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Een vertaalprobleem melden
Base game + elevated rails
Nauvis has kept me entertained for many hours. The projects I begun in 1.1 don't migrate will to 2.0. Even the maps have issues which are not game-stoppers but show the migration is only a band-aid for the old maps.
One sample: https://steamcommunity.com/sharedfiles/filedetails/?id=3389817282
I love the trains, and elevated rails will take my adventures to a new level. I don't expect that Nauvis will fail to keep me occupied for as long as I've got left to play. I may, possibly, try a game with quality added. More for the experimentation than for any goal. Or, I may not.
Over 10k hours so far, I'm sure there's a few more available without Vulcans and kin. Though I do plan, eventually, to do a playthrough of SA. Just because.
Quite frankly i will also be giving Space Age a thumbs down if there isn't any new stuff patched in because it is utterly ridiculous to go from spoilage to literally making cryogenic science, that's a bad joke.
As i have said elsewhere the latter half of the game seems unfinished and poorly thought out, how many people are using the belt weaving storage exploit to bring back enough promethium because asteroids only stack 1, is this really the way the devs intended ppl play? They sure fixed being able to use mines as ablative armor real quick.
As for the Aquilo i don`t see much of a problem with need of heat pipes it is another type of challenge for your creativity.
Maybe I just need to get better at space platforms (which I honestly just do not enjoy using), but the minute I landed on Aquilo and realized that I needed to import absolutely everything, I pretty much immediately ended my run, as it just stopped being fun. Such a shame, it really had me in the first half there.
I by no means have a mega base, but i have a base that produces all science packs, including prometheus, and that keeps on trucking without me doing anything. With the ridiculously OP science productivity of the prometheus infinite research I get around 18k SPM for a base that was originally designed for 300 SPM. The biolabs of course help too.
I don't see the problem with the spoilables. They science packs spoil in 30 minutes, and getting things from Gleba to Nauvis only takes a few minutes. Bioflux spoils in an hour. It's a fun logistical puzzle to make work and very satisfying when you do. I even do the Prometheus science the "intended way" and ship eggs out into shattered planetary space. A round trip nets me around 20k prometheus science and this is not even particularly optimised. I could of course do belt weaving, or pack eggs in Gleba land fill in order to not deal with the spoilage, but that's not the challenge I wanted, and my round trips produce science packs faster than I currently can spend them so I don't really see the point at the moment.... and if I did then I'd just duplicate my prometheus ship.
Gleba and Aquilo are two of my favourite planets. My least favourite is actually Vulcanus just because I don't think it adds much to the logistics puzzle but rather trivializes a lot with the metal piping, but even if it's my least favourite I still like it a lot.
I'm having a great time.
I'm not sure I understand what you mean by this, sorry. Maybe if you posted a screenshot, we could help you debug what's going wrong?
Gleba is very doable from scratch. It just takes a slightly different mindset to the other planets. After all, like the comment above says, those blueprints you can download were created from scratch too.
It's a jungle planet with organic resources. How does it not fit into the setting? Try leaving fruit sat around in high humidity for a while IRL and see what happens to it, if you don't think the way that it plays fits with its setting.
What you call "gimmicks" would be what other people might call "content". Each planet is meant to make you adapt the way you play the game. If you try to brute force them all as if they were Nauvis, I can totally see that that would lead to frustration, since they're not meant to be played like that.
Quality.
Higher quality materials last longer before spoiling.
For at least one person, it was totally possible to build something working themselves. Someone had to make those blueprints after all.
And Gleba is easy.
There-- I said it.
Yes. Gleba -- is -- EASY.
The entire planet is a one-trick pony.
You set up two rows of biochambers; one beacon in the middle, one output belt running through the middle. You run two ring belts around the whole thing. The outer ring belt (which will need to be interacted with through long-handed inserters) will be the fuel belt where nutrients are put. (Use whole belt reading to put just enough on it; and not saturate it fully -- because nutrients spoil fast.) The inner ring belt is a dual-ingredient belt, one-lane per ingredient, which you easily accomplish with the two-sided side-loading used in the usual manner for smelting columns. Except here, with this one, you're loading onto a belt that's one-directional and circular.
Find a point where inserters won't need to interact with the ring belts, hop an underground two tiles there and put in an inserter filtered to spoilage-only to take spoiled stuff off of the ring belts and put it into active provider chests. Put in filtered long-hand inserters on the biochambers that ensure spoilage is dropped onto the outer belt with the nutrients. (You're expecting stuff to not spoil in bulk; so it outserts onto the slow belt.)
Feed the outer ring belt with nutrients from spoilage at first. Then switch to nutrients from bioflux later. Produce nutrients locally per build. They spoil too fast to ship them.
The same build can, in minor alterations for needing higher troughput on output products or input ingredients, be repeated for every single recipe line the planet has to offer.
Tbh my only concern there is lithium, I foresee I will have some troubles bringing that from farther patches since heating moves slower with each heat pipe length. Everything else is working properly (including quality), and my base is barely twenty chunks big and, of course, it just works, almost nothing is done there to optimize it in space reduction or efficiency of processes.
Prolly the easiest planet so far, if you succeeded on the previous four, of course. )
Train tracks don't freeze. You can ship rocket fuel to local heating towers and maintain separate webs of heated area.
FYI, both (bioflux/agg science) spoil in an hour. Biter eggs spoil in 30 min though.
I've found it quite easy to have a couple of space platforms dedicated to each item type transporting a single rocket load of a spoilable thing (ex: two space platforms between Nauvis / Gleba transporting only agg science -- 1k packs each) -- if the transport becomes the bottleneck between producer/consumer, simply copy/paste a new platform into existence. Do the same for bioflux transport, etc.
You don't want a space platform sitting there loaded with some spoilable item, and waiting on something else to be rocketed up -- that platform should immediately start moving to the target planet as soon as the one rocket load of the spoilable item shows up.
If your issue is placing ice/concrete. note that force building will do that for you automatically. (well, it sets ghosts, which your personal construction robots will place)