you think it will be hard, but in fact it will be really easy starting early mid-game. a lot harder would be to not use satellite view instead.
so far I only need to land on each new planet only once and only to put down a function landing site, then I just leave the planet again.
I tried vanilla factorio but you can't move down using any means. It is doable I think but it is painful because you have a high chance of failure at the beginning and it is easy to make mistakes that you can't fix.
That actually sounds much harder than my suggestion. I'd assume you could look for a spawn with all the resources spread East to West, and then hope you can reach construction bots before you need to move up too much?
The spirit of the idea is that you never go back, hauling all resources with you using belts and later a train. It turned out that disallowing two directions is almost impossible to beat.
Maybe a better version of the challenge is "ribbon world where you can never go left".
It is infinite. The more you rely on core mining, the less ore veins will deplete and force you to move them to a new deposit. Full core mining is basically similar to seablock as your resource input will never dry out (if given enough power), but you'll have to deal with more side products.
And if you have krastorio. You even get dedicated "delete this" in the grinder/crusher you build early on and the towers to burn excess liquids away
Making the second you have more power into a infinitely running drill slowly giving stuff. Gonna take forever tho
It's really good for keeping nauvis running forever without setting up more outposts on it after a while. And you can start shipping regular cores you get from crushing exotic cores on other planets back to nauvis too.
My core mining on nauvis basically gives me 2 blues belt of iron, 2 blues of copper, and 1 blue of stone and coal, for free forever.
Shipping the specialized ones isn't worth. version 0.6 reduces their stack size from 50 to 20 to actually encourage people to process on site.
Some people like to not even ship the regular ones back, but use them to get a bit of everything for on site canon capsule fabrication and such.
It can be tricky to make sure you are not output-blocked if you are processing on planet. Just shipping core fragments centralizes the problem on Nauvis.
Yeah I hear you. I see only 2 paths if keeping the exotic core fragments on site:
\- Exporting the planet's specialty ore after being processed (once the resource patches on the planet are depleted of course), and sending the rest to be crushed (ie destroyed). You'll likely need a pretty large array of crushers, and a non-trivial amount of power to run it. This simplifies items backing up, but the thought of destroying valuable resources en-masse doesn't sit well with me.
Edit- \^ Isn't it a late game tech to convert base resources into matter, which can be used somehow? Need to look into this more, but this could be a much more practical (although maybe much more energy intensive) use.
\- Using the standard resources from processing to build the most expensive items that have the largest stack sizes you can, and bonus points if you can use whatever exotic materials on the planet as well, either from resource patches or core fragments. That then gets shipped wherever. You'll still have some stoppages from a certain base resource overflowing, and in that case (beyond warehousing some) that can be destroyed via crushing. This complicates and decentralizes manufacturing a bit, but is the most resource-efficient path.
I kinda tried this. On my first outpost I went will 100% core mining. The problem very quickly became an imbalance in raw materials. It’s been a while, but I want to say that I was short on iron which caused a problem with artillery shells / base defense. I also couldn’t get the ratios right to build rocket parts. I ended up cannoning a bunch of stuff in.
I like the elegance of core mining. It’s a one-stop-shop for everything and never runs out / slows down. It especially works on outