too cheap. Don't need to bother with a space mall if sending a rocket with more than you'll ever need is 100 of three easily made items away.
Anonymous
8/13/2025, 7:12:16 AM
No.717968874
>>717968903
>>717968801
So you're freezing the train stops until you need them?
Anonymous
8/13/2025, 7:12:39 AM
No.717968893
>>717969126
>>717967819
Not good compared to a normal planetary base of course. Gathering resources will always be a bottleneck for space platforms, but you can mitigate the issue by making them as wide as humanly possible (which can be achieved either by expanding your base or just making long stretches of grabbers + turrets on both sides of your platform). Megabrick can do it by naturally expanding, but lesser platforms would want to do the grabber thing.
Anonymous
8/13/2025, 7:12:44 AM
No.717968903
>>717968874
God damn it carlos.
Anonymous
8/13/2025, 7:17:29 AM
No.717969126
>>717968893
it's pretty interesting how bricks ended up the least-efficient on either side of the isle
>skinny ships, even without thruster stacking, are better for speed delivery due to needing significantly less ammo
>ultrawide ships great for rock farmers
I should probably make this thing even bigger since I end up throwing most of the rocks overboard anyway.
Anonymous
8/13/2025, 7:37:30 AM
No.717969951
>>717967069
Set up enough radars to cover your entire pollution cloud and at least a couple chunks beyond that, then go out and kill any spawners that start getting too close to the pollution so that they don't spam you with attacks. At some point they'll get too dangerous to kill with personal weapons and you'll have to make a car (and then a tank once that doesn't cut it anymore). As long as you keep the bases in check you can mostly ignore the biters until you can solve the problem with artillery.
Anonymous
8/13/2025, 7:41:50 AM
No.717970126
>>717970392
>>717966305
I'm a weirdo, my main base would be on Aquilo cus I like the vibes. It's comfy as fuck.
luv me snow levels, simple as.
Anonymous
8/13/2025, 7:47:29 AM
No.717970392
>>717970517
>>717970562
>>717970126
I was really interested in Aquilo from the trailer because I thought it would finally be a planet with a harsh atmosphere to fight against rather than creatures, but when I got there I realized there was no real resources, the cold is fairly static, and heating is dead simple. It's honestly the fastest planet that you just show up at, set up the minimum needed base, and leave.
I wish the place had ice storms or something and that it contained something more than just lithium even if it wouldn't make sense. I wanted to be able to start on Aquilo and progress through all tech, even if I had to launch little mini-satellites to drag asteroids down to the surface.
Anonymous
8/13/2025, 7:50:15 AM
No.717970517
>>717970645
>>717970752
>>717970392
I wish Aquilo had resources you could make. Every other planet does, but on Aquilo you import everything. I mean at least give copper/iron/stone.
Anonymous
8/13/2025, 7:51:08 AM
No.717970562
>>717970392
Yeah honestly it's a little undercooked. It's certainly obnoxious you have to bring down virtually everything, too. But god do I love the atmosphere there. It's calm and tranquil and pretty. Running a huge array of biolabs there would be a fun way to use it since there's basically nothing else to make there so it might as well be the hub for science - you gotta launch from there for promethium science too anyways, so it all makes sense. Kinda.
Anonymous
8/13/2025, 7:51:10 AM
No.717970569
>>717970814
>>717902316
>The only thing on gleba that I found tricky to deal with was balancing the Pentapod eggs
The production rate for eggs is slightly less than 2:1 with science. I just set up a pair of egg biochambers to direct insert back and forth between each other, then have an inserter on each of them wired to direct insert the eggs into a science biochamber when the egg count is above 5 or so. It's not quite as fast as other methods but it's completely safe (unless you fuck up your nutrient/bioflux supply) and keeps everything at max freshness. My science setup looks pretty close to the one in
>>717896863 so I assume he's doing more or less the same thing.
