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Factorio - a factory building game - now with Space Age expansion

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
530
Location
Mordor
it has a special asteroid that provides the end-game resource to craft the new research pack related to infinite tech

You will need the new Rail gun acquired in Aquilo to protect the ship and my GUESS from the little I heard about, is that you either send ships to and from the location or build a space station there to farm these materials.... but there will be no land to build.
 

Kruyurk

Learned
Joined
Nov 16, 2021
Messages
487
Could be an exploded planet?
Maybe it is the planet the protagonist is from that exploded and the ultimate goal is to rebuild it by assembling the asteroids. Just build a huge railway network between the asteroids and Tchootchooearth is back to it's former glory.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
530
Location
Mordor
It seems the enemies planed for Aquilo were dropped so, both Aquilo and Fulgora have none

Now I'm hoping for mods that fill in both cases... either aquatic/aerial (or both) creature for Aquilo and some Robotic-like for Fulgora.
 

Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,195
aquatic... creature for Aquilo
Aquilo seems to be skyblock-seablock inspired, so iceberg munching whales who would physically destroy your construction space could be infuriatingly cool.
Fulgora is all about spreading out. It might be kewl to have zero enemies, but some storms that spawn in areas with high building concentration (handwave it to be a metal-attracted nanobots or gremlins or something), forcing you to abandon ICS city blocks to create outpost network.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,872
Warptorio game hit another huge setback, game decided to throw FIVE bosses at my base. I killed the first one, second spawned on top of my mission objective, causing it to fail miserably, then after luring that back to my base to kill it 3 more showed up and killed everything. Turrets, ammo, walls, roboport and supplies, mining outposts- all fucking annihilated.
:rage:
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
Alright, the Proper Space Base(tm) has started!

First of all, the needlessly over-engineered ressource exchange area linking the station with Nauvis. Yes, it is very likely that a simple "wait 20 seconds" condition of the train would have been enough, instead I went with a system of constant combinators on the station asking the ground for x amounts of each ressources. Once the train has a full load of something only then he is allowed to leave the ground for the space station. So far it works fine but if throughput becomes and issue I can also takes stuff like copper, iron and steel off the main train and deliver them via rockets in ingot form (since they're already being made on another planet) to free up some wagons or worst case I have plenty of space on both sides to add some individual trains dedicated to single ressources.

Ground exchange also has something I wanted to test for a while now. To regulate the supply train stations I setup some S/R latches so that they stay open until the buffers are full and only reopen once said buffers are close to empty, makes the train traffic around it more efficient.

Z5yMP9B.png

VvoClfX.png






But before I can start doing proper Science!, I need to set up the logistics.
First, recycling. Material science in particular kicks up a prodigeous amount of scrap that needs to be recycled. It does give you a lot of free ressources so well worth doing properly.

kAY3jdo.png



And next fluids and data cards, together with the junk card recycling (lots of later research can fail, so you need to recycle more stuff).
Data card production is currently at 300/min, I can still slam some speed modules to increase production, hopefully it'll be enough. Also data card production are looking like a prime candidate to receive their copper straight in ingot form since it's already eating 50 copper per seconds.

jfVwhO8.png




THE SPACE FACTORY MUST GROW!

Ld0WGam.png
 
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Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
Psv379Z.jpeg


I find the rail layout aesthetically pleasing, Andnjord
Thanks, I did my megabase following a city block layout with single headed trains, so it’s taken me a while to figure out how to use double headed trains in freeform. You can see on the Nauvis base that I went through a lot of little design styles for them, but now I’m getting the hang of it and really leaning hard on the freedom and space efficiency they offer. Which is good, because space stuff needs a ton of different ressources in small quantities that would be a nightmare to manage without liberal use of trains or would take an enormous amount of space with single headed ones.
 
