V453000

V453000



13 Jan

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WTF it's actually not a joke XD LOL.


11 Jan

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Originally posted by maxtimbo

I wonder what u/V453000 feels about all this...

All of my railway networks looked like I was pooping when building them. Legit.


03 Jan

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Originally posted by GeneralGguy

The whole dynamic changes in space and I’ve been loving every second of it lol. But yes definitely intense haha

Oh space is definitely awesome, it's just that I was so intimidated by the length of the mod that I rather built quite boring rows of machines, and as a result not much spaghet happened.

This on the other end, is awesome.

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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 ...

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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 ...

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01 Jan

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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!

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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 0eNrlXWuSo7oV3sqUfyYmQRJ60HWTFeRXqvIrNeWibdxNjQ0O4K47dcsLuPtINnZXEvALDDqgI8Btz/yZ6bbb...

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31 Dec

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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.

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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.

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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 w...

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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.

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Originally posted by craidie

Was UPS an issue to you?

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

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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.

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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.


30 Dec

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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.

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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 ;)

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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 ...

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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.

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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.

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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 ...

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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 ...
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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.