I imagine that the Fulgoran civilization had no issues with runaway climate change, rather they engineered Fulgora to capture the maximum possible energy from the solar wind and did their best to force it down to the ground for their use, causing immense eternal lightning storms that they were prepared for with lightning rods everywhere. From what I understand, most of the energy from the charged particles that make up the solar wind get captured in the Van Allen belts and discharged as the polar aurorae, so the Fulgorans could've engineered the planet to use the incoming electromagnetic radiation and solar wind particles to generate the maximum possible amount of lightning, like they turned the planet into the universe's largest spherical solar panel of sorts, if that makes any sense. Of course, weakening their own geomagnetic field and atmosphere to allow the particles to discharge into gigastorms probably means they died out from runaway genetic mutation which is near-invariably a negative thing, and as their infrastructure collapsed in their wake the eternal storms began destroying their civilization, leaving the widespread scrap and ruins strewn across the entire planet. The oil lakes might've formerly been agriculture areas, with the plants and animal carcasses breaking down into oils under the hostile near-inhospitable environment, and the rest of the oils came from runoff from the disintegrating ruins as the agriculture zones would've been built in low spots to prevent flooding in particularly bad downpours during the planetary engineering stage of their development.
Quality just works on the rule of large numbers. 1% chance doesn't like like a lot, and if you make 100 items you only get 1 higher quality item. But you don't make 100 items, you make 1000000 items. 1% of a million is 10000 items of higher quality. Also steps. Put quality modules into big miner drills, can get uncommon ore. Put it in an electic furnace with quality, get rare plates, put plates into a crafter to get epic wire, put wire into another crafter and you can get legendary chips. Base Quality mod 3s have 2.5%chance each, so most machines will have 10%quality chance due to 4 slots. So you can get a surprising number of high quality products really fast if you actually try for it.
Making chests is also a great way to upcycle. Iron into iron chests to get recycled into iron, all with quality modules. Doing that with steel chests is a great way of getting around the long recycle time of steel. The same for turning concrete into hazard concrete.
Mech armor is such a good adition, not only for the bigger grid but the instant jetpack is nutty. Not having it is the same feeling as starting a new map and not having exoskeletons, but worse I played with a friend and so far we only finished Fulgora, early on it was painful to have an idea of what to do and how to design the base, but after we made a pretty decent belt base, it was nice to see everything running. EM plant is cool and the extra prod on modules and circuits is huge, but in terms of visuals and sound, its yet another Foundry W
_"Corporate wants you to find the difference between these two locations."_ _[Fulgora] [California]_ _"...they're the same location? I can't see a difference."_
TL;DR; I made the mistake of not noticing the research to discover Fulgora also unlocked the lightening rods. I was so focused on the "mine X" or "craft X" research items, that I expected the lightening rods to be locked behind one of those. I saw the bigger lightening tower research and I thought that was the only way to unlock a way to collect power. I spent hours building a system that used ~200 solar panels and ~200MW of accumulators to automate building each step of the science pack until I hit 1000 so I could research the big lightening towers. It ended up being a great learning experience for all the new things space age though... like more advanced combinator settings (I figured out how to create an S/R latch using one decider combinator). After my initial calculations, I remembered to take productivity into account and built a state machine that produced the exact number of intermediates necessary. At first, I choose 1000 science packs because I forgot about the productivity in my labs... then I kept it at that because that's the rocket capacity of science packs. Just before hitting the first 1000 science packs I remembered I could use nuclear! I shipped in what I needed for a small nuclear power plant and was pretty much set. I still had some problems managing water because I trying just running everything at once and drained a lot of steam and water reserves pretty quickly, but everything was still a fun problem to solve. I also thought about using basic steam engines because of the high amount of solid fuel created from scrapping. As soon as I researched the big lightening towers, I setup a machine to start crafting them, and saw one of the ingredients was a lightening rod. WTF!?!? I alt+click it and see that I had those all along! At least I'll hopefully be more prepared for gleba. Thanks for reading.
Really interesting way of setting up fulgora. But with this system you may accidentally delete holmium, the only thing you really care about. The only time recycling should stop is when holmium storage is full. Throwing away items you don't need is not really wasting if you need more holmium anyway. You could say holmium is a product and everything else is a byproduct.