Anonymous
8/13/2025, 7:52:49 AM
No.717970645
>>717970517
The real problem is not being able to get stone from asteroids. Having to ship stone from other planets to Aquillo is giga retarded. You can get all the copper and iron you really need from space (until you make some overly huge factory there for... some reason?) but the stone? no apparently there's no fucking stone in any of these fucking asteroids
fuckin dumb
Anonymous
8/13/2025, 7:55:15 AM
No.717970752
>>717970885
>>717971614
>>717970517
That's the big disappointment, Aquilo is really devoid of anything. It's not even hostile like you're working from the Space Platform and going to the surface in short bursts to grab resources to import back. That's why I say it should have periodic storms that completely shut down your factory and break some vulnerable parts of it along with killing the player if they get caught on the surface so that you spend an hour or two on Aquilo at a time before you have to evacuate. Maybe there's a skeleton of a base that you can run for a few hours before conditions deteriorate too much and require you to leave.
At the end of the tech tree perhaps you find the stuff to fully automate and restart the planet, but in the meantime it's a constant race to build another stage of factory and get things from it, all the while arming another rocket to return to space. Maybe a final tech from it is a space elevator.
Anonymous
8/13/2025, 7:57:00 AM
No.717970814
>>717971076
>>717970569
I was thinking I'd just have eggs constantly but slowly made, things would siphon off however many you needed, and the rest would go to the incinerator to power it. Yeah it's kind of wasteful but at least any excess would be destroyed before it rotted.
Anonymous
8/13/2025, 7:58:41 AM
No.717970885
>>717970752
There was some stuff from the Space Exploration mod I wish made it here. Delivery cannons and Space Elevators for sure.
Anonymous
8/13/2025, 8:03:01 AM
No.717971076
>>717976675
>>717970814
There's nothing wasteful. You need power, shit has to be burnt somewhere, and your resources are infinite.
Anonymous
8/13/2025, 8:07:51 AM
No.717971305
>>717973979
>>717896457 (OP)
No discount, no buy.
Anonymous
8/13/2025, 8:14:50 AM
No.717971614
>>717971793
>>717971853
>>717970752
Having to leave the planet would suck dick. That is an incredibly obnoxious feature. I don't think anything along that line of thought would honestly be very fun. Anything that's just "okay you don't get to play now" is pretty lame.
I could definitely get behind it having storms of some sort though. Lightning strikes necessitating use of Fulgora rods would be welcome as another design hurdle to have to bother with. Perhaps a plunge in temperature too that siphons something like 20-30* of heat from everything, straining heat production. Personally, I think something on Aquilo should spoil, too. I don't know how or what, but as the final planet I think it'd be interesting to have it pull from every other planet just a little. It sorta does already except spoilage/gleba. Seems like it'd be cool to link spoilage to heat particularly. Some material can only be maintained beneath a certain temperature or else it begins to spoil? The design goal being that you can't overheat certain elements of your production chain.
Anonymous
8/13/2025, 8:18:59 AM
No.717971793
>>717971853
>>717971614
to mirror vulcanus
>deep sea leviathans that act like demolishers, but since they're in water/ice it takes more effort to attack them.Maybe the "quick" route would be nuking the ice to thaw it
Anonymous
8/13/2025, 8:20:19 AM
No.717971853
>>717971614
Oh, and it should just have hostile sea creatures. They don't come out of the ocean but attack concrete they can reach and anything travelling over the ocean. Make a few types, some kind of sea serpent spitter thing with "low" health, a whale thing with high health, and some kinda octopus thing that just rapes drones with every arm.
>>717971793
Yeah, I could get behind that of sorts. I think "demolishers, but their zone is the ocean and they respawn and attack concrete" is a decent starting point conceptually.
Anonymous
8/13/2025, 8:23:40 AM
No.717971976
>>717972049
I think almost every machine should have a production bonus on Aquilo due to the cold having them operate more efficiently
A handful I guess you can't do it for because that'll start making infinite surplus from prod modules but
Anonymous
8/13/2025, 8:25:48 AM
No.717972049
>>717972089
>>717971976
>A handful I guess you can't do it for because that'll start making infinite surplus from prod modules but
prod hardcaps at +300% specifically to prevent infinite feedback loops from recyclers anyway, go nuts.
Anonymous
8/13/2025, 8:26:54 AM
No.717972089
>>717972049
increasing the return on casting LDS breaks the fuck out of shit too even with only +300% recyclers
Anonymous
8/13/2025, 9:12:55 AM
No.717973979
>>717971305
It doesn't have a discount because you're pretty much expected to pirate it at first. You're paying for multiplayer and mod access/to support the game.
