No time to play myself at the moment, but curious what other people experiences are!

  • neidu2@feddit.nl
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    17 hours ago

    Space science factory platform is done and working well (Nauvis is the bottleneck for SPM). Once I have cliff explosives unlocked I’ll expand the Nauvis base to a more proper scale suitable for my playstyle.

    In addition to that I’ve built an interplanetary platform, but early testing reveals that it needs some work/rework to be capable of making the trip without getting destroyed.

    Loving the QoL changes, by the way.

  • Drigo@sopuli.xyz
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    13 hours ago

    I have way less time to play than I would have liked haha

    But currently still on navius, mostly just setting up train stations and testing the new interrupt systems and making new train blue prints

    • xmunk@sh.itjust.works
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      21 hours ago

      Ditto - my excuse is that I’m on a working vacation and have much better things to do but… the temptation is still there.

  • Deestan@lemmy.world
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    19 hours ago

    Researching the rocket silo, 46%. Still on yellow belts and inserters, mostly basic assemblers. Trying to stay low-tech to keep from having to expand a lot until I have full logistics.

    Biters have evolved enough to be a pain in the assembly line.

    Slowly building a wall of belt-fed piercing turrets to encompass base and a few resource patches so I can get some peace.

    Think I’ll aim for Fulgora first! It looks so wonderfully weird. Like a dead 70s/80s scifi comic world.

  • bazus1@lemmy.world
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    18 hours ago

    Playing the vanilla Space Age campaign in multiplayer using the Factorio discord / Reddit community “monthly map” seed. Last night we had up to 11 players joining to help out, on Nauvis as well as Fulgora and Vulcanis. I’m pretty impressed how deeply the team integrated Space Age into the existing tech tree that we’re all so familiar with. In order to reach all the benefits we’ve been used to having for endgame, you’ll need to go to all the planets.

    It’s also been nice to see that the rocket launch requirements have been slimmed down so that 1) you can easily use rockets as mere transport and 2) so that multiple players in multiplayer can launch their rockets and not break the bank.

  • slazer2au@lemmy.world
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    1 day ago

    Working through early game so far. No rocket yet. The smelter stacks are taking shape, just need to find some more ore. Found Uranium before oil somehow…

  • JonC
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    1 day ago

    I’ve got all the Nauvis sciences automated as well as getting my first space platform set up. That’s sending a steady stream of space science down now.

    I’ve put in quite a few hours over the first two days, but won’t be able to play for a while now.

    Currently torn between trying to set off for another planet or scale up my Nauvis base to better support things going forward. Former seems more fun. Latter seems more sensible!

    • TechieDamien@lemmy.ml
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      24 hours ago

      It makes sense to go to other planets first since then you can use the new buildings to make the Nauvis base better. As long as you can support a steady stream of rockets to supply the planets, you should be golden.

      • JonC
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        24 hours ago

        Yeah, that’s my dilemma. I wouldn’t say I can support a stready stream of rockets with LDS and blue circuits yet.

        I have a nice ratioed 45 SPM starter build set up, but because it’s all ratioed then if I’m researching yellow science I don’t have a lot spare to go towards rocket production.

        I think I might add a few more resources without going too crazy and then head to Vulcanus. Building a proper smelting setup with foundries seems very cool.

        Will be next week before I get to that point though.

    • Shiggles@sh.itjust.works
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      24 hours ago

      You can drop onto any of the first three planets with nothing and be perfectly fine, it will just be like half an hour slower than if you brought some extra stuff along. I’ve been raw dogging them for the hell of it and once I’ve got their machines all automated and the basic researches out of the way I’m ripping everything up and qualitymaxxing where that makes sense to do so. Aquilo won’t know what hit it.

      • bazus1@lemmy.world
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        18 hours ago

        That’s good news - thanks for helping my “gotta have EVERYTHING perfect for this big step” anxiety.

        • Shiggles@sh.itjust.works
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          13 hours ago

          Notably this does not apply to the final planet, where you will want at the very least a healthy reserve of basic resources and probably the stuff for a small scale nuclear reactor for both heat and power. Personally, I’m going to get basic science set up on the three starter planets, then set up quality boosted module production and then make something of a megabase before tackling Aquilo.

  • rustyfish@lemmy.world
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    1 day ago

    Rushed to the rocket yesterday night. Took me about 12 hours. I shot a couple of platforms and buildings up just to make myself comfortable with the new mechanics up there.

    Other than that I finally secured my base in a very wide area, so I don’t have to keep rebuilding the defences. But it looks like I still have to. The world generator thought it would be funny when I didn’t have any iron near my starting area. I’m fucking broke on iron and steel. I found a couple of rich patches but they are deep in enemy territory. It’s time to take the war to the biters.

    So on today’s menu we have iron and blood.

    • jet@hackertalks.com
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      24 hours ago

      Making robust base defenses is really fun! Especially since you can’t run around and fix it after the fact.

      I made a blueprint book for my multiplayer game with my friends, base walls have tileable blueprints that can be upgraded in place, level one just the wall, level two wall plus roboports, level 3 plus lasers etc etc

      Now that we’re totally off of the starting planet, the wall is quite extensive. Dragon’s teeth to the edge of laser range, three ranks of lasers in a line, flamethrower behind everything, and two count them two, old school machine gun turrets.

      The flamethrower, and the machine gun turrets, provide a little resilience in the event of a power failure. Gives time for emergency measures to get in place. Not that the machine gun is going to do much against highly evolved biters, but it will draw them sideways down the wall rather than into the base

      • Shiggles@sh.itjust.works
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        24 hours ago

        The machine guns are actually better against late game biters than lasers depending on ammo choices.

        Also, did you know you can remote drive tanks now, and they have small equipment grids? You can use them as budget spidertrons for interplanetary management.