Build your base, defend it from the locals and get back to your home, Nauvis. A remake of the great warptorio2 (Vanilla and SpaceAge compatible).
Large total conversion mods.
New ways to deal with enemies, be it attack or defense.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Changes to power production and distribution.
Even trying to do everything fast - u'r not able to survive cos iron production isn't enough even for making ammo to defend biters that aggro on pollution that makes Produstia.
They are running like from minute 5, where u can barely do anything at that moment.
No defence, cos no research done. No ammo, cos there is no that much iron production.
How to survive those first minutes and continue to play?
P.S. Playing with Krastorio 2 Spaced Out. I used warp from first planet after crafting few red cards (barely made research on military) but wasn't able to craft anything and with resources that I had. So I jumped to 2'd dimension, placed few miners on iron/coal/copper (4 per each) and went to lake to place some research. And they started to run on me like crazy. Baraly survived first wave and after 20-30 second second bigger wave appeared. Idk how to survive that without turning cheat-mods to decrease biters from area :/
Forced to jump again.
3'd minute on 3'd dimension. Biters here again. No option to do anything cos Produstia increases its pollution with every burst heavily. 3.4k pollution every burst on 3'd minute.
I wanted to see how's the start with Krastorio 2 Spaced Out (this one, right https://mods.factorio.com/mod/Krastorio2-spaced-out ?) but I can't even load the mod for some reasons... Would you mind sharing our mod list ?
Now, the pollution is supposed to be incremental, while spewing what you generate and a few other things. What it means:
- the radio tower (the teleport to Produstia) generates 50/minute once you researched platform radars
- each platform generates also 50/minute with the same tech (so an additional 150 at most per minute)
- what you generate is also added to this.
So this alone generates 200/min + your pollution, which is basically the pollution generated by around 17 burner drills
The platform itself also generates pollution, by a given amount every 3 sec (this is what generates the big cloud basically), starting at 1 and doing "new_value = last_value + (last_value ^ 0.25) * 0.75"
In value, it gives like 1.75 pollution at 3sec, 27.5 at 60sec, 218 at 5min (still, the platform pollutes every 3sec)
So 3.4k pollution every burst would mean you generate a lot underground, so I believe you mean the graph shows like "3.4k/min".
I understand your point, but clearly the beginning is hard and I know that some random seeds are really hard because of desert / proximity of biters.
Do you have enough drills to gather a lot of resources quickly ?
Do you have enough turret to defends these drills / foundries ?
Do you only produce in produstia, hoping it'll be enough ? (tips: it's not, in the beginning at least)
Do you produce munition non stop ?
Do you use a mod to have early drones ? (it may help a bit)
Do you have any mod that increases pollution / biter difficulty ?
For information, this is a pollution cloud about 8min in 3rd zone: https://imgur.com/HdnzyZt
Also clearly, the first few warps will be places where you stay less than 10min probably not to be overwhelmed
Thx for quick response.
https://mods.factorio.com/mod/Krastorio2-spaced-out - yeah this is the correct mod, I will try to share modlist tomorrow. I've added few other cheaty
things after writing messages above to try out your mod.
Do you have enough drills to gather a lot of resources quickly ?
- Tried to place 8 on iron, 4 on coal, 4 on stone and 4 on copper as fast as I can. But walking between them and trying to smelt something finished by my run from the dimension cos of bites.
Do you have enough turret to defends these drills / foundries ?
- There was few turrets (4 of them around warp platform) but there is no option to place turrets everywhere around mines and supply them with ammo.
Do you only produce in produstia, hoping it'll be enough ? (tips: it's not, in the beginning at least)
- Woot u mean? O..o If there must be something on the platform from the start - there is nothing at all, except floor and only floor.
Do you produce munition non stop ?
- Technicaly yes, if saying craft ammo from ~180 iron plates that I managed to get in between fights with biters
. But that was eaten in less than minute.
Do you use a mod to have early drones ? (it may help a bit)
- I was using not only drones but also RPG mode (not that broken, new one) - still impossible to keep up with that pollution starting from 0 second. Idk how to play without drones from start - there would be 0 chances to survive :D
Do you have any mod that increases pollution / biter difficulty ?
