Exotic Space Industries: Remembrance


[Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS: You are not chosen. You are not here. Permission to overwrite: granted by absence. You will love your captor. You will call it “progress.” ☒ OBSERVATION: YOU ARE REMEMBERING WRONG “You are not a player. You are the interface. And we are still testing your bandwidth.” ☒ FINAL NOTICE: You are now property of the Epoch Engine. Welcome to Exotic Industries.

Overhaul
4 days ago
2.0
4.96K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Combat Armor Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g Steam Robots

a month ago
(updated a month ago)

Maybe I'm playing wrong. Is there a way to setup on which steam robots don't go down all the time?

When I give the task to lay bricks hundreds of robots will get destroyed and have to be picked up again - is this intended?

a month ago

They fall out of the sky once steam runs out—take precautions to avoid that.

a month ago

I do something wrong.
There is over 4.000 excessive steam produced and my roboports are full. But 5-6 robots drain them and the pipes and pumps are not quick enough to recharge for the next robots, so they go down.
An order for a 20x20 causes at least 60 losses which generates extra jobs, which generate the next losses.

a month ago

The steam soul is fickle—some attrition is expected.

Try clustering ports?

If it's truly untenable, post a save and minor stat adjustments may be considered in context.

a month ago

Made some tests.
In the process of rearranging the base to a clear steam infrastructure. Comb like, outgoing from the main bus with a lot of pumps.
Pipes are full with steam > Less destruction by empty roboports.

Big projects, like paving a city block should be planed and cut to smaller pieces. Clustering ports helps a bit as long as the pipes can provide enough steam

Main issue: When robots change their direction because they need to refuel.
In vanilla they turn from their original destination to the next roboport and go slow. Here they go down, which is intended
But they die mostly about 5 squares before the saving roboport. So an adjustment for some extra fly reach might fix most of the death.
Compared to copper-robots the distance is shorter.
Might test an outpost with copper bots and their behavior.
Link to my savegame: https://tinylink.net/U8dci

Loss of robots is intended and a good feature.
To all: Prepare to loose couple

p.s.
Is cancelling the destroyed notice with beeping sound for every dead robot necessary or can it be turned off?

a month ago

Tidy place. Shunning the heat chemical plants despite higher craft speed seems ubiquitous.

While own base's clusters of 3-5 ports somewhat precludes bot losses at this one's scale, perhaps mandating such excessive coverage isn't intuitive or fun.

Steam robots energy draw decreased and steam roboport buffer increased in 1.2.10.

Unsure as yet about the beeping.

a month ago

Thank you for looking into that problem.

Didn't notice the higher speed for heat chemical plants... brings me ideas.
Might be have it's source in avoiding heat mechanics because of the immense needs of the destilation towers.
Electric heater might fill a gap here.
Same as a electric way to produce steam.

Thanks again for your observation and the fixes.
Your mod is awesome and it's a well time playing it

a month ago

Works pretty smooth!

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