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over 4 years ago - /u/V453000 - Direct link

Thank you Earendel, this has been an absolutely unimaginable experience.

I was consistently and repeatedly surprised, very positively, throughout.

The fact that the mod adds much more than "just another 300 recipes", it adds actual meaningful and super interesting mechanics that really stretched my brain many times, and I enjoyed the hell out of that.

I am thoroughly impressed at the quality of the game design decisions that go into Space exploration.

I absolutely cannot overstate how much I appreciate that such a big mod doesn't attempt to do "all the mandatory things". Like adding the "obvious must haves" like loaders, inserter source/drop target customization, extending lengths of underground belts/pipes, adding overpowered weaponry or just adding more machines of the same type with tiers, "Machine Mk++". Instead it adds only meaningful, interesting things. Upgrades mostly aren't just straight forward, and introduce new and different problems.

More details, screenshots and a downloadable savegame about my playthrough are in the imgur album.

I'll link the save here as well: https://dev.openttdcoop.org/attachments/download/9793/Space-exploration-451-end.zip

over 4 years ago - /u/V453000 - Direct link

Originally posted by Pazcoo

I would be interested to hear your opinion on how SE makes as a "Factorio Expansion". Didn't it feel a bit like it? ;)

Or are you guys thinking in other directions (than upwards)?

This is quite obviously something that crossed my mind many times.

Going to space is probably the most obvious idea that we're indeed considering.

Overall it definitely feels like it's trying to be an expansion, and in concept it succeeds quite well. Though of course if we were to get inspired by this, the results would still be quite different. Overall I'd say much, much, muuuch less technologies and recipes for sure, a part of having Factorio well moddable is by not adding excessive amount of things, so mods have the opportunity to add things on top. If mods have to replace or remove things, conflicts between mods are more likely.

In general the pacing is really hardcore, often times in SE there are segments that simply take completely mental amount of brute force production throughput, which is a good thing as it makes steps meaningful, and expanding production is IMO the most enjoyable thing to do in Factorio (part of why we don't need 666 recipes). But it needs to be treated carefully, as going too far can easily make it feel like grind.

Understandably SE is already pushing the boundaries of what the modding API allows, while our solutions would likely be more minimal, but more flexible and better fit into the engine. For example, the Navigation uplink could just be merged into map viewing, the special entities wouldn't be as hacky and so on.

And of course, there's still more things to invent and add that the modding API does not really allow, which in turn mods would benefit from as well :) .

Also, most of the real challenging parts in SE usually almost strictly require combinator logic. I'm not sure if that's what we'd like. Circuit network has been always treated as optional. Depends how much would we treat such expansion as "expert mode", too.

It was an interesting exercise as the mod runs into similar issues that we would if we were to implement such a thing as cross-surface logistics. For example, once you're not on just one surface, it's immediately very convenient to be able to do as many things as possible over map view, which is why SE introduces the Navigation uplink controller mode.

Time will tell what we do. :)

over 4 years ago - /u/V453000 - Direct link

Originally posted by CometStrike09

Thanks for sharing your journey, it's a nice overview! Makes me a little scared of trying myself though, with all of the apparently required circuitry.

Which mods other than Space Exploration did you use and which would you absolutely recommend to add in retrospect?

I'm no circuitry wizard myself, but just with simple logic you can do pretty much everything. It's IMO more about telling what the conditions for some action should be rather than understanding combinators in and out, though of course that helps.

I wanted to have a clean experience so I added an absolute minimum. I only added the Mandatory dependencies, not the optional ones (except high resolution SE graphics).

I added things to allow the Navigation uplink insert modules https://mods.factorio.com/mod/ModuleInserter

and to mess with circuit wires https://mods.factorio.com/mod/WireShortcuts

Textplates are just because it's nice https://mods.factorio.com/mod/textplates

Rate calculator was really useful when doing late game builds https://mods.factorio.com/mod/RateCalculator

Resource Map Label Marker is really convenient as with Alien biomes some resources are almost invisible, and in general the map colours are much more varied so it can get really hard to see resources. https://mods.factorio.com/mod/resourceMarker

On a related note, I'd highly recommend keeping it as clean as possible, SE is a big mod by itself with a lot of careful design around not giving you some tools. Adding for example Krastorio 2 can spoil it quite a bit, as for example some of the power generation options trivialize some parts. And in general you'll already have such amount of things to unlock, that more easily gets into "too much" territory, at least for me.

over 4 years ago - /u/V453000 - Direct link

Originally posted by WhatheWorld

How did you get around your base? Did you just ride trains?