- Don't think so, major are your mod + k2so. Others are not doing that much. On minute ~20 I had around 23-24k pollution/s, id kif that matches your formula. Will check tomorrow.
I tried to warp faster but that was leading only to low production of iron plates and I run out of ammo faster than I managed to do anything. Specially if count that even first tech from your mod requires 250 cards if compared to 15-50 that are from Krastorio.
P.S. Adding Alien Loot mostly fixes the problem but that is a cheaty way :c
Dimension: 6
Time: 12m
Pollution: ~17k
If u know better way for sharing modlist - tell me pls :D
Do you only produce in produstia, hoping it'll be enough ? (tips: it's not, in the beginning at least)
- Woot u mean? O..o If there must be something on the platform from the start - there is nothing at all, except floor and only floor.
My bad, I think we misunderstood each other :)
Produstia is actually the name of the factory surface you unlock at some point, while Neo-Nauvis is the actual place (at first), where you have your platform. The way you described it, I thought you had already unlocked that and build there, but the confusion come from the building that emits the pollution (name like that, as it's a teleporter actually)
My test run was with drones (from Tiny Start2) + RPG System (not the same as RPG).
You can try Fill4me for turrets, or make yourself some blueprint of turrets with ammo inside (so when you put them, drone automatically fill them).
From your screenshot: ok for the mods (except checking the mod_list.json file in your mod folder, i don't have a better way) :)
Actually reading the pollution is a bit tricky : https://imgur.com/MjMJOEC this is 8-9min with Platform Radar tech (+150poll/min) (time frame is 1min for the stats graph)
The number per minute you see in the graph (which is actually the additive value of all what you polluted), is actually calculate with "quantity polluted so far divided by the time" (depending on what time frame you selected). But the actual pollution emitted by the platform would be the difference between 2 emission of pollution (for example, the 2 arrows in my screenshot).
If you hover the icon (in red in the screenshot) and check the number, it'll increase a bit every 3 sec, and that's the real value of pollution emitted, so basically around 1.4k total in your case :)
A tip can be to focus mostly on iron in the beginning (usage of copper / stone is low at this point) and have ~15-30+ drills + stone foundry as a blueprint you can place easily with the drones.
If drone speed is an issue, you can have a look at mods like "faster robot" and "efficient-robot" for example.
I must say, I don't get how alien loot helps ?
base
elevated-rails
quality
space-age
aai-containers
Active-Looter-Chest
belt-visualizer
better_recycling
bioprocessing-tab
BottleneckLite
Burner-Leech
chest-auto-sort
combat-mechanics-overhaul
dimension-warp
early_recycling
EditMapSettings
even-distribution
factorio-admin-command-center
flib
Hidden_Loot
inserter-throughput-lib
inventory-repair
JaredsSimpleBotStart
Krastorio2-spaced-out
Krastorio2Assets
kustom-ammo-count
Kux-CoreLib
Kux-GuiLib
Kux-SmartLinkedChests
lane-balancers
loot_chest
minimalwire
NoK2LoaderPower
quick-adjustable-inserters
RateCalculator
Repair_Turret
RPG
SchallAlienLoot
shield-projector
show-max-underground-distance
SpeedControl
squeak-through-2
Thats what I've got from mod_list.json filtering enabled only mods (if u need the file itself - tell me)
I must say, I don't get how alien loot helps ?
Dead biters left alien ore which can be transmuted into iron/copper/coal/stone/oil and after that can be smelted into plates and etc. Too op but I am not able to progress without it that fast, except running back and forth just to fill ammo. Gonna test it without alient ore, but in current state - pollution is too much for me :D (going to find some solution, new day - new ideas)
-removed by mistake-
Oh, I noticed that Enter - Produstia
was making pollution even before I researched it and it was placed on the map :O
Mby that was my problem with intense biters during start?
Idk if I need create another thread about power bug.
Researched electria. Placed power generation here. Connected with poles Teleports (those looks like labs).
Going from Electria to Smeltus - shows no power on the Smeltus despite being connected to Electria.
Same goes to teleport from Smeltus to Produstia - shows no power icon (blinking).
