Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You may be right. When I had serious questions and comments before, maybe the Discord was the wrong place to go. Maybe if I asked them on the forums, I actually would have gotten some conversation-worthy answers. As for my experience on the Discord, all I ever got when I expressed concerns about various aspects of the then-upcoming expansion or asked questions regarding my ideas and wishes for the expansion, all I ever got were snarky comments, ridicule and a feeling of talking to a collective of brick walls.
And I promise, I wasn't trying to be intentionally difficult then.
I was asking stuff like "I think it would be cool if I could process the Lava on Nauvis, would it be possible to barrel and transport the Lava between planets? Maybe with an upgraded tier of Tungsten barrels?" And the only sort of response I ever got was "Lol why would you even want to do that, just play the game like "normal""
Ok now that attitude and derailing of the topic is just uncalled for. Please don't make me explain how 1 feature I heavily dislike out of 1000 features I mostly love doesn't automatically mean the entirety of the product is not for me and I shouldn't be interested in it.
That is a childish mindset about the devs. It sounds more like you are insecure about your own opinion and not like someone looking for an honest conversation, in the hopes to get some back pats.
Open your mindset and try the official forums. You might even get an answer for why something is like it is, if you are looking for an honest conversation.
Just a tip:
"I will die on the hill fighting against spoilage" is not a good start into any conversation.
There's also the "panic at the disco" solution where you just let everything flow normally, get craptons of spoilage, and have your bots constantly moving spoilage out of problem areas and into chests that burn the spoilage immediately. It's not efficient but it can keep things running for anywhere from several hours to several days depending on how clever you are with your setup.
For the labs, one easy way is to set up an arm at the far end of the daisy-chain of arms that feed your labs to grab agricultural science packs when activated, and only activate it when you're doing research that doesn't need agricultural science packs. It'll empty all of the labs of those things in short order. Disable the arm(s) feeding agri packs to the labs at the same time and you're golden, you just need to burn the spoilage so it doesn't pile up.
And the inbound research can’t spoil so your spoil able research gets used instantly on-planet?
I am definitely not insecure about my opinion. I voiced them several times on the Discord before. Whether or not that was the right place isn't the point here; I will try the forums if you suggest I would get different results there. I gave the topic the title because I feel that the regular forum goers here on Steam are already pushing against anyone who would criticize the feature with different arguments, none of which have convinced me so far that the problems I have with spoilage aren't real and only live in my head.
Because that would restrict my access to Biolabs, which can only be built on Nauvis. By restricting the Biolabs to Nauvis, the devs clearly designated Nauvis to be the "Research planet".
By the way I originally also hated the idea of not being able to craft or build certain things wherever I wanted, but the devs gave in-game explanations for those cases with stuff like atmospheric pressure requirements and Biter spawners only surviving in their own climate, as well as having actually been introduced to a viewpoint I did not consider before that changed my mind about the whole thing: considering the different planets not as separate factories, but as a single huge factory network. With this viewpoint the idea of not being able to craft Foundries anywhere became as easy to accept as accepting I can't get Iron ore out of a Coal patch.
There will always be mods to make the game behave the way you want in the meantime.
Your manual input issue is solved by making the kick start nutrient with assemblers from spoilage.
Your spoilage issue in nauvis is solved by BELTING it to effiency 3 modules and rest to heating towers or for fish nutrient since that also seem to be issue.
Your biter eggs hatching issue is solved by burning any unused ones in heating towers. No need for turrets at all. Also biter eggs doesn't hatch when they are inside the nests.
Your pentapod eggs hatching issue is solved by limiting how many you breed them at once. no need for turrets at all.
ive had all of them running now for 100+ hours and absolutely zero manual inputs needed. The only thing i need to do in gleba once in a while is to kill the expanding enemies.
If aggri packs didn't rot, then you would run out of pentapod eggs at some point since you wouldn't be making more of them.
Honestly, I hadn't thought if this was a possibility since I'm viewing it all in the in-game Wiki. This would've been an awesome idea to chill science for a longer duration & prevent/reduce spoiling before sending it up to space.
Applying it to all items with a spoil timer would've been an neat extra-step for larger factories.
Don't see an issue with providing nutrients before the system can start up if it shuts down, spoilage is abundant, resources are infinite, setup one or two assembling machines that convert spoilage into nutrients which then start up your main line, throw in some circuit logic and you've got a automated machine. Along with Efficiency Modules for -80% power consumption, 1 nutrient then powers a machine for 20 seconds.
The only thing you're looking to do is have a constantly flow of resources going through the system, and if anything can expire, it should never be sitting/backing up in your factory lines - yes I'm aware this is self-explanatory, but just create belts that don't stop, and then reach a burner section to be destroyed. All of my excess Jelly/Mash is fuel to keep my heat exchanges close to maxed out, and lands up looking really neat.
As for the pentapod eggs, could only recommend setting up more science production than egg production, no reason to match it (unless it's an OCD thing?). I can't speak on any Biter Eggs on Nauvis as I've not set this up yet. Not a fan of my science packs spoiling, but it's an infinite resource, made really quickly, need more rockets to launch simultaneously and a fast moving platform to get science back to Nauvis.
Lastly, touching on modules again, don't use modules to speed up machines unless you absolutely want to. Prioritise the -80% energy consumption for any machine that uses nutrients for power, then make a factory that works. Done? Copy & paste it instead of boosting things with productivity/speed modules.
You can craft nutrients from spoilage in an assembler, so you can make a way to automatically restart a system that breaks down if you have a spoilage reserve. Something you probably have a lot of when the system breaks down.
Making space platforms need not be a "giant tedious headache". With automation, the only player intervention necessary is to hit the make a new platform button, and then come back once the starter kit is launched into space so as to copy-paste your old platform onto the new one (or use a previously-made blueprint), and then change the schedule to your liking.
Absolutely fair, everyone will have a different way to tackle this challenge, with enough throughput, why not turn it to 11 and just make it consume as fast as possible. More consumption means get more resources, rinse and repeat and discard whatever is not used.
My second attempt at the factory was forcing bioflux & nutrients to consume very little power, then that thought propagated itself to all the structures. Once I finished the resource processing, my base quickly turned into spaghetti dealing with final products, not proud of it, but my first attempt was considerably worse.
I've gone back to Volcanus after unlocking cliff explosions to setup T4 Over & Underground Belts and Splitters, once I've setup Volcanus with roughly 4-12 rockets per minute, I'll be fixing up Nauvis and it's terrible science production.
I think that's what I enjoy most about it, after the starter Factory, I want to build a big boy factory, once I realise the big boy factory needs to be rebuilt, I really don't want to go through the effort of tearing it down and starting anew, so flying to a new planet to unlock useful new production chains or much more efficient/productive buildings was a huge plus for me.
Now to just bring it all back to home and set it up.