On Nauvis I generally just ride trains for long distances because that's fastest.

Whenever there's no rails and I just want to get somewhere without mashing WASD, I ride a spidertron.

However, SE adds Jetpack equipment that lets you fly. The more of those you have in your armor, the faster you can fly.

In the late game the jetpacks become seriously quick.

over 4 years ago - /u/V453000 - Direct link

Originally posted by ZenEngineer

There are a lot of good things about this mod but I'm not as enthusiastic as you are. Maybe it's a taste thing but there are a few design choices I dislike in the mod. (I'm playing with large ore patches since I wanted to finish the early game quickly, so I might not have the desired SE experience).

  • AII industries. The new recipes are interesting for about 5 minutes, then just annoying. And it forced me to play from the beginning rather than reusing some existing base. Apparently it's only suggested now though, not required. If I wanted a slower early game I wouldn't be playing space exploration.

  • Beacon overload. Maybe it's because I was playing with K2 which actually gives you larger assemblers and small beacons that fit inside the larger beacon's range, so it lends itself to heavily beaconed builds. SE departs the factorio beacon approach for no good reason. It's halfway interesting to design with that in mind at first, but after you have the wide area beacons you can pretty much ignore that challenge, and then your builds end up pretty normal, with just belt throughput to take into account.

  • Pipe connection on 4 sides makes things not easily tileable for no good reason. Maybe they wanted to encourage the use of their long pipes (it doesn't) but in general it's just an annoyance as you have to keep buildings two or three times apart to avoid mixing the side fluids. It makes piping connections more complicated without adding anything to the game

  • Random new buildings for no good reason. What is the difference between a particle accelerator and a particle smasher or whatever? Why do I need to make 20 different buildings for different recipes? It doesn't make the game more interesting or give you any more of a challenge, except waste a lot of mall space or force you to switch recipes. You really start to appreciate the base game's use of assemblers for everything. Even if you wanted to force an upgrade using anew resource at a certain point in the tech tree you could just require a new tier of the structure like it's done for the supercomputers.

  • Unnecessarily large structures. Why do I need a large building to make other buildings? Just to make it more annoying to build malls? What is the improvement over using space assemblers or new 3x3 buildings? It's not like you won't automate scaffolding production pretty early. Yes, the building models look cool, congrats to the artist, but having 7x7 buildings doesn't add anything to the game.

  • No productivity in space. Looks like they didn't want to mess with balancing their loops taking prod into account. It just adds to the burden of logistics, which you have pretty much solved by then.

  • "Difficulty" by annoyance. In a few places I've ended up teching up to remove some unnecessary limitations. And in general there are places that things are made artificially more complicated for no good reason, just to give you more work to do, even if the work is just copy pasting or setting up another large assembler to generate a new building. Or the whole logi bot attrition (I had added logi bots to my nauvis to orbit replenishment, so I didn't even notice the attrition until I was a level 3 sciences, and even then I just set up an external bot build in Nauvis, I'll section my orbit side factory with LTN and additional pads but that's more for efficiency and my dislike for big bit nets than because of the silly attrition mechanics)

  • Streamlining in space ships. Also drag. Come on.

  • UPS. I'm playing on a laptop nowadays and I've refrained from using spaceships, auto glaives and planet killing weapons to keep my UPS about 45 (I mean seriously, if you're going to wipe all life from a planet why do it slowly, killing your UPS instead of a quick thing? I might end up using scripts instead). Granted, this may be a pending optimization thing rather than a critique on the design.

  • Related to the above, early spaceships have a small enough carrying capacity and high enough liftoff costs I ended up using rockets for planet to orbit logistics. For Naquiuum transport to the solar system my early ships didn't carry enough to make it worth it. I ended up having an asteroid field that required only 200k liquid fuel to ship things back so I switched to rockets and that's been working well. I had an idea to have trains shipping things around, and of how to bridge LTN to have interplanetary LTN, but the storage density just wasn't worth it. I might revisit that, but again, I get a few extra ms on script updates for SE whenever a spaceship is running so it's not worth it, I just extended my rocket logistic circuitry to all my planet deliveries to and from nauvis orbit. Spaceships are interesting but I haven't seen a good use for them.

