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Notes -
Friday Factorio thread.
I haven't played as much in the past two days cuz of travel. But I'm on my way back to my computer and can't wait.
I feel like I found good ways to deal with gleba. And it just needs to be scaled up and improved upon. With a major injection of bioflux to the system. There should be enough bioflux to keep a constant export going to Nauvis where our science is being moved to take advantage of the more efficient biolabs.
I've also been trying to scale up Vulcanus quality item generation. I have maybe a few thousand active recyclers at any given time. Working on iron, steel, and copper.
Fulgora still oddly seems like the best place for getting legendary equipment. Even with my massive Vulcanus recycling operations. I finally saved up enough for a legendary mech suit. Now I just need to keep filling it with legendary equipment.
I'm coming to realize my space platform designs for the outer system are not working. They are too big, and not quality enough. It's hard and a little annoying to build rare or legendary quality ships, since I need to see which components are in stock on the nearby planet before building.
In addition to quality changes I might need to switch the general design philosophy. Most of the current designs pass necessary resources on belts that circle the entire space platform. I think this works alright on average but is bad during extended periods of active flight. It gets too clogged with asteroids from my grabbers, and ammo/rockets run low too fast if all of them are pulling from the same belt. I instead want to feed resources in and out of the central hub for the front of the ship, and then do a circular belt for the other sides. The central hub will store up extra ammo, and if it starts running low use interrupts to stop the ship and let it build a reserve back up.
Swapped out laptops due to a hardware error. Now running a x10 science/railworld run, as per my usual style.
Just got back up to running space science again. Only shipping up raw material after placing enough platform to support iron/steel smelting. It's a slow run to craft things in space that only require iron, but the long-term resource savings are worth it, I feel.
Probably won't hit Vulcanus again until next week. I'll be more ready than last playthrough.
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That's the trick for space platforms. Asteroid chunks are awful and should either be on a totally separate system or limited somehow. An inserter that throws them overboard if there's more than X on the entire belt loop is handy (nice new feature).
That is the general approach I've had. Asteroids are somewhat great as a belt storage system. A metallic asteroid represents like 15-25 iron ore. Depending on where your productivity is at. So I like to keep the asteroid belt about 80% full at any given time.
But I'm just not sure if that works for shattered planet and outer system. I probably need to play around in the testing area for once. Even though I'm sorta loathe to do that, I'd rather just actively play and over engineer solutions.
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