Anonymous
8/13/2025, 9:14:38 AM
No.717974051
>>717974754
>>717975743
>>717967069
A single gun turret every so often next to your early game polluters is all you need for the first few hours.
No need to panic and fully wall in.
Anonymous
8/13/2025, 9:25:09 AM
No.717974462
>>717896457 (OP)
>Still better to just drag massively oversize lanes to machines anyway since it accounts for growth and dodges supply issues
you clearly don't like overkill. I call such creatures WEAK.
Anonymous
8/13/2025, 9:32:15 AM
No.717974754
>>717974935
>>717974051
this anon is trying to trick you
you need 4 layers of walls
maybe more
Anonymous
8/13/2025, 9:36:31 AM
No.717974935
>>717974979
>>717974754
AT LEAST 10 layers of walls
Anonymous
8/13/2025, 9:37:35 AM
No.717974979
>>717974935
I place two walls before I place two walls, and then I place two more
Anonymous
8/13/2025, 9:40:21 AM
No.717975073
>>717975743
>needing walls
Just use more mines
Anonymous
8/13/2025, 9:46:11 AM
No.717975293
>>717975743
>needing any defenses
Biters just kill themselves when they see my factory spaghetti
Anonymous
8/13/2025, 9:47:01 AM
No.717975332
>>717975650
>>717976175
>>717967441
I'm gonna do it.
Anonymous
8/13/2025, 9:55:25 AM
No.717975650
>>717975332
Anon no you have so much to live for!
Anonymous
8/13/2025, 9:58:11 AM
No.717975743
Anonymous
8/13/2025, 10:06:29 AM
No.717976036
>>717953653
>eventually setting up an artillery perimeter that demolishers make occasional dives into before backing off once they get bombed enough
That honestly sounds sick and would do a much better job of selling Vulcanus as the artillery planet you get artillery from too.
Anonymous
8/13/2025, 10:10:21 AM
No.717976175
>>717976746
>>717967441
>>717975332
Doesn't work with Space Age?`
So, just SE type space?
Anonymous
8/13/2025, 10:14:01 AM
No.717976303
>>717967069
If you research weapon tech and go on the agressive clearing out nests you can basically go the whole game barely seeing a single biter attack. Flamethrowers especially give you a huge powerspike unless evolution has already progressed enough for the biggest biters to show up.
Having a simple perimeter wall with turrets will usually be plenty if there are any raids that occur too.
Anonymous
8/13/2025, 10:18:26 AM
No.717976481
>>717977417
>>717977747
>>717967069
I'm like you and only played the one run before at that, picked the game back up a coupla days ago and went with default settings. I had to look for advice and found a vid that has great tips.
https://youtu.be/ogoKgCxZDns?si=OVlFCPXeeZA4jh5w
Anonymous
8/13/2025, 10:23:41 AM
No.717976675
>>717971076
It's more that excess production leads to excess spores. Not a huge deal but I feel like I should try and keep it down some.
Anonymous
8/13/2025, 10:25:04 AM
No.717976746
>>717976175
It says it's 2.0 compatible, so I assume you just don't play Expansion enabled.
Anonymous
8/13/2025, 10:41:51 AM
No.717977417
>>717976481
I never really had this much problems with deathworld after my first few attempts, and that was when they had the more expensive recipes on too. Only issues I had was sometimes I'd get huge biter nests spawning on top of starting resources to the point where I couldn't mine anything. My best advice was:
>Build your boiler+steam engine right next to the coal patch. Use pipes to get it there.
>Get turrets quick, get damage upgrades, push out early. This spikes evolution but gives you more room to work with before attacks come. Use turret creep to kill things.
>Scale up production as you kill more surrounding biter nests. After a certain point, you should have the factory walled in, be massively overproducing piercing rounds, and still be researching technology.
>Get solar panels. They suck, they take up a lot of room, but the massively reduce pollution from boilers.
>Make a rush to efficiency modules. This reduces power consumption but also pollution produced, up to 80% less for each miner. This lets you have five times the amount of miners for the same amount of pollution produced.