In the end I have rocket deliveries to Nauvis Naquiuum facility, with dedicated landing pads (so the source silo just sends whenever the pad is empty, no special circuitry). I'll look into scaling it up, but I'll likely just copy paste that build with the pads and everything instead of trying to force some spaceship to/from orbit thing.

Granted, I've probably sunk a couple hundred hours and I'll see it through, but as an expansion I'd recommend K2 instead of SE.

Again, a lot of the above are about taste, not a bug in the mod or anything. Maybe the designers like it the way it is, so we just have to deal with it. Maybe it's related to my not "playing the right way", as my use of bots in orbit makes the loops (scrap, junk cards) a small annoyance rather than a challenge, and my use of large patches means I need less planets. But often I look at a new tech to set up and just go "oh another one of these annoying things, let me copy paste and route some pipes" rather than an actual challenge.

SE is a nice mod that you should experience once, but I see it more like Sea block than like the next big thing.

Thank you for the long yet valid and constructive reply!

Some of your points I agree with, although the pluses still massively outweight them for me.

In general I'say K2 and SE are the polar opposites in many things. I did enjoy K2, but I find SE a lot better in design.

- AAI industries I'm not terribly attached to, and I agree that it's just extending the early game, moving you further away from the real stuff. I enjoyed having at least a couple things different from the start so I didn't mind much.

- Beacon overload I adore. Being able to retrofit beacons into existing spaghet is something I always wanted, and the wide area beacons allow for basically any build, which is fun as you design each thing differently, not the same 10 or 12 beacons around every machine.

- On some recipes the pipe connection is quite interesting, like the hypercoolers. That Factorio pipes treat the output-output connections of neighbouring buildings as same fluid system, and considers it fluid mixing, is another story.

- I'm really not a fan of big buildings, in fact I outright hated them on K2. Here I hate them a lot less, because SE usually has a lot more inputs/outputs going into a building, so you at least need the space for something, in K2 you don't. The cost of scaffolding is something, but you could just make scaffolding a bit more expensive instead. I agree they could be a bit smaller, making fitting inserters to some recipes harder would be a good thing.

- Productivity would indeed mess a lot of the loops up. I don't mind that missing at all, and you still have the choice to have productivity on a planet, or ship the finished product.

- There are a few places that are really tedious, but if something took too much work, I'd just let it run by itself and work on the next thing.

- Without streamlining the spaceships would be even more of a rectangle, though I get your point.

- As there exist planets without biters, I haven't once expanded to a planet with biters. And on nauvis I ended up disabling biters myself. The plague rocket indeed is not really useful at all, as it just makes bigger UPS problems.

- I've kind of avoided using spaceships for as long as I could, and eventually rockets were already so efficient that justifying spaceships wasn't so easy at first either, but the sheer amount of crude oil and rocket fuel I needed for the distant rockets was pretty obscene and pushed me to vastly prefer antimatter fueled spaceships. Also, I didn't automate spaceships on distant trips + planet takeoff, I had separate spaceships going from orbit to surface.

I don't know how much did I have unexplored of Nauvis, but I wouldn't mind infinite or super rich resources. There's so much stuff to do constantly, that abandoning your spaceship construction project or high tier science layout just for going back to Nauvis and expanding to new stone deposits, doesn't feel too great. But I didn't mind too too much.

over 4 years ago - /u/V453000 - Direct link

Originally posted by StormCrow_Merfolk

How did the complexity of SE compare to Bob's mods, and/or Bobs+Angel's?

Honestly I haven't played Bob's mods for years, last time I did it was just "and now go get the next tiers of machines" which wasn't really interesting for me.

I haven't played Angel's either, but I guess the processing chains are even more complicated/unreadable in Angel's.

The real meat of Space eploration for me was the completely different things, not just "the new recipes", though those were really nice as well. Not too over the top r------d complex, but there are some loops that are pretty cool.

over 4 years ago - /u/V453000 - Direct link

Originally posted by Xuerian

This seems like something that can't be stated publicly, but anyway: Has there been consideration in making this a sort of .. supported/approved/funded community expansion? Possibly with a paid supporter version or something?