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Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,195
I did my megabase following a city block layout with single headed trains, so it’s taken me a while to figure out how to use double headed trains in freeform.
Same here.
My autistic ass also sometimes tends to optimize some irrelevant bullshit for no reason. In case of trains it was fuel efficiency. I just couldn't force myself to make something less than 1-4-0 trains, before I realised that it doesn't matter whether you spend 2-5 fuel units per 4k resources or per 8k, because the efficiency loss is negligible... and you spend endless oil-derived solid fuel in any case. And on top of that, if you play DW, as I tend to do, more space means more resources lost on protection.
So now I'm happily migrating to 1-1-1 or 1-2-1... or, rather, don't migrate, because I have no time to play. :negative:
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,872
At zone ~140 now. Still making steady progress, but it feels too slow. I desperately need oil, but haven't found any on the few planets where it'd be viable to harvest. I did just finish rebuilding half the innards of my base to require less hand feeding though, which feels good. Of course, now it's going to be prone to backing up because smelting vastly outstrips production. But I've got yellow science researched, I'm sitting on enough blue chips for ~2400 of it, all I need is the plastic and I'll have a fusion reactor to handle nests and soon afterwards a logistics network to make the base work better and a nuclear plant to keep it running. Uranium is, ironically, far easier to acquire than oil, as 'radioactive' planets are considered a bad one, and they generally are, offering extra biters and tiny patches of anything not glowing green. With the power supply of a nuclear plant, a strong bot network and some speed modules will work wonders, especially given their warp upgrades making them absolute beasts already. I've also just picked up a tech to remotely recall teleporter pads, which is fucking awesome because it means I can run out into the boonies, teleport back, recall the teleporter and then run off in another direction.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
530
Location
Mordor
We have around 30h before the Space Age release... time to set all affairs and tasks in order because once the game start, there's no time to stop!

What are your guys plan for the order of colonization?

I will go with the most logical: Nauvis -> Vulcanus -> Fulgora -> Gleba -> Aquilo

Oh! btw, there is already a mod that let you choose your starting planet!
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
What are your guys plan for the order of colonization?
Gleba last, that's pretty much guaranteed, I learned my lesson from SE.
Other than that, it really depends on what each planet offers. I haven't been looking into spoilers too much. Mainly I'll be looking for things like: logistics bots, mech suit (altho I suspect this one will require multiple/all tech types), kovarex process. beacons&modules.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
Gentlemen, The Work has begun...

8GL4BhH.png


EDIT: I forgot the junk data card that the machines spit out on top of the science packs. :negative:

EDIT2: I forgot each science tier also needs the previous tier as an ingredient. :mixedemotions:
 
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Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
... time to set all affairs and tasks in order because once the game start, there's no time to stop!
Heh, I’m committed to my Space Exploration run, thanks for beta testing and ironing out all the bugs for me! :salute:

By the way, since all the cool kids are going to talk about the upcoming Space Age, should I move my SE stuff to a new thread?
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,516
Location
The Eye of Terror
The behemoth is ready and waiting... Now I "just" need to set up the actual science catalogues production to feed this beast.

In SE, in order to make each tier of the advanced sciences you first need to make 4 different science cards, combine them together into catalogues, (this is where this build starts) combine the catalogues from each tier of the sciences to make insight, combine the insights from each of the four branches to make significant data, then put the separate catalogues, insights and data together to make the actual science packs. Yeah, it's finicky. And wait t'ill you see the mess that the various science card production will be! And there are four different sciences, each with four separate tiers!

rhJpPeP.png

sJNpSAd.png

NlRvonS.png
tskkH12.png
 
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Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,195
From what I saw it is just a massive asteroid field... not a real planet
Why is an asteroid field not a real planet? It can have unique resources and hazards, like all the rest.
Could be an exploded planet?
Vulcanus - Mercury
Gleba - Venus (according to early 20th century fiction)
Nauvis - Earth
Fulgora - Mars (again, early fiction - canals of Mars, etc.)
Then we break, because gas planets are unplayable, but Aquilo is kinda Titan.
Something for Ceres / asteroids belts or gas giant rings looks plausible.

Also if you're going to add a proper RTS with bases and stuff, then spawnable asteroid-based enemy bases that you can add and remove as needed should be less taxing on PC. And recently revealed jumpsuit should be necessary for space-based combat.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,773
Location
Danzig, Potato-Hitman Commonwealth
Then we break, because gas planets are unplayable, but Aquilo is kinda Titan.

Actually it reminds me more of Uranus and Neptune, it's definitely ice giant inspired, but between iceberg islands and being able to fly off from it in a single stage rocket it might not be that big.

Still, when you think about it, nobody probed Uranus directly *badum tish* like Jupiter was probed with Galileo, so it's modelling guesswork. Especially considering only one spacecraft ever flew by both ice giants the data we have on both is very limited (nuclear powered Neptune orbiter with lascomm when).

Uranus_diagram.svg
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,272
After playing pyanodon for past 200 hours... it feels so wrong to get green packs like 5 minutes in...
 

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