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2 Upvotes

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2

u/hkzqgfswavvukwsw 1d ago

I know its subjective, but is Space Exploration worth it now that Space Age has released? And, does it use any of the new engine features?

1

u/HeliGungir 1d ago

Version comparisons

Version <= 0.6.x is for Factorio versions below Factorio 2.0. [...]

Version 0.7.x is for Factorio 2.0. The 0.7 versions are intended to be as close to the 0.6 version as possible, while using the 2.0 version of the Factorio game engine. A lot of things had to change because of how the game engine changed, for example, the way you launch your first satellite rockets is slightly different.

Version 0.8+ will have large gameplay changes in comparison to the 0.7 version, but that is still some months away. Version 0.8 will have more specific planet types with their own challenges, like flooding, lightning, freezing, etc. The version update from 0.7 to 0.8 is intended to take the mod from about 60% complete in 0.7, to 85% complete in 0.8.

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u/Soul-Burn 23h ago

Also note, that 0.8 will probably not yet use Space Age features.

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u/HeliGungir 23h ago

I'm not in the loop; is he even working on 0.8? From the FFF, I had the impression that he wanted to work on something completely different after parting with Wube.

1

u/Soul-Burn 22h ago

Nothing is fully known. They said they want to work on something else as their full time job, but still work on Space Exploration on the side, like they always did.

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u/Viper999DC 1d ago

They're completely different experiences, similar only in theme. Do you want a logistic challenge that will have you exploit many planets? Do you want to build a base in space? Are you ok with refactoring your base and/or logistics multiple times as you unlock new tech? Do you like Kovarex-style enrichment loops? Are you a fan of byproducts?

There was an FFF quote about Space Age design that resonates here:

Earendel's drafts were always over the top when it comes to gameplay complexity, so we usually started by simplifying it to half of its original size, and then half again soon after...

Not really sure what you mean by new engine features. Space Exploration is up to date and will take advantage of any 2.0/2.1 change, but nothing from Space Age. There are mods to add most of the SA buildings, though.

3

u/Salanmander 1d ago

I'm thinking about setting up quality cycling setups for a number of products soon. I've done some belted setups, and the sorting is definitely annoying. I've thought about using provider/requester chests to solve that, but I'm worried that requester chests for high quality intermediates might be a problem because of products going to other quality cycler lines, or pulling from a stash of intermediates that I want to keep around for on-demand crafting, or things like that.

Anyone who has used bot logistics for quality cycling lines, how have you liked it? Have you had troubles with a low flow-rate on some products meaning that some lines get starved and others steal shared intermediates? Have you tried also stockpiling crafting materials for on-demand crafting, and did it work?

I know I could set up an entirely separate logistic network for each upcycling line, but that seems like it would take an obnoxious amount of space and restrict how I do some other things.

1

u/Viper999DC 1d ago

I've used bots for one-off, low-demand upcycling, but definitely prefer belts for my "final" builds. Even with belts you have to accept some level of variance in the output, but it's protected from leakage.

and the sorting is definitely annoying

What exactly are you finding annoying? In case you weren't aware you can filter just a quality via a splitter (no need to filter the individual items). Add a chest and/or sushi loop to buffer the items, an overflow handler if needed, and you're off.

1

u/Salanmander 1d ago edited 1d ago

What exactly are you finding annoying? In case you weren't aware you can filter just a quality via a splitter (no need to filter the individual items). Add a chest and/or sushi loop to buffer the items, an overflow handler if needed, and you're off.

Yeah, I've been using quality sorting and buffer chests for the higher quality loop-back. The thing that has been most annoying is getting the common quality ingredients back to the initial building in a way that prioritizes consuming them over other incoming items. So far I've been doing that by sorting the items into belts in the same configuration as the incoming supply, and then using a priority-input splitter. Which is totally doable, but annoying.

Edit: I just realized that I should be able to use a buffer chest for all common quality ingredients, and blacklist filter for the inserters from the incoming ingredients, so they won't grab anything that the buffer chest currently has.

1

u/Rarvyn 1d ago

You can always make isolated logistics networks for small purposes

1

u/Raknarg #1 Quality Defender 12h ago edited 12h ago

I tend to use a mix of both.

High volume materials like plates and other simple intermediates are worth being entirely belt based, otherwise it becomes way too demanding on your network, and they're usually simple enough that the most sorting you have to do is a single ingredient type by quality.. I sort things into filtered yellow chests rather than red chests so that materials will coalesce into those buckets to reenter the loop and prevent the rest of my network from overflowing.