>Push out to another iron patch. You might consider doing this even before oil if there's a place nearby, but this is best done with efficiency modules. Drag the iron back with a train or even just belt it over a long distance with two or three yellow belt rows. Each belt can hold up to 30 miners worth of resources.
>The missile launcher will help you eliminate biter nests way beyond their worms' attack range. Personally, I find it better than the tank's turret and easier to maneuver with. Cheaper and faster to make the ammo too.
>Look for natural chokepoints and build a wall of turrets there. It should be pretty far out from your factory. Deliver bullets with trains if you need to.
tl;dr get piercing rounds quick, get some damage upgrades, push out on biter nests to get more space.
Anonymous
8/13/2025, 10:49:43 AM
No.717977747
>>717976481
>?si=OVlFCPXeeZA4jh5w
thank you mossad
Anonymous
8/13/2025, 10:50:13 AM
No.717977774
I use the regenerating wall mod because seeing 2 hp missing from minor attacks annoys the shit out of me.
Anonymous
8/13/2025, 10:55:18 AM
No.717977993
>>717978182
If we're discussing alternate planet enemy gimmicks I like the idea of a creeper world style threat - enemies that don't gather up into waves but just come as a constant unceasing swarm that's as much of a test of your military logistics and ability to supply ammo and power as it is your actual defenses. Couple it up with a planet that has power or resource limitations for good measure.
Anonymous
8/13/2025, 10:59:59 AM
No.717978182
>>717977993
Is it worth getting creeper world 4? I keep forgetting to try it
Anonymous
8/13/2025, 11:02:16 AM
No.717978249
>>717979174
I didn't use trains on Aquilo
I used long ass pipes with dedicated nuclear reactors heating them up
Anonymous
8/13/2025, 11:26:25 AM
No.717979174
>>717979661
>>717981402
>>717978249
Are you even expected to use trains on that icy desert?
I've never reached it yet, burned out after gleba last time. Started fresh again now, this time I'll finish it. For sure. Yep. This time.
Anonymous
8/13/2025, 11:26:50 AM
No.717979196
>>717979279
>>717951937
How I'd do is like,
>Make it so they respawn over time. Newly spawned Demolishers are weaker than Small Demolishers and with lower resistances, so they're easier to kill
>Demolishers evolve to fit whatever territory they're occupying over time. IE, if you kill a Small Demolisher and a baby respawns, it can only grow into a Small Demolisher
When a Demolisher approaches an Electrically-powered entity,
>Checks to see if the entity is powered or not
>If powered, it aggro's and proceeds to attack player-placed entities
>If not powered, it will burrow underground to avoid it
>Firing your weapon or turning your equipment back on will cause a burrowed Demolisher to emerge from the ground, and proceed with standard aggro behavior
>Burner Equipment, Belts, Pipes, Power Lines, and Trains/Tracks are not taken into consideration for these checks (it will continue on its path, but won't be aggro'd)
Or tl;dr
>Demolishers burrow under electric stuff if it's unpowered
>All their regular behaviors are maintained
What this would achieve
>Keep its vanilla behaviors mostly in-tact
>Keep them around as a constant threat, rather than something you can remove as a factor entirely by killing them
>Give players a counterplay option that allows them to build in Demolisher territory before they can kill them, and encourages them to actually use the Power Switch
Anonymous
8/13/2025, 11:28:43 AM
No.717979279
>>717979196
Alternatively, simplify it a bit so there's just parts of their routes where they just burrow. Makes it a bit easier to figure them out that way.
Anonymous
8/13/2025, 11:38:29 AM
No.717979661
>>717979174
You're more-or-less expected to use them to some capacity since it makes transporting fluids across the ocean easier. Make some ice platforms and lay down the tracks, then you can get pretty much any fluid in the world back to your main base. Not required per-se, but something that you'll quickly want to switch to when you start running out of Lithium Brine (for some people this just doesn't happen since it's so close to the end of the game)
Anonymous
8/13/2025, 12:21:53 PM
No.717981402
>>717979174
once the starter lithium/fluoride become too slow for your needs run a train
burner inserters don't need to defrost, so i ran another train of rocketfuel to keep shit heated