Obviously Earendel has their own plans, and I haven't looked into it, but this was a question I asked myself every time I saw the mod and its scale, after playing with many of their other mods.

Not in terms of seriously considering it, by quite far, no.

over 4 years ago - /u/V453000 - Direct link

Originally posted by Raywell

What were 3 things you loved the most, and 3 things you disliked (as in you'd have them reworked)

Best 3:

  1. Controlling cargo rockets
  2. Arcospheres
  3. Spaceships

Worst 3:

  1. Ending grind of insane amount of Naquium and Deep science packs necessary to allow building large enough ship. Once you research the victory condition, it should already be possible to reasonably build the winning ship. Maybe I'm missing something significant and it's possible?
  2. Tiers 3 and 4 of the four space science packs felt mostly like "just another level", while I feel like the interesting complexity could be fit just all into tier 2. With the momentum from some significant unlocks that I was looking to, this was not too terrible, but it still felt like especially tier 4 is there just because 4 is a nice number. However, SE isn't declared complete so maybe there will be some more unlocks that make this part feel better.
  3. Setting up the first tier of each colour of space science packs was quite a bit of work, but mainly once it was all set up, it felt like it's SOOO expensive to produce these packs, in order to allow for progression of decreasing these prices as you get further. I'm not sure how exactly would I address this, but it was a big cliff to get over. My playthrough was certainly not perfect there either, I think starting with Astronomic science is a lot more efficient, to cut down rocket costs ASAP.
over 4 years ago - /u/V453000 - Direct link

Originally posted by sayoung42

I just finished Space Exploration too. What is this alternate ending you mention? Is it something to do with repairing the artifacts? I couldn't figure out what to do with them.

There's the spaceship victory that's clearly visible in the tech tree, and then there is a "secret" ending that has to do with the alien stuff.

I say "secret" not because it's clear, I say "secret" because from what I've heard, the solution is almost borderline impossible to find. There are people who completed it, but it's not many, and they are REALLY hardcore into SE.

The community around SE holds it as a serious secret so don't expect to get much stray information, though if you ask nicely they will spoil it for you in personal messages. :)

In my opinion the secrecy is actually way too much, to the degree it's really unclear how to even start with the ending.

One thing I believe is that it should be made clear that you can mine the artifacts, in fact you have to. I was afraid I would not be able to put them back if I deconstructed them, but it's quite the opposite.

And no, I didn't just spoil it for you. There is a LONG journey ahead of you after that.

over 4 years ago - /u/V453000 - Direct link

Originally posted by Player_One_1

One question: how do you deal with meteorites in colonies? Cannons require completely unreasonable amounts of electricity.

I just didn't deal with them. I just set up cargo rocket delivery for all the important items, and set up construction robot networks that would repair all the damage.

over 4 years ago - /u/V453000 - Direct link

Originally posted by anti-DHMO-activist

Before getting energy beaming, either

  1. mass-produce solar panels (the highest tier you can) and put a couple thousand down whenever you establish a new outpost. It really pays off to make modular blueprints with both accumulators and panels in seperate ones, then use something like this mod to figure out the proper ratio for the surface. It always uses the values of the surface you're currently on. Or "just" calculate it yourself of course.

  2. put a small nuclear setup onto each of the surfaces, cannoning the ingredients for nuclear fuel cells.

SE is already relatively hard on UPS, so I prefer the first approach. Putting down 9 meteor cannons is usually enough. Automating their ammo never seemed worth it to me, after ~600h I only had to refill a chest twice or something like that. A speaker to get an alert when empty helps.

Once you start beaconing your stuff you'll need a ton of power anyway, so setting up proper infrastructure is never wasted.

Oh yeah, that's one thing cannons are incredibly useful for. One of my problems was that I didn't want to create special logic override for the cargo rockets, but it sometimes happened that they weren't full yet to send, but the target planet ran out of fuel cells to power itself.

over 4 years ago - /u/V453000 - Direct link

Originally posted by MagoNorte

I have a spacex game going with a bunch of friends, so far so good but I’m nervous that we won’t know what to do once we launch our first rocket. Is it fairly self-explanatory? And if not, what resources did you look at to figure out what to do?

