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

Joined
Jan 7, 2012
Messages
15,253
I feel a bit bad, because I kinda half assed every planet. I never upgraded Nauvis with anything from the other planets (except biolabs), I didn't even place a single green belt. My final ship couldn't even be stationary anywhere other than Nauvis for more than 30s, becuase it had no side facing guns. Aquilo is particularly bad, the spaghetti was absolute, there is no way I could fit in duplicates of any building (but you also only need like 3000 cold science packs and 1k quantum procs to beat the game so.... you don't need throughput).
Yeah, that was my takeaway too. Even on marathon mode I feel like the science packs were half-assable for all planets, especially Aquilo.

Especially with Biolabs, 4x prod 3 normal quality modules in a biolab makes your science packs worth almost 280% of normal. So basically divide all science requirements by 3 once you finish Gleba.

Funny enough I think Gleba is actually the strongest planet if you can finish it quickly. Stack Inserters are like getting a 4x multiplier on what your belts can carry without needing to mass replace belts, which means even a small bus on nauvis can scale up to near megabase levels. Spidertron is the other ultimate weapon for clearing biters out easily along with artillery. Biolab is basically cheating for research. The only thing missing is a way to deal with cliffs.
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Funny enough I think Gleba is actually the strongest planet if you can finish it quickly.
Quite possibly yeah. I wouldn't want to do gleba without a flying suit though.
I also didn't use stack inserters at all until final spaceship. I didn't even need blue belts on any planet (except for undergrounds for the reach), so stacking was not relevant at all. But spidertron is great, although I'm not sure if it's capable of taking out worms on vulcanus?
 
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Spidertron is just 4 rocket turrets right? At my ending tech level that would give one about 3k DPS vs. the demolishers. That could slowly wear down the small ones. But you can make as many spidertrons as you want and just group them together and send orders like an RTS, so there's no reason they couldn't take one on in numbers. They can also have shields to keep them fairly safe from the AoE.
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Spidertron is just 4 rocket turrets right? At my ending tech level that would give one about 3k DPS vs. the demolishers. That could slowly wear down the small ones. But you can make as many spidertrons as you want and just group them together and send orders like an RTS, so there's no reason they couldn't take one on in numbers. They can also have shields to keep them fairly safe from the AoE.
Yeah, 4 rocket turrets. My rockets were doing about 1k damage each, but I don't remember how fast rockets fire. I still think I'd prefer a single tank with uranium shells over an army of spidertrons. Especially since you have to take out one worm before gaining access to the purple ore (at least I had to).
 
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Oh yeah, if you're fighting the worms early then I'd use tank or a bunch of turrets. I was speaking of the spidertron as basically a post-game way to clear new areas. But its most useful on Gleba/Nauvis as something you send out to kill expansion nests, assuming you don't just have a full artillery patrol train.
 

baturinsky

Arcane
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Apr 21, 2013
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Belt Weaving is essential for beacons

izma1h9.png
Or you can just send iron and wire on two sides of the one belt.
 

Andnjord

Arcane
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Aug 22, 2012
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The Eye of Terror
In the grand scheme of things space conservation is relevant only before arty/trons.
Less efficient on space, on power consumption, on infrastructure, on player time to connect up multiple belts. There's no reason not to feed in a full belt of your most input-limiting ingredient.
I’ve had to redesign far too many factories due to belt throughput problem that only arose once I started slamming those modules not to agree with you.
 
Joined
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I’ve had to redesign far too many factories due to belt throughput problem that only arose once I started slamming those modules not to agree with you.
I do feel like stack inserters make the throughput problem a bit too easy once you get them. Basically turns yellow belts into green belts which is insane
 

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,650
Who cares about throughput, efficiency or other useless stuff as long the factory is symmetrical and perfectly align to the grid?
Buildings are 1 tile off? The belts aren't done harmonically? Delete everything and do it again.
 

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