In my opinion, not opening a planet until you have to go is being smart ^^. Vitanonsense is allways a headache. Two things about planets in the planetary view: You have 2 buttons at the left of the one to confirm extintion: - The trash can deletes the surface. If you do it and look at the surface again, it will be exactly the same as the first time you looked at it. If you had thing on the planet, I think it does not allow you to delete it. - The triming tool help you with UPS. What it does is to delete the surface of the planet that is not relevant. That means, all chunks that do not have buildings, pollution, are out of radar range, etc... This reduces the ammount of elements the game has to update every UPS. The same as before, once you rediscover the chunk, it will be generated with the same seed and be the same as the first time. BUT, here comes the juicy stuff: It will use the biters percentage in the planetary view to popullate the biters of new/rediscovered chunks... so... If the planets had biters before triming, the rediscovered chunks will have biters... But if you exterminated the biters and confirmed extinction, the regenerated chunks will not have biters!!! So the extermination is not lost. About the energy problems, with energy science you should be able to send energy by beam already, don't you? an option is a solar field just at the side of the sun, there solar production is over 9000% (don't remember the exact number, I think minimum is 3000% production, but you get the idea) and sent by beam to nauvis. Because it is in space, solar production 100% of the time, one solar panel generates like more than 30... I don't remember if you already mentioned it and why you are not using them, but just in case, I want to say that beacons in SE do not work as in vanilla. Every building can ONLY be affected by one beacon, and normal beacons have a huge area of effect and 8 slots. Later there are beacons with bigger area and even more slots. On other notes, is ther any reason why you not using only the ionic gases as fuel for the spaceships? If I remember correctly they are way better than krastorio fuels even though you can only produce them in orbit and with the space of normal fuel tanks you may have enough fuel to return to orbit.
Re - trimming. I'm not really experiencing any significant UPS drops so I'm gonna leave that for the moment. Solar panels next to the sun - Makes perfect sense and never occured to me. I just assumed all solar panels in space operated the same. Beacons - I don't ever use them. I can remember constructing a single beacon one time. That is my entire experience of them. Ionic gases only work in space, no? If I want to land on a planet then I need a standard rocket engine? That was my understanding anyway
@@theotherbigfoot All solar panels in the space operate the same, that is, 100% of the time, so accumulators are not needed. But the ammount of energy each of them generates depends on the solar production of the orbit you are at (you can look at it in the planetary view). So yeah, constructing a dyson sphere in factorio is a good idea XD (joke due to the factory game named dyson sphere, if you never tried it, it's a great addition to the genre) About the fuel, it may be, I never landed on a planet with a spaceship. Only moved between orbits. Later you will use the orbital elevator to move trains (and electricity I think) between orbit and the planet. About space age coming soon and finishing SE, I'm in a similar situation with pyanodons, and I will probably play the DLC and, if no overhaul mods has been adapoted by the time I played it a few times, I will go back to moded 1.x
I felt the train stack size problem too and ended up processing Iridite (stack size of 10!) at the miners. The stack size increase the more it's processed, so I guess it encourages processing ores at outposts
Yes, I felt the same, those stack sizes are for you to do the first steps on site (crushing) and moving the materials with bigger compression and stack size.
Spaceships are not so much for personal travel as for cargo shipping. Stack sizes are small to discourage sending everything to Nauvis. If vitamelage stacked to 200 or 50 you would just process it on Nauvis where you have your entire logistic network.
I think there's a much more complicated balance being made than what I gave it credit for in my grumble. In saying that, I feel like a similar balance could be achieved by varying the recipes instead of the stack sizes. Make the recipes more expensive and the same overall effect can be achieved. There is a lot going on and I don't claim to be aware of everything, all I'm saying is that the overall effect on how useful trains are makes me a little sad.
Making you sad is the Earendel special. Finished SE twice and I have sighed at annoying mechanics too many times. For SA Earendel would come up with a mechanic and then the rest of the developers would make it fun instead of grindy. Your factory is looking incredible and I totally understand your gripes with the MASSIVE volume of vitamelange processing. I made close to a dozen builds for fertilizer in Nauvis and two really big builds for extract on site. Still the resource that I was low on. Remember to have fun. Worst case scenario you keep the save and a 1.1 installation to finish it when you feel like tackling it on again. I took quite a break between plays at some point just from how frustrated I was.
@@theotherbigfoot you couldn't/didn't want to attend or they didn't invite you? I feel like your experience would be very valuable there so if they didn't invite you that sucks :(
In my opinion, not opening a planet until you have to go is being smart ^^.
Vitanonsense is allways a headache.
Two things about planets in the planetary view: You have 2 buttons at the left of the one to confirm extintion:
- The trash can deletes the surface. If you do it and look at the surface again, it will be exactly the same as the first time you looked at it. If you had thing on the planet, I think it does not allow you to delete it.
