V453000

V453000



30 Dec

Comment

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 wid...

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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 s...

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Comment

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.

Comment

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 ...

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Comment

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 ...

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Comment

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.

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25 Dec

Comment

I'd say K2 is closest to vanilla, just changing a bunch of things, adding a few science packs making the game longer, and adding some IMO unnecessary bloat like loaders/warehouses/inserters able to drop on close side. Overall I'd say it's easier than vanilla, as you have tools to solve basically anything. Multiple things I consider completely broken, like pollution filtering to get rid of biter attacks for minimal price, extreme lengths of underground belts and pipes to the point it's really hard to see which one connects to which. The conversion of resources to matter is pretty cool if you choose to use that. I finished K2 in about 60 hours.

Industrial revolution (I haven't played IR2 yet so I just assume some core things carry over) is interesting because it adds so many intermediate recipes that hand crafting really is really painful, motivating you to automate more. Progressing through the stages is also quite fun so that's not a bad idea to start with either. I didn't...

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Comment

Originally posted by _aD

Space Exploration. I have a fairly absurd science cost multiplier so it's taken me quite some hours to get this far (literally and figuratively).

You play SE with a tech cost multiplier? That's serious masochism :D


23 Dec

Comment

Originally posted by KoZo46

they have biter nests in the middle of their base lmao

It's a screen from the Launch trailer :)


17 Dec


16 Dec

Comment

Originally posted by AkronSnape

I think there's an Electric Boiler in SpaceEx. (Or is it Gas fired? I forget).

Maybe that's only there with AAI industries, which isn't a hard pre-requisite I think.


14 Dec

Comment

This is seriously awesome.


24 Nov

Comment

Originally posted by MorithK

the engineer chasing the lone biter definitely had me laughing out loud enough to have hubby asking me from the next room what was so funny.

I wanna know how to get the baby spidertrons..

They are just items lying on the ground :)


23 Nov

Comment

Originally posted by triffid_hunter

Multithreaded belt update logic.

Ooh, which FFF?

There's multiple things that weren't in any FFF. :) Note there were only 3 FFFs since 1.0 release.

Comment

And that's how you learn to use filter inserters. :)


22 Nov

Comment

Originally posted by jdplay5

A trailer it is in the title :)
But to answer your question What happens when a modder goes in and tweaks EVERY GFX in the game From the splash screen to the smallest GUI of the menus!
I hope u enjoy this Alternate viewing of your hard work V

Honestly, I don't see how it looks nice in any way XD


16 Nov

Comment

Originally posted by fatpandana

Ops. I miss read that, still havent had cafeine. Cannon capsules are not re useable.

Yeah and I misread the previous post thinking it was about cannons, with a lot of caffeine in. Didn't help apparently.

Comment

Originally posted by fatpandana

Please tell you have been scrapping them!

You mean the cargo rocket sections? No, I thought they meant the capsules for the cannons. I reuse rockets as much as I can, I don't use cannons at all.

Comment

Originally posted by craidie

The second you get a cargo rocket.

For example the only source of vulcanite on Nauvis is from deep core mining. And you'll be getting a metric shit ton of stone to dispose of if that's the only source of vulcanite you have. And you need Vulcanite for space science...

When you start thinking of bringing back things that are found on nauvis surface It won't be immediately profitable.

First we need to figure out the cost of a launch.

  • Capsules are reused completely, so no need to factor that in, we do need to bring them though. Sections are a bit more complicated. A single rocket can fit 23 rockets with pods(18 slots leftover.). you get 20% reused from the rocket that brought it. 80 sections take another 16 slots. That leaves 2 slots for whatever for a delivery of 24 rockets. That leaves a single rocket build cost back to nauvis at 104 ish cargo sections

Rockets crashing complicated as hell

0.9^({ Rocket Su...
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Ooh the cannon capsules are reusable? I didn't know that. :)