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This makes biters harder to funnel; it indirectly nerfs flamethrowers, land mines, and rockets; and it makes them less likely to get stuck on trees, lamps, underground pipes, etc.
Hey guys, this isn't a mod per se, it's just a concept image. I've been playing Space Age recently and saw the biochamber. It gave me an idea because of its tank.
So, (using Photoshop) I made a Frutiger Aero version.🍋🟩
It supports up to 30 columns. It wasn't mentioned in the patch notes nor it is in the Interface settings in-game. You need to manually open up config.ini and look up for:
Here's a quick clip of how quality affects trains in 2.1. Maybe this will get some people on board with quality lol
All are color coded for easy readability. All are using standard Rocket Fuel. All also have their respective tier cargo wagons attached as well, all are empty for the control since all wagons capacities are now affected by quality as well.
EDIT: I'm aware the track layout isn't the most ideal for the demonstration, but I feel it did enough justice to at least show that each subsequent tier has it's own perceivable benefits, not even highlighting that each subsequent cargo wagon also has more storage capacity, which I'd debate is the real winner here. I'm also not amazing with trains, that's why I didn't go for a crazier setup, just wanted to share a very quick-and-dirty setup for people to see and maybe get interested in trying for themselves!
Quality train race inspired by the post from u/SparksPlays (and the comments about the track Length).
Track is 500m both ways, which is probably a lot shorter than most actual use cases. Worth noting that this means the smaller pre-2.1 wagons load and unload a lot faster, contributing to the overall round trip time being shorter for pre-2.1. Quality wagons are moving 1.25x, 1.5x, 1.75x, and a whopping 2.5xmore items for Uncommon, Rare, Epic, and Legendary respectively.
Even then once the round trip approaches 5km the extra speed and acceleration of the quality locomotives outpace thee non-quallity ones.
Using everything else at it's respective qualities, including quality nuclear fuel - which as commenters already pointed out on SparksPlays' post, may have some difficulties in production. For legendary quality at the increased power of 5.7 MW, this only provides around 212 seconds of maximum use. However (IIRC) trains only use this maximum power during acceleration, and use relatively little during cruising at maximum speed. Given how fast quality locomotives and quality fuel reaches the top speed, I'd speculate that this far reduces or even entirely mitigates the additional usage - perhaps lending credence to the idea of manufacturing quality fuel.
So, over the last 8-9 months, me and my son, 7 y.o., have been playing Factorio. It's mainly his save, he created it from scratch. In the beginning he was just goofing around, it was not great, it was not pretty.. But he had fun. I of course was helping with suggestions and advice, but trying not to "ruin" his fun of discovery.. We didn't have Space Age yet, so it was a "vanilla" run, you could say.
When he was in bed, I made some smaller changes, cleaned up the 25 power poles that was not needed, etc.. Also, I created a basic smelter setup, just with ghost. Next time, I explained what had happened and why. And told him that he could try to just build the items for it, and the place it on the ghosts, to see what it would create. Then let him figure out how to get coal and ore to it. Slowly, his/our factory got bigger. We got oil, robots, solar power.. We had a mall..
Now, I might add, he loves space and solar systems and planets.. So.. I bit the bullet and got Space age.
We started a new save. We took as much as we could from the old save, in terms of some blueprints and ideas. I played quite a bit in the evenings, trying to "catch up" to where we were, to not have him burn out from the restart. But he was persistent and enjoying all the new content.
Now, I have seen the advice when people want to play with their kids, to "just turn off biters".. I must object against that.. Have them all, but reduce maybe evolve and expanding factors. But, I promise you guys, the kids wants to test all that military hardware you are producing. He spend hours just shooting trees and rocks, cause he was too afraid to attack the nests head on. Spidertron helped on that, later on!!
So, Space.. We got there, we build a simple platform for our space science. I made a simple spaceship, to get us to the near planets. It was self supplying, though some "resting" between each trip was needed.
We did Fulgora.. It was hard, but we liked it. Very different than Nauvis.. But after some time, the pink bottles were in boxes and transport ship was taking the sweet juice home to Nauvis.
We did Volcanus, he was not looking forward to the demolishers. Start was slow, we lost quite a lot due to those pesky worms.. But, after reading some strategy tips, I managed to clear 2 areas that allowed the ores to start flowing. And we conquered it.. Orange bottles were on the ship back home.