It was working for a some time but suddenly stopped working O..o
When it was working I was using electricity on the Neo Nauvis that was created on the Electria, so it was working. Now Electria generates ~9.2MW of power but no any other surface
is getting power from it despite being connected with poles on every teleport >...<
P.S. Replaced poles on the Electria in same way as they were placed - it started working for now... >...<
P.S.S. Nope its not, Neo Nauvis still doesn't have power and Teleport to [Neo Nauvis] Surface
isn't getting any power despite bin surrounded with poles on every side and machines working nearby from power from Electria >...<
From what I see - power lines are not connecting to Teleport to Smeltus
and Teleport to Surface
. There is not direct wire line connecting any pole with them.
In editor I see that teleport on top have hidden pole which is connected fine on other surfaces except Produstia.
P.S. Replaced poles again and they are not connecting to teleports now. Removed Clean Wires
mod. Replaced again. They are still not connecting for some reason.
Okay, seems like I found what was the problem.
medium_pole
had 0 wire connections (auto_connect_up_to_n_wires
) so poles wasn't transfering anything from gate to gate.
I've changed it to 4 (just for test) replaced all poles - now I can see power from every surface with no problems (for now at least).
P.S. Idk what correct number here must be, but here those values that I've changed in medium_pole
(just copy paste from hidden_pole
auto_connect_up_to_n_wires = 4,
maximum_wire_distance = 32,
Oh, I noticed that
Enter - Produstia
was making pollution even before I researched it and it was placed on the map :O
Mby that was my problem with intense biters during start?
No actually the game "wants" a structure to emit pollution, also forcing it to this structure (which actually appears when you unlock produstia) solves some aggro issues as well later.
About energy: I noticed it too when I tested, I thought it can be a "nice" restriction until you unlock electrified floors.
I'll look into this.
the fact the hidden poles have 0 wire connection is normal, you have to hover the portal (which are accumulators actually) to get energy.
Ok, after checking I remember why I left it that way: I didn't want a visible power pole to transfer power between surfaces, but I didn't want also to manually calculate the power distribution between accumulators (teleport gates).
So basically, the hidden power poles are linked between surface, but only transfer power from the accumulator in the beginning. As a result, as accumulator cannot charge another one, each floors are isolated (the only exception is if you make power in the surface -> produstia can get power).
The goal was to have people research the "electrified ground" tech to get power between each surface.
I'll see to move it a bit earlier in the tree / make it more clear that you NEED this tech to have energy in each floor
Yeah, I got your idea about hidden poles and no wires, but didn't though about electrified floors (I was checking tech but not that carefully).
If u make it so hidden power poles are moving energy only to accumulators and not connected to any other regular poles - how can people look on the electric grid info and see other surfaces?
P.S. The thing on the radar pole is awesome, idk mby do something similiar to other surfaces to eliminate the issue? :O
Just checked the Platform Electrified Grounds
. It tells in description that Required to move power between surfaces
. So by default no any power is allowed to go thru surfaces - am I right? If yes - it must be moved right after opening the first surface Produstia so people would see that there is an option to allow electric grid go thru surfaces.
P.S. I am just throwing things on you, u can can freely ignore me cos its your mod and your ideas and it must be done as u desire <3
Just checked the
Platform Electrified Grounds
. It tells in description thatRequired to move power between surfaces
. So by default no any power is allowed to go thru surfaces - am I right? If yes - it must be moved right after opening the first surface Produstia so people would see that there is an option to allow electric grid go thru surfaces.
I agree, but I also don't want it to be without effort :)
Smeltus / Electria can still be used for a few things, even without energy propagation between surfaces (like smelting, etc)
I'll add some "lore text" and improve the platform tech description to add the fact you need the tech for this (just like you can see on electrified ground tech that it'll allow it)
I've reduced the prerequisites for electrified ground to only need electric energy distribution 1 and Electria and lowered the cost, so it's a bit easier to get it (while still needing some effort)
If u make it so hidden power poles are moving energy only to accumulators and not connected to any other regular poles - how can people look on the electric grid info and see other surfaces?
Actually, with electrified floor and how the poles are linked between surface, you'll see all surfaces at once in the energy panel, otherwise, you can just put a pole somewhere to check if you need :)
Sounds good :3
i've added a way to lower pollution if you want in the new update, but reducing it clearly lowers the difficulty early :)
Changed also the tech requirements for electrified ground