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- Jan 28, 2011
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Space Exploration is currently on version 0.6 (crazy to think it’s technically still in early alpha), version 0.7, the compatibility patch for Factorio 2.0 is due to be out in a couple of weeks (Earendel, the mod’s creator was hired to work on Space Age, he’s been busy). After that it will 0.8 soon (tm) with the big new features, this one might or might not use features from Space Age, apparently the mod’s creator is still unsure.I'm assuming Space Exploration is going to be updated at some point since there's a lot of unique features between it and Space Age, anyone know if that's the case?
Earendel had tweaked it a lot. It's also much faster now.Looks like they tweaked map gen a bit.
EDIT: Ohh fucking kill me, you need another planet's research for cliff explosives now.
Ohh, I hadn't checked. That's actually kind of good for me thenSpeaking of air-tight, I don't need artillery but I sure as hell could use logistics network to make my base b*ter proof before I fuck off to space. You need orbital science for that now.
Depleted Uranium is yellow science, achievement is avoiding purple and yellow science until I'm researching on another planet.Also Depleted Uranium Rounds can still be researched without going off to space, if you're really paranoid about a b*hemoth or what it was called spawning while you're figuring out how to avoid spaghetti or local FUN on one of the new planets. Unless they nerfed it hard that and a few lasers per fort should be enough to have a factory b*ter proof.
Still WAY later than blue science. Cliff Explosives used to be one of the first things I made upon getting blue science automated.Seems like a fairly easy chain as the pre-requirements are just "build building" and then 500 Vulcanus science. The again depends how much resources those Vulcanus buildings take, or rather how hard it is to ship them in (costs seem ok-ish, not nuclear reactor/centrifuge high, more like 10 steel and something else, so probably not that hard to get it up and running once you land), I had a bit of a shock yesterday when I looked at the resource costs for just getting a basic platform up and running in orbit (60 foundations with each being 20 steel, so 1200 fucking steel!).
There is a demo on steam. If you enjoy your time with the demo, you will enjoy the rest.Damn this game looks great, wish there were more games with this kind of aesthetics.
Can anybody explain in few words how’s it played, what’s the main appeal? Can’t be arsed into watching youtubes these days.
Main appeal? Optimization autism, iterative improvement wankery, seeing the factory grow exponentially to ridiculous size (it must GROW) and just watching things move along conveyor belts in a neat and orderly way. Also it has trains and you can screw around with logic circuits for autist street cred, yo.Damn this game looks great, wish there were more games with this kind of aesthetics.
Can anybody explain in few words how’s it played, what’s the main appeal? Can’t be arsed into watching youtubes these days.
I checked this and apparently the following are suggested poison capsules (apparently it stacks, but shouldn't be used alone), destroyer drones (curious, never used them), tank armed with uranium shells (apparently it can solo even a big demolisher if you kite it, small ones are piss easy supposedly) or luring it into a very dense block of turrets with AP (red) rounds.Prep advice if you go to Vulcanus
Go with a builder armor setup. I went with 8 laser defenses expecting some serious combat from the start. There isn't any, and the enemy you eventually have to defeat has 100% immunity to lasers. You *can* take more than just your armor with you if you put it on the ship and jettison it onto the planet, but I find that kind of cheesy, it would be trivial to bring over a nuclear reactor and a full bot network and they clearly limited what you could carry yourself with the intention of making you start from scratch
EDIT:
OK I may be stuck. Their HP regen is 2,400 HP/sec, along with 50% physical resistance so 4,800 DPS just to overcome their regen. A dozen turrets with tier 5 upgraded piercing ammo does nothing to their HP bar it regens so fast, and even a densely packed minefield does nothing either. I'm at a loss for what to do. Uranium ammo could do it but I don't have it researched (yellow) and there's no uranium around anyway.
Nuclear vs solar is more of a mega base concern where you need 10+ GW of power. For a normal base you shouldn’t need so much power that it would be a problem. That much so for the base game at least, no idea how it is for SA though.It's basically zero pollution like solar, and shouldn't hurt UPS much at all with the new fluid system, so I think its your ideal option?
I checked this and apparently the following are suggested poison capsules (apparently it stacks, but shouldn't be used alone), destroyer drones (curious, never used them), tank armed with uranium shells (apparently it can solo even a big demolisher if you kite it, small ones are piss easy supposedly) or luring it into a very dense block of turrets with AP (red) rounds.
Been doing that but its a real headache to set up and tear down a mining setup after like 100 ore mined.Also per the FFF you're meant to mine-and-run the tungsten before you can kill them.
But that was with the awful previous fluid calculations that really hurt UPS. The new ones are simplified and shouldn't be an issue.Nuclear vs solar is more of a mega base concern where you need 10+ GW of power. For a normal base you shouldn’t need so much power that it would be a problem. That much so for the base game at least, no idea how it is for SA though.It's basically zero pollution like solar, and shouldn't hurt UPS much at all with the new fluid system, so I think its your ideal option?
Unfortunately no, enemy expansion still occurs along with evolution. What I did was add some laser turrets to my rails (no walls, I'm lazy) and just ran them out a bit. Without pollution all you get are enemy expansion groups, which are annoying, if 3-4 go for the same spot the laser turrets will eventually die. So far I've lost 2 or 3. I should be able to get back in time I think despite the lack of a network to repair things. Hopefully with some automation to bring back research packs too.The expansion pack really needs an advanced start scenario, it takes a looong time to be ready. Also honestly I hope there's some toggle that b*ters don't setup new colonies while you're offworld or tone down the attacks (well I guess lower polution because you're not researching/building shit and thus replenishing stockpiles with production helps).