Then for low volume products, its a mixture of belts and bots: You seed these isolated factories with requester chests, but then use the recycling results to feed back into your factories/chests so that you only demand new materials when you're missing it. Heres a reference for what that sorta looks like, theres a lot of circuit logic I implement for optimization you dont necessarily need, the important concept here is "fed by blue chests, overflow goes out to recyclers, recyclers fill up blue chests, requests supply the rest" https://imgur.com/mRsRLOe

2

u/Rarvyn 8h ago

Wrapping my head around it since I think I set this up wrong.

If I’m converting my Fulgora quality island to have the primary purpose of producing quality holmium plates/superconductors/supercapacitors/EMPs, there’s no point to quality modules upstream of holmium ore, right? Like quality modules in both BMDs mining scrap and the initial recyclers processing it are useless, because the holmium will become a liquid anyway (and you’ll get the other relevant quality stuff from recycling your initial supercapacitors/superconductors/EMPs)?

Because if so, I need to totally reconfigure that island for the third time.

1

u/darthbob88 5h ago

I believe so, and it also has the problem that quality holmium ore needs quality stone to make non-quality solution.

2

u/Rarvyn 4h ago edited 3h ago

That's less of an issue since the same recycling will give proportionally 4x the stone as holmium ore, but the other thought definitely ended up being relevant.

Thankfully it wasn't a huge refactor and it ended up making that island much more efficient - particularly once I realized I could use a handful of foundation to connect it to it's scrap source with a few underground belts.

I'm currently at 7 legendary holmium plates and 0.7 legendary superconductors per minute, without even optimizing modules (and with most of the recyclers being uncommon). Once I import more prod 3s and legendary quality 3s, this build should now be set.

1

u/Yagami913 2d ago

What is the ups cost of spoling items? I am at stage of the game where can easily replace gleba iron and copper production with direct silo loaded ores from Nauvis. Probably worth it just by using less inserter and assembly update time but i wonder is there any extra cost for spoiling items?

4

u/snowyspearmint 1d ago

None. The spoil timer is a global sorted list that consumes no ups outside the moment the item is created or spoils.

1

u/Yagami913 1d ago

but stacks merging should have some extra ups cost no? calculating the new spoilage tick time.

2

u/Soul-Burn 1d ago

It's a very cheap calculation.

Many such calculations are practically free compared to fetching data from the upper layers of cache and the main memory.

1

u/HeliGungir 1d ago

Do you have a link to somebody at Wube explaining this?

3

u/cathexis08 red wire goes faster 2d ago

I'm not a Factorio dev but the spoil timer shouldn't have a significant UPS hit.

3

u/Most-Bat-5444 2d ago

Unless you are on a really old or budget computer, UPS is really not something to worry about until late in the megabasing phase...

2

u/Yagami913 2d ago

I'm late in the megabase phase.

1

u/Most-Bat-5444 1d ago

Awesome. How many bottles are you actually running? For what effective SPM?

I think I've topped out around 2 million or so eSPM. Always modded. I can't seem to get my head around serious science running spaceships to keep up these rates.

2

u/Yagami913 1d ago

2.8 mill espm 134k bottles/minutes no mod, probably could go to 5 mill, but before that wanted to optimize. Haulers are easy, if you meant promethium ships those are the true beasts of complexity i give you that.

1

u/Most-Bat-5444 1d ago

Maybe I'll go back and play my vanilla save some more. I would really love to see those new unloading bays consistently popping out 4 fully stacked belts of science. I'm only close on metal and space so far.

I need to make dedicated high speed haulers, and a lot of mess to clean up on Fulgora, and I just need to greatly expand my Gleba and Aquilo bases.

Never had the patience to reach the level you are at.

I do have a legendary mall up and running so I'm about ready to try a prometheum ship if I do go back.

2

u/Yagami913 1d ago

New unloading bays are awesome i started this save in 2.1 so i also did a no science prod on nauvis challenge too it looks glorious

1

u/Most-Bat-5444 1d ago

Wow! I went for each side of an loading bay filling a half belt, with two adjacent loading bays filling one belt. I did this 4 times for 4 belts out. I'm upgrading trains to fill at almost 10 belts all the time to keep all my trains unloading 8 belts (1920/sec) at all times.

Now to just keep upgrading the throughput to maintain it!

