TaZ

joined 2 years ago
[–] TaZ 3 points 3 weeks ago* (last edited 3 weeks ago)

That's similar to my start. What I noticed is that they will attack the farming tower and then leave again. So you can always wait for the pollution to die down again and resume operations afterwards. As long as you build your "base proper" away from the towers.

Note: don't aggro them while they do this because they will follow you to your base!

To avoid "time played" from increasing evolution too much, I designed parts of my base in creative mode and then blueprinted them into the normal game.

Things will get easier far into your playthrough on Gleba once you get coal to make landmines. Until then... Good luck!

Edit: I realized I didn't answer your question... I think you should consider your body lost for now, it will be too hard to get it back. If you still want to try that: I also had success with the follower robots, but they take quite a lot of resources to produce. They do deal good burst damage without needing coal.

[–] TaZ 5 points 3 weeks ago (1 children)

You can use a tank as well, as long as you have radar coverage! I learned that the hard way... Keep it near the delivery building where the stuff from space drops, it has free radar coverage even without power.

If you keep it stocked with construction bots, radars and solar panels, it should be an okay backup too.

[–] TaZ 10 points 3 weeks ago* (last edited 3 weeks ago) (3 children)

I made the mistake of leaving Nauvis too early, and my coal train got into a deadlock, killing the power. By that time I was on Gleba already, trying to figure it out from scratch.

Emotionally? It was damn scary! Gleba enemies kept evolving and I didn't have the resources to fend off their attacks. I rebuilt the harvesting towers countless times, letting the spores (pollution) die down each time...

But... Being able to overcome that was amazing! I managed to build a rocket, go back to Nauvis, fight off all biters that took possession of my real estate, and start sending coal shipments to Gleba for landmines. That really tipped the scales.

Right now I'm a few steps further. I built more space platforms to send emergency supplies where they are needed, and each planet has a Spidertron able to fix any emergencies that might pop up. Especially that last part is very comfortable.

So to relieve your anxiety, consider doing Gleba first so you can unlock Spidertron as a backup.

[–] TaZ 5 points 1 month ago

112111, although it used to be 111111 until the trailer. I started saying Glebbah because it sounded so weird, and now it stuck with me.

[–] TaZ 2 points 1 month ago

Use the fish signal, together with a circuit network cpu, to encode and transmit a digital stream of item ids that need to be sent down to the surface... I would go with the inserter over the edge method!

[–] TaZ 1 points 1 month ago

Thanks for the heads up! I wonder why they did that. It would be nice to be able to restart the base (restore power) from the space platform, but I don't really see how to do that.

[–] TaZ 7 points 1 month ago (4 children)

I think you can horizontally flip the engines to let the fluid pass through, allowing you to place them next to each other.

Not sure though, my platform had only 1 engine. It didn't last very long though, yours is definitely better!

[–] TaZ 2 points 1 month ago

Interesting idea, make the machine start the craft to put the egg into stasis, then disable the power to stop the crafting progress. This sounds like it could prevent spoilage an indefinite amount of time. But experimentation is required to know for sure.

I can't play for a while to test this out, perhaps @[email protected] has the opportunity to test this out.

[–] TaZ 6 points 1 month ago

It's brilliant how the devs force us to be the baddies!

[–] TaZ 3 points 1 month ago

If I understand correctly, the machine shouldn't be idle, it should be crafting! Then, when the craft is almost done, cancel it and loop around for the next iteration. I hope that's possible by changing the recipe. I can't play right now so I'm just guessing here.

[–] TaZ 4 points 1 month ago (2 children)

Brilliant! We can now control the recipe using circuit logic, so this should be able to seriously increase the hatching time! Eventually it will still hatch, but we can transport the egg to the wild when that happens.

[–] TaZ 4 points 1 month ago (2 children)

No, it does not. Interesting to note: either the rocket silo or landing pad generates radar coverage without power, it seems... I have them next to each other, and that part of my base is the only part with coverage right now.

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submitted 1 month ago by TaZ to c/factorio
 

I want to automate pentapod eggs without having to kill any surplus when they expire. Just to avoid being the bad guys as much as possible... How do you do that?

I thought about shipping any surplus eggs to a far away place and letting them hatch there, but I'm worried it will become too crowded.

Another idea is to throttle the production, but it can't go any lower than one egg per 15 minutes.

How do you do it? Any other ideas?

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