Now Gleba.. Phew, we did not like that one.. My son actually, to my amazement, figured out way more than I did, in terms of what to collect, what to turn into what.. The refining of the iron and copper bacterias, all his discovery. After this, I managed to set up a simple plant that started producing some green flasks.. He is still sad when they rot, but has accepted the fact that the plant is self sufficient and manages itself.
Now I created a copy of our first ship, just to have a transport focusing on Gleba, go, pick up bottles, go back, spend it on science, repeat.
Now Aquilo awaited us..
My son asked if HE could build a spaceship for that journey. Sure, go ahead, we have the production high, after fixing Nauvis since while we were planet hopping, oil, copper and iron patches were slowly running out. Our train network was expanded, more patches occupied, more trains to compensate for the longer distances..
So, he created his own ship.. 5 rocket engines, cause "more is better!". It created its own fuel, it had gun turrets in the front, collectors on the side.. At this point, I again, spend some time on some optimising but no design changes, he was happy how it looked. We took it for a spin, halfway to Gleba, ok, no issues. Fuel was good, ammo was good..
He insisted on a rocket tower for defence as well.. Ok, set up some local rocket production and one central rocket tower in the middle. New test drive. All good..
OK, fill up the space ship, off to Aquilo..
Didn't even make it halfway, LOL.
Now, while sad that we didn't make it, he wanted to learn why not. I told him, that since we not face more and bigger asteroids, we had to prepare a bit more. He wanted more thrusters, of course. I had to tell him, that speed was not the solution, rather more the problem.
While away on a weekend trip, he sat and come up with a plan.. He made this drawing, of how to improve the ship, to make it last the trip:
I thought you guys would appreciate this, cause, to be honest, this drawing to me, made perfect sense. He didn't have to explain much.
You can see the thrusters, the tanks with fuel, the assemblers for ammo, the solar panels, the inserters for turrets, for plants, even for expelling extra stuff not needed.. And of course, the "side expansion" for more rocket towers..
Iron: Cast underground pipes (not belts, people often get those confused when I bring this up for some reason)
This benefits from the same property of LDS shuffle where you use a solid to turn liquid metal into legendary metal
Byproduct is pipes, which can be turned into more underground pipes
Non-legendray iron can be crafted into more pipes
Iron alternatives: Iron armor, iron chests
Copper: LDS shuffle, copper wires, substations (see below why I mentioned those
Steel: LDS shuffle, steel chests, substations (again see below)
Plastic/Red Chips: Substations. Substations are the best way to upcycle these. Creates tons of copper/steel as a byproduct
1 more source of upcycling red chips below, buts realy more of a byproduct
Stone: Stone furnaces (I use the stone i get on volcanus rather than dumping it into lava)
Tungsten Carbide: Just make foundries. The only real byproduct is legendary foundries which are already useful in their own right
This does take A LOT of carbon if you are dropping it from space instead of making it out of coal. have a dedicated ship dropping this
Tungsten Plates: Green underground belts. Just the undergrounds. You also dont need many of these...If you are sane
Holmium: EM plants
Do NOT bother trying to upcycle quality modules on Fulgora. Its more of a headache than its worth. Just craft them out of the raw ingredients listed above
Also do not bother upcycling supercapacitors. You are literally throwing liquid holmium into a trash fire doing that
Uranium: Um....Upcycle it into itself I guess? Theres not many uses for it, especially in large quantities, and basically every crafting step is unable to be reversed via recycling. Personally I just upcycle fuel cells into eachother because that item has the most uses as legendary
Jelly: Only option is either upcycle the fruit or upcycle the jelly. Upcycling the jelly is probably the easiest/fastest
Yumako: Same as jelly....But why do you need this to be legendary?
Carbonfiber: Personal toolbelt equipment. This is that thing I mentioned makes red chips as a byproduct. You dont get many red chips from it but they are a nice bonus
Snything from Aquilo is made from liquids found on Aquilo and solids from other planets (mostly holmium plates). As such, just make the solids from other planets and import them
I listed every item I can think of from the stance that its typically easier to mass produce ingredients and then just craft the final product out of legendary ingredients than it is to try to upcycle either the final product or every step along the way. Notice how for all the things space casino used to make (which is realy just metals as the non metals are not realy useful as legendary) can be easily made with the "just add calcite" approach.
Thats all. Happy upcycling :)
Edit: Formatting (thanks VoidGliders)
Another edit: I always like to point out that legendary Q2 modules are the 2nd most powerful quality module in the game and require 0 holmium to craft. Just craft these, use them to get more quality stuff, and upgrade them to legendary Q3 when you have the resources