I imagine that the Fulgoran civilization had no issues with runaway climate change, rather they engineered Fulgora to capture the maximum possible energy from the solar wind and did their best to force it down to the ground for their use, causing immense eternal lightning storms that they were prepared for with lightning rods everywhere. From what I understand, most of the energy from the charged particles that make up the solar wind get captured in the Van Allen belts and discharged as the polar aurorae, so the Fulgorans could've engineered the planet to use the incoming electromagnetic radiation and solar wind particles to generate the maximum possible amount of lightning, like they turned the planet into the universe's largest spherical solar panel of sorts, if that makes any sense. Of course, weakening their own geomagnetic field and atmosphere to allow the particles to discharge into gigastorms probably means they died out from runaway genetic mutation which is near-invariably a negative thing, and as their infrastructure collapsed in their wake the eternal storms began destroying their civilization, leaving the widespread scrap and ruins strewn across the entire planet. The oil lakes might've formerly been agriculture areas, with the plants and animal carcasses breaking down into oils under the hostile near-inhospitable environment, and the rest of the oils came from runoff from the disintegrating ruins as the agriculture zones would've been built in low spots to prevent flooding in particularly bad downpours during the planetary engineering stage of their development.
Quality just works on the rule of large numbers. 1% chance doesn't like like a lot, and if you make 100 items you only get 1 higher quality item. But you don't make 100 items, you make 1000000 items. 1% of a million is 10000 items of higher quality.
Also steps. Put quality modules into big miner drills, can get uncommon ore. Put it in an electic furnace with quality, get rare plates, put plates into a crafter to get epic wire, put wire into another crafter and you can get legendary chips. Base Quality mod 3s have 2.5%chance each, so most machines will have 10%quality chance due to 4 slots. So you can get a surprising number of high quality products really fast if you actually try for it.
Also the first thing you should do with quality is put it on your quality modules
Making chests is also a great way to upcycle. Iron into iron chests to get recycled into iron, all with quality modules. Doing that with steel chests is a great way of getting around the long recycle time of steel. The same for turning concrete into hazard concrete.
you are the best factorio youtuber.
Mech armor is such a good adition, not only for the bigger grid but the instant jetpack is nutty. Not having it is the same feeling as starting a new map and not having exoskeletons, but worse
I played with a friend and so far we only finished Fulgora, early on it was painful to have an idea of what to do and how to design the base, but after we made a pretty decent belt base, it was nice to see everything running.
EM plant is cool and the extra prod on modules and circuits is huge, but in terms of visuals and sound, its yet another Foundry W
I don't know how I misread the title but I saw "Conquering California"
I can now recycle a full red belt of used needle scrap
@@Zitusssss bro
@@Zitusssss Lmao
Whats the difference LOL
_"Corporate wants you to find the difference between these two locations."_
_[Fulgora] [California]_
_"...they're the same location? I can't see a difference."_
Once more, blessed by the gods with another upload 😂
Perfect timing for my sleep :)
TL;DR; I made the mistake of not noticing the research to discover Fulgora also unlocked the lightening rods.
I was so focused on the "mine X" or "craft X" research items, that I expected the lightening rods to be locked behind one of those. I saw the bigger lightening tower research and I thought that was the only way to unlock a way to collect power. I spent hours building a system that used ~200 solar panels and ~200MW of accumulators to automate building each step of the science pack until I hit 1000 so I could research the big lightening towers.
It ended up being a great learning experience for all the new things space age though... like more advanced combinator settings (I figured out how to create an S/R latch using one decider combinator). After my initial calculations, I remembered to take productivity into account and built a state machine that produced the exact number of intermediates necessary. At first, I choose 1000 science packs because I forgot about the productivity in my labs... then I kept it at that because that's the rocket capacity of science packs.
Just before hitting the first 1000 science packs I remembered I could use nuclear! I shipped in what I needed for a small nuclear power plant and was pretty much set. I still had some problems managing water because I trying just running everything at once and drained a lot of steam and water reserves pretty quickly, but everything was still a fun problem to solve. I also thought about using basic steam engines because of the high amount of solid fuel created from scrapping.
As soon as I researched the big lightening towers, I setup a machine to start crafting them, and saw one of the ingredients was a lightening rod. WTF!?!? I alt+click it and see that I had those all along!
At least I'll hopefully be more prepared for gleba. Thanks for reading.
I did that too good thing I noticed that you don't need to wait for solar
You should get higher quality quality modules to make the gambling for higher quality stuff less expensive.
Really interesting way of setting up fulgora. But with this system you may accidentally delete holmium, the only thing you really care about. The only time recycling should stop is when holmium storage is full.
Throwing away items you don't need is not really wasting if you need more holmium anyway. You could say holmium is a product and everything else is a byproduct.
Holmium’s basically infinite given how much scrap I had, so I’d rather void some occasionally than have the base starve other stuff
You didnt quality the quality modules!!
What's the accent? It's like you are british and german at the same time, very interesting, never heard something like that before.
Good old northerner british
That quality spreadsheet really helped the quality mechanic click in my head thank you!