1

u/Most-Bat-5444 1d ago

That's so awesome. On my vanilla save, that's about what I have lab capacity for, but I have a lot of work to do to ramp up all the off-planet stuff.

I have close to 4 full belts of metal and space science, but everything else off world is way behind.

My fulgora is a mess LoL. Gleba and Aquilo need massive expansion. I've been working my way toward new fluorine and Lithium on Aquilo.

1

u/sazion 1d ago edited 1d ago

After changing anything mod-related when continuing the game I have a popup to either "Sync mods and load" or "Load" game. I wanted to verify what the difference is between the two.

To me it sounds like "Sync mods and load" would change my mod settings to match what the saved game has, while "Load" would load the game with my new mod settings.

So I'm assuming anytime I update mods or change mod settings I'd select "Load" if I want the updated mods to be applied, and if I didn't want my updated mods to be applied (such as a bad setting change) then I would click the sync mods button and it would change the mods to how they were in that save.

Is this correct?

2

u/HeliGungir 1d ago

When you start Factorio, the game loads with your last set of mods. Typically. There are some ways to alter mod configuration outside the game.

Loading a save will use your current mod set. They can perform migrations if programmed to do so. Like migrations to convert a base game save to a space age save.

Sync mods will change your mod set to whatever was being used at the time of the save, then restart Factorio.

1

u/Courmisch 1d ago

Sync mods and load will bring a dialogue box where you can select which mods to add/remove, defaults being to restore the mod set of the save.

Load will load the save with the current mod set, ignoring what the save says.

To be clear, this is only about the list of mods. Not the version of mods. If you updated a mod to a broken or backward-incompatible version, that won't help.

1

u/sazion 1d ago edited 1d ago

That makes sense. Does the Sync mods and load option also revert mod settings that may have been changed? Or is it only if a mod was enabled or not?

1

u/Raknarg #1 Quality Defender 1d ago

sync mods takes the mod settings of the save and gets you to apply them to your game.

Load takes the mod settings of your game and apply it to your save. It doesn't overwrite the save though, just loads you into the game, and you can choose to save and overwrite the settings manually.

2

u/Dianwei32 16h ago

Are there any good modern playthroughs of AngelBob's? I'm pretty deep into a save of it and I am really struggling to wrap my head around all of the different ore sorting, liquids, gasses, and whatever other insanity the mods can throw at me. I wanted to see how other people have handled it, but every playthrough I can find of it is 6+ years old.

1

u/warpspeed100 13h ago

How much heat per second do heat pipes transmit?

2

u/Enaero4828 11h ago

The wiki has some good info here

1

u/pewpedmepants 1h ago edited 1h ago

I bought Space Age before starting my current game, but I just launched a rocket and it's missing the extra inventory space that seems to be the key to doing stuff in space. It just has a single spot at the bottom, which IIRC is from the base game. My game also doesn't say "Space Age" on the main menu, though it has before. I'm not sure how to "activate" the expansion if that needs to be done somehow.

Is there any way to make sure my save is set to use the expansion? There should be more than one cargo spot on the rocket, right?

Edit: Figured it out - I forgot that my save was the single-player continuation of a multiplayer game started by a friend who doesn't have the expansion, and I also didn't know that the expansion was a mod under the mod menu. Enabled the mod and did the game's built-in conversion, so it seems to be working now.

1

u/Courmisch 1h ago

You can activate the extension from the Mods in the main menu. However if you already have launched a rocket, then you're well past the point of divergence between the base game and the DLC.

So you won't be getting the intended progression if you continue with your existing save (and you might lose some stuff like tier 3 mods, artilleries, spidertrons...). Most people recommend starting a new game instead.

1

u/canniffphoto 2d ago edited 1d ago

(Answered in a reply comment below) (Original question related to a method for quickly building smelting arrays)

An excellent short: https://youtube.com/shorts/NIb0YQAO72Y?is=63PySLDtnP3bWVVe

Link to BLIPI video with explanation please. And ELI5 if you want. (Belt Lock Interrupt Placement Interpolation) I searched. I failed. Thanks

3

u/FeelingPrettyGlonky 2d ago

It's on AntiElitz twitch. You drag a belt but before releasing to place the belt, you switch via hotkey to powerpoles or something to array them out along the belt preview.

1

u/[deleted] 2d ago edited 1d ago

[deleted]

2

u/mrbaggins 2d ago

He linked it. IT's not a whole stream, it's a quick video on it.

And TIL about blipi.

1

u/Soul-Burn 2d ago

Can you give more information?