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Friday Fun Thread for November 15, 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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Still playing factorio space age. I think we've had a thread about it every Friday since its release. It deserves it though, solidly awesome game.

We finally made it to Aquilo. Kept feeling like every other planet still had minor things we needed to fix. Aquilo feels like the seablock mod a bit. You need to build your own land.

The high power costs of drones, and the requirement to use heating pipes adds some new challenges. Builds tend to look pretty different.

I'm also trying to build a massive space platform for some forms of production. Its almost 4500 tons so far. I expanded it from a ~1000 ton ship that was producing its own space platform. I think I want to see how ridiculous the space platforms can get.

Quality has also been a fun mechanic. Feels like burning massive amounts of resources for slightly better stuff. But factorio is all about using up massive amounts of resources. And usually the resource sink is science, but sometimes science isn't enough.

I have probably 80-90 hours into my Space Age world, though I'm not into space yet (I'm right at the point where I can launch rockets though). I've been enjoying it, though obviously I don't really have access to most of the new content yet.

My biggest complaint so far is that quality seems half baked and that it makes the game more inconvenient. Just unlocking it meant that every "select a recipe" type dialog takes two clicks (select the recipe and hit OK), even for the vast majority of cases where I don't care about quality yet. And the logistics get more complicated, because you can't tell machines "take this quality or higher, I don't care". So quality parts will jam up your logistics unless you plan carefully. I like quality in principle, but the implementation doesn't hold up to the very high standards Wube has met in the past for how smooth the gameplay should be.

Quality doesn't shine until Fulgora. I would almost advise avoiding it altogether on Nauvis.

Fulgora has you developing lots of sorting builds and figuring out how to avoid the jam ups that result. It's a good crash course in how to make safer quality builds, that don't gunk up your factories.

There are also only three use cases where I've found quality to be absolutely worth it: spaceships, personal items, and resource extraction devices (pump jacks and miners). Almost everything else is solvable more easily through the traditional factorio solution: make your factory bigger. The resource extraction devices preserve more resources at higher quality levels. Allowing you to tap mines and oil fields for longer. So they are sort of a convenience, but still ultimately ignorable with just "expand the factory more".

I'd recommend just trying to go to space, and maybe even Vulcanus before you feel fully ready. Just get Nauvis to a defensible position, or shut most of it down to minimize pollution while you are gone.

I'd start quality right away. Zero downside to quality-ing module production (and you need infinite prod1s for purple science). Same with lots of finished products. Assem2s, split off qual+, combine with qual+ speed1s= guaranteed uncommon/rare assem3s for platforms or maximizing return on your first prod3s.

Beacons are amazing too. All this stuff is basically free and goes right back into boosting the high end of the value chain that multiplies everything else.
Having your prod2 era science running at 1.28x1.14 (46%) vs 1.24x1.12 (39%) productivity while you're handling off-world science is a big speed boost for zero time or resource cost, unlike trying to scale your mining before getting artillery.

The big problem is that you want a madzuri/mojod style automall so that everything you request is being done by one assembler with your highest quality quality modules. And the 2.0 version of that is bleeding edge combinator tech I dont have time to learn.

I haven't had time to play much. Took 6 hours just to get space science up, and I'm not organized enough to take the next step yet.

I love how flexible the game is. It does feel like they designed things with certain play styles and strategies in mind. But you can usually just overwhelm the "optimal" path with enough resources.

We did not optimize on Nauvis. I went after it with three players initially which is almost overkill for the early gameplay. Someone working on core factory, someone working on resource gathering and extraction, and then someone killing bugs.

I feel like if you are naming build strategies and talking about complex circuit network setups then you are at the top of the play curve.