Don't worry too much, once you arrive to a problem it will be quite clear how to solve it. Just remember to be in a thruster suit and have lifesupport equipment when you go to space ;)

over 4 years ago - /u/V453000 - Direct link

Originally posted by mecejide

Once you know how to do it, is it easier or harder than the spaceship victory?

I'd say in a different dimension of harder, but I'm mostly guessing. The amount of effort I put in it is already much more than building the victory spaceship. If I add the science that I needed for the spaceship, I guess it's about equal.

over 4 years ago - /u/V453000 - Direct link

Originally posted by XANi_

For example, the Navigation uplink could just be merged into map viewing, the special entities wouldn't be as hacky and so on.

I use navigational uplink as better map view, even on Nauvis.

Currently the map view doesn't allow editing any settings of entities so in vanilla just changing recipe of something required copying it, putting it down locally, changing what I needed and then copy/pasting it back into original place.

Nav uplink allows to do pretty much same thing as "in person", aside from wire connections.

Yeah, free radar is bit cheaty (altho makes sense in SE context of course) but aside from that it is like strictly better map view

The downside if the navigation uplink is that you can't zoom out nearly as much, and to move anywhere you still have to WASD around, while on map view you can zoom out, move your mouse, and zoom in. Which is a significant benefit in covering large areas.

over 4 years ago - /u/V453000 - Direct link

Originally posted by 19wolf

If you could take one thing from this mod to add to the base game, what would it be and why?

I really miss the jetpack now. Without making it super fast, being able to jump over things is just so convenient. But since we have spidertron this isn't nearly as much of a problem.

The beacon mechanics are something I'd consider too, but not sure. I really enjoyed playing with them here as designing things was different, but whether one or the other is better as a whole for vanilla, is much more difficult to evaluate.

over 4 years ago - /u/V453000 - Direct link

Originally posted by craidie

Was UPS an issue to you?

At the end yes, but my computer is really bad at running Factorio.

over 4 years ago - /u/V453000 - Direct link

Originally posted by SoggsTheMage

After reading through the summary of your exploits and especially the part about getting cheaper LDS with Beryllium. I think you missed another earlier recipe that could have made your life a lot easier too. Astronomic Science Pack 1 unlocks a special recipe that that doubles the output of Cargo Rocket Sections by adding 10 Beryllium Plates. It is very easy to miss.

The other two metals also add recipes for cheaper versions of Heat Shielding which unlocks with Iridium Plates and Processing Units which unlock with Holmium Cables. For the Heat Shielding its 4 Stone Tablets, 1 Iridium Plate and 1 Sulfur vs 20 Stone Tablets, 2 Steel Plates and 8 Sulfur. Saving a lot of Oil and a decent amount of stone as well as easing some logistical challenges. For Processing units 4 Holmium Cables replace half of the other ingredients, which is still good, just not as amazing compared to what you get from Beryllium and Iridium, in my opinion.

For shipping water I think the intended way is to eventually make water ice yourself with Crynoite Slush and fly that into orbit as one stack of ice is 20000 water compared to the almost puny 500 water that you get from a stack of barrels. Not to mention getting rid of the whole barrel logistics aspect.

As for oil there is methane ice which can be turned into oil with the help of a bit of biosludge. Since you did not complain about making that I assume you eventually figured out the biosludge loop. The problem is, that it is possible to never run into methane ice and/or simply forget about it.

As whole it is easy to miss all the alternate recipes with only Vulcanite Blocks for smelting being really obvious.

Oh, yes indeed. I forgot about these completely! :D But I did use them actually.

I didn't realize you could create water ice yourself, I just mined it on an asteroid field. I thought the cryonite slush is only for the hypercooling with slush, which seemed less resource efficient so I didn't bother.

I even shipped Methane ice to Nauvis Orbit but never bothered to actually do the oil processing from it, I just kept using barrels for petroleum gas.

over 4 years ago - /u/V453000 - Direct link

Originally posted by piderman

Adding for example Krastorio 2 can spoil it quite a bit, as for example some of the power generation options trivialize some parts.

Is this not fixed in the compatibility between the mods where some of the more advanced K2 tech requires SE research?

It's not just about "how much research do I need", more that for example the K2 antimatter reactor is especially space efficient compared to SE antimatter reactor + high temp exchanger + high temp turbine + condenser turbines. Which in terms of building spaceships is really important.

over 4 years ago - /u/V453000 - Direct link

Originally posted by XANi_

Doesn't really matter that it's faster to get there if I can't do what I want when I do.

