Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.
- 123
- 1
What is this place?
This website is a place for people who want to move past shady thinking and test their ideas in a
court of people who don't all share the same biases. Our goal is to
optimize for light, not heat; this is a group effort, and all commentators are asked to do their part.
The weekly Culture War threads host the most
controversial topics and are the most visible aspect of The Motte. However, many other topics are
appropriate here. We encourage people to post anything related to science, politics, or philosophy;
if in doubt, post!
Check out The Vault for an archive of old quality posts.
You are encouraged to crosspost these elsewhere.
Why are you called The Motte?
A motte is a stone keep on a raised earthwork common in early medieval fortifications. More pertinently,
it's an element in a rhetorical move called a "Motte-and-Bailey",
originally identified by
philosopher Nicholas Shackel. It describes the tendency in discourse for people to move from a controversial
but high value claim to a defensible but less exciting one upon any resistance to the former. He likens
this to the medieval fortification, where a desirable land (the bailey) is abandoned when in danger for
the more easily defended motte. In Shackel's words, "The Motte represents the defensible but undesired
propositions to which one retreats when hard pressed."
On The Motte, always attempt to remain inside your defensible territory, even if you are not being pressed.
New post guidelines
If you're posting something that isn't related to the culture war, we encourage you to post a thread for it.
A submission statement is highly appreciated, but isn't necessary for text posts or links to largely-text posts
such as blogs or news articles; if we're unsure of the value of your post, we might remove it until you add a
submission statement. A submission statement is required for non-text sources (videos, podcasts, images).
Culture war posts go in the culture war thread; all links must either include a submission statement or
significant commentary. Bare links without those will be removed.
If in doubt, please post it!
Rules
- Courtesy
- Content
- Engagement
- When disagreeing with someone, state your objections explicitly.
- Proactively provide evidence in proportion to how partisan and inflammatory your claim might be.
- Accept temporary bans as a time-out, and don't attempt to rejoin the conversation until it's lifted.
- Don't attempt to build consensus or enforce ideological conformity.
- Write like everyone is reading and you want them to be included in the discussion.
- The Wildcard Rule
- The Metarule
Jump in the discussion.
No email address required.
Notes -
Quality doesn't shine until Fulgora. I would almost advise avoiding it altogether on Nauvis.
Fulgora has you developing lots of sorting builds and figuring out how to avoid the jam ups that result. It's a good crash course in how to make safer quality builds, that don't gunk up your factories.
There are also only three use cases where I've found quality to be absolutely worth it: spaceships, personal items, and resource extraction devices (pump jacks and miners). Almost everything else is solvable more easily through the traditional factorio solution: make your factory bigger. The resource extraction devices preserve more resources at higher quality levels. Allowing you to tap mines and oil fields for longer. So they are sort of a convenience, but still ultimately ignorable with just "expand the factory more".
I'd recommend just trying to go to space, and maybe even Vulcanus before you feel fully ready. Just get Nauvis to a defensible position, or shut most of it down to minimize pollution while you are gone.
Just wanna say I'm really enjoying the commentary. I've been ignoring quality in my playthrough so far, but just started working on it last night thanks to the explanations here laying out how to think about it and why it's valuable.
More options
Context Copy link
A lot of what I've spent time on is fortifying Nauvis. I had the misfortune to get a desert world, so I set about building walls and turrets basically first thing. Then the biters were evolving to the point normal ammo wasn't enough, so I had to get red ammo, turret upgrades, etc. Then by that time my starter resources were low so I had to expand the walls to include new resources... you know how it goes. I would say I probably spent half of the time in my save either building defenses or researching defense upgrades.
But hey, I am going to go to space today unless things really go sideways. The defenses are solid, I have machines building rocket launch pads and fuel, I'm finally ready. It'll be nice to finally get to Vulcanus (my planned first planet)!
Vulcanus is a great first planet. It is most similar to Nauvis gameplay, but even lower maintenance. You can basically get infinite copper, iron, and sulfuric acid within the drop zone.
Meta is go big and build massive factories. Which is good cuz the enemies on the planet require an extensive expenditure of resources.
There is also some minor opportunity for space mining. Little asteroids will come at you above Nauvis. Early game that just means iron, carbon, and ice. But a free trickle of iron after an initial investment isn't bad.
More options
Context Copy link
More options
Context Copy link
I'd start quality right away. Zero downside to quality-ing module production (and you need infinite prod1s for purple science). Same with lots of finished products. Assem2s, split off qual+, combine with qual+ speed1s= guaranteed uncommon/rare assem3s for platforms or maximizing return on your first prod3s.
Beacons are amazing too. All this stuff is basically free and goes right back into boosting the high end of the value chain that multiplies everything else.
Having your prod2 era science running at 1.28x1.14 (46%) vs 1.24x1.12 (39%) productivity while you're handling off-world science is a big speed boost for zero time or resource cost, unlike trying to scale your mining before getting artillery.
The big problem is that you want a madzuri/mojod style automall so that everything you request is being done by one assembler with your highest quality quality modules. And the 2.0 version of that is bleeding edge combinator tech I dont have time to learn.
I haven't had time to play much. Took 6 hours just to get space science up, and I'm not organized enough to take the next step yet.
I love how flexible the game is. It does feel like they designed things with certain play styles and strategies in mind. But you can usually just overwhelm the "optimal" path with enough resources.
We did not optimize on Nauvis. I went after it with three players initially which is almost overkill for the early gameplay. Someone working on core factory, someone working on resource gathering and extraction, and then someone killing bugs.
I feel like if you are naming build strategies and talking about complex circuit network setups then you are at the top of the play curve.
More options
Context Copy link
More options
Context Copy link
More options
Context Copy link