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Friday Fun Thread for November 8, 2024

Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.

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Short review: Factorio: Space Age is .. pretty good. It's kinda like Space Exploration mod but somewhat lite & polished.

There's a whole bunch of new mechanics, such as spoilage of certain items on Gleba, grave-robbing on Fulgora and industrially excavating the ruins of an entire civilization and turning it into recycled materials and reusing some of it. Spaceships can't use logistic bots and have only one chest, requiring a whole additional way of building stuff.

Item quality, unlocked by said grave-robbing is a replacement for the upper tiers of materials Bob & Angels used to have. It doesn't seem critical so far, but it's nice to have and makes things more efficient. Might be critical for late game, who knows.

All in all, if you like automation games, this is a worthy DLC for the one that started the genre.

The only downside is, it's not 3d. Why, I can't tell you, seems to me the entire belt-related code could be pasted into a 3d game bc essentially, the belts on a 3d grid are the same as on a 2d grid (if you had infinite belt-types for interleaving).

I'm almost done with it and all in all I've been very pleased with it. There are several design choices Earendel made for SE that I much prefer over SA though, mostly related to ships and platforms.

Reaching the derelict platform in SE is both a really cool moment. But it also serves as a good introduction to working in space as you can very quickly see which buildings you might want to rocket up. Its also provides a very tactile and satisfying experience of scavenging for new toys. In SA you launch your first platform and you get a popup about building out your platform. It's not particularly well explained, noob traps abound and unless you had the foresight to build a lot of rocket silos you will be waiting awhile before you even start building out your platform simply due to the time it takes to launch stuff into space.

SE's focus on doing research on your space platform also makes SE feel very distinct from the vanilla experience of working on terra firma, and it acts as a focal point to your interplanetary activities. You go planetside, you build a base, you rocket your new widgets back to your platform to do more science. SA has you shipping all your science back to Nauvis, it's the vanilla experience but more so.

All that said most of what I haven't mentioned is lightyears aside of SE. SE's planetary outposts felt like setting up mining outposts with 10-20x the busywork. Each planet in SA provides fresh and unique challenges that require novel approaches to factory design, especially Gleba. Interplanetary logistics mostly just works compared to the SE's which despite my best efforts I never managed to master.

I'm pretty iffy about quality, it's too good not to use, but simply unlocking introduces UI frustrations, never mind actually trying to design and deploy it at scale.

SE logistics gets a lot simpler once you get antimatter since you can make a minimalist shuttle design, copy/paste it a bunch of times, and then send them back and forth like super large expensive trains. (technically you can do this with rocket fueled shuttles, but then you have to worry about producing and refueling and having enough fuel capacity to get there and back). But that's late enough to unlock that you've already spent a few hundred hours dealing with the more complicated and expensive. methods.

I actually haven't played SA yet because I'm still in the middle of Pyanodon and am not allowing Factorio to update and break my mods. But I am very excited for what happens when some of the mod people take the new infrastructure and ideas in SA and then combine them with their crazy mod expansions.

SE logistics gets a lot simpler once you get antimatter since you can make a minimalist shuttle design, copy/paste it a bunch of times, and then send them back and forth like super large expensive trains.

Leave Nauvis and settle on the smallest non-dry, non-vitemelange moon in the system. You need to build a ground base somewhere, but the planet with a deep gravity well, no special resources, and many biters isn't that good of a choice.

Biters in vanilla are nothing, nothing. Just build walls and minefields. You've got robots for that. It's a set of pretty simple blueprints you copy & paste. Terrain is flat, rocks dynamited.

Finally knuckled down and put together an actually good item quantity balancer (no mods, loads a train car with ~30 different items in specified quantities. Pretty simple. Subtracts what's in the buffer box from what's in the train, turns every negative smaller than -10value into 1, and puts that to the filter inserter. Inverse filter inserter on the other side, with smaller stack, and it does the job.) If you spam this and segment the logistic network (using the same algo) to push non-train stuff out networks and push normal items in, you can expand endlessly.

Hell with that you could expand endlessly even with Rampant as with nuclear shells cleaning up what's actually 'Deathworld squared' becomes a possibility, your wall just has to be high firepower enough to deal with inevitable massive attack Rampant loves to spring at you. Once you have nukes, blasting the entire area around your base with nuclear fire feels so, so satisfying. (have to do this manually, It's way too much of a waste, algo isn't made for nuclear shells).

The only downside is the UPS drops to 10 for 3 minutes every 45 minutes when Rampant is busily moving the kill counter into the half a million range. But the fireworks are epic.