Doing the blueprint/copy dance just to put some wires or change an inserters ettings takes far longer than scrolling.

Well and fact SE planets are pretty compact compared to playing say railworld definitely helps

Sure, but you don't always want to do something that you can't do in map mode, most of the time I just want to look there without doing anything.

over 4 years ago - /u/V453000 - Direct link

Originally posted by Victuz

I'm basically at the point you were before you made the first cargo rocket. I've gone wildly off the deep end in making a production back-end, and I've been making beaconed facilities for green circuits, iron, etc. I also decided to make my trains for wagons long, so everything needs to be much more robust than I'm used to (normally I go with 2 wagons).

The setup you have for automating rockets actually frightens me a bit, because to be perfectly honest, the most complex stuff I can make using circuitry is oil balancing, and making train stops turn off when their supply requirements are met.

Do you mind putting up a blueprint (sorry if you've already done that) of the rocket supply thing? I'm very curious what it looks like.

PS. I'm also kinda regretting putting K2 in along with this mod, more and more it feels like they don't really match their goals, and I've passed the mid game of K2 despite not even entering it with Space Exploration.

Feel free to download the savegame, it has some blueprints in the Game library.

However, here goes ...

! NOTE: There are constant combinators on both ends. At the "Loading" end, that's for your first trip there, or later if for some reason the signal transmission from the other planet has been broken (runs out of power/meteor hits something), and you want to send something there, this works as an override. However, keep in mind that if you leave these constant combinators at the Loading silo on, every rocket will include these items. (the constant combinators with a space capsule and 100 rocket sections are not to be touched) At the "Request" end, these are the constant combinators that set up the request, and those are the ones that you use for standard long-term supplies.

I'd recommend taking it just as inspiration and making your own version out of it.

!blueprint 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

over 4 years ago - /u/V453000 - Direct link

Originally posted by Victuz

I'd recommend taking it just as inspiration and making your own version out of it.

Definitely the intention here. I'm not particularly good with circuits, so my intention is to look up how you do things and figure out how it works.

Admittedly my solution isn't by far the cleanest in that regard, hopefully you can read some things from it. :) Good luck!

over 4 years ago - /u/V453000 - Direct link

Originally posted by fatpandana

Sciences in SE are very expensive at start. However, most of the cost revolves around moving to orbit/space. For example it cost around 60-80 'resources' to move one stack into orbit in early space, however the cost shrinks drastically as you unlock more technologies to even possibly 'free, just oil' (and maybe a lot of UPS) using spaceships. Overall the sciences are actually same or cheaper than ground counterparts (yellow/purple packs) in terms of cost once you make significant data from multiple insight. Deep Science is another story.

Naquium is still in middle stage of testing ground. By the completion things should be different. Hopefully like how in version 0.4.35 (october 23/2020) science yield got increased almost 2 to 4 fold for 4 science schools. Though I think you started after this patch. Basically there will be at least two more tools to move resources across surfaces, Elevator and Train beaming.

For victory ship, the balancing is that it is possible to win with a 3000 intergrity ship, however you need a lot of tinkering and out of box (tank/turbine) thinking. Basically the targeted goal was around 4000 integrity and the science pack cost of it. However, reading through your notes, 288h completion and afk to 350h mark is not good. There are some ideas to address this issue via exploration.

Thank you so much for detailed play through!

Oh yeah the science recipes got updated, I remember :) I started somewhere late September I think.

Yes, I did struggle the most with rocket costs, conversely blank data card costs, as those (I think?) took the most resources (esp when I was doing barrels). If I played again I'd definitely go for Astro science first to cut down these costs asap, I totally didn't expect it to get this much cheaper - basically I didn't expect the alternate recipes, and saw that getting good % out of rocket reusability will need a LOT of science which was unthinkable to me at that point.

Naquium was nuts. :D I think I could have solved it more efficiently by something like trying to make the teleporter chests directly from my naq mining to nauvis surface, but I just don't like the idea of teleporting and obsoleting logistics at all.

3000 integrity ship is very hard to imagine for me, I've already used storage tanks and fitting into 4000 was quite close. Maybe I could have used a couple less storage tanks though :)

I look forward to play SE again, but not anytime soon. :)






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