- The triming tool help you with UPS. What it does is to delete the surface of the planet that is not relevant. That means, all chunks that do not have buildings, pollution, are out of radar range, etc... This reduces the ammount of elements the game has to update every UPS. The same as before, once you rediscover the chunk, it will be generated with the same seed and be the same as the first time. BUT, here comes the juicy stuff: It will use the biters percentage in the planetary view to popullate the biters of new/rediscovered chunks... so... If the planets had biters before triming, the rediscovered chunks will have biters... But if you exterminated the biters and confirmed extinction, the regenerated chunks will not have biters!!! So the extermination is not lost.
About the energy problems, with energy science you should be able to send energy by beam already, don't you? an option is a solar field just at the side of the sun, there solar production is over 9000% (don't remember the exact number, I think minimum is 3000% production, but you get the idea) and sent by beam to nauvis. Because it is in space, solar production 100% of the time, one solar panel generates like more than 30...
I don't remember if you already mentioned it and why you are not using them, but just in case, I want to say that beacons in SE do not work as in vanilla. Every building can ONLY be affected by one beacon, and normal beacons have a huge area of effect and 8 slots. Later there are beacons with bigger area and even more slots.
On other notes, is ther any reason why you not using only the ionic gases as fuel for the spaceships? If I remember correctly they are way better than krastorio fuels even though you can only produce them in orbit and with the space of normal fuel tanks you may have enough fuel to return to orbit.
Re - trimming. I'm not really experiencing any significant UPS drops so I'm gonna leave that for the moment.
Solar panels next to the sun - Makes perfect sense and never occured to me. I just assumed all solar panels in space operated the same.
Beacons - I don't ever use them. I can remember constructing a single beacon one time. That is my entire experience of them.
Ionic gases only work in space, no? If I want to land on a planet then I need a standard rocket engine? That was my understanding anyway
@@theotherbigfoot All solar panels in the space operate the same, that is, 100% of the time, so accumulators are not needed. But the ammount of energy each of them generates depends on the solar production of the orbit you are at (you can look at it in the planetary view). So yeah, constructing a dyson sphere in factorio is a good idea XD (joke due to the factory game named dyson sphere, if you never tried it, it's a great addition to the genre)
About the fuel, it may be, I never landed on a planet with a spaceship. Only moved between orbits. Later you will use the orbital elevator to move trains (and electricity I think) between orbit and the planet.
About space age coming soon and finishing SE, I'm in a similar situation with pyanodons, and I will probably play the DLC and, if no overhaul mods has been adapoted by the time I played it a few times, I will go back to moded 1.x
@@eriafi Yeah, I didn't really land spaceships on planets until I got antimatter fuel
I felt the train stack size problem too and ended up processing Iridite (stack size of 10!) at the miners. The stack size increase the more it's processed, so I guess it encourages processing ores at outposts
Yes, I felt the same, those stack sizes are for you to do the first steps on site (crushing) and moving the materials with bigger compression and stack size.
Spaceships are not so much for personal travel as for cargo shipping. Stack sizes are small to discourage sending everything to Nauvis. If vitamelage stacked to 200 or 50 you would just process it on Nauvis where you have your entire logistic network.
I think there's a much more complicated balance being made than what I gave it credit for in my grumble.
In saying that, I feel like a similar balance could be achieved by varying the recipes instead of the stack sizes. Make the recipes more expensive and the same overall effect can be achieved.
There is a lot going on and I don't claim to be aware of everything, all I'm saying is that the overall effect on how useful trains are makes me a little sad.
Making you sad is the Earendel special. Finished SE twice and I have sighed at annoying mechanics too many times. For SA Earendel would come up with a mechanic and then the rest of the developers would make it fun instead of grindy.
Your factory is looking incredible and I totally understand your gripes with the MASSIVE volume of vitamelange processing. I made close to a dozen builds for fertilizer in Nauvis and two really big builds for extract on site. Still the resource that I was low on.
Remember to have fun. Worst case scenario you keep the save and a 1.1 installation to finish it when you feel like tackling it on again. I took quite a break between plays at some point just from how frustrated I was.
How hard is it to choreograph those shots with the walls and paths moving at the same time? It looks sick
It's not hard, it's just a lot of work. Each frame basically gets hand crafted individually.
have you attended the Space Age LAN party?
I have not.
@@theotherbigfoot you couldn't/didn't want to attend or they didn't invite you? I feel like your experience would be very valuable there so if they didn't invite you that sucks :(
@@szymoniak75 As far as I'm aware I was not invited, but that's ok. I'm a little fish in a big pond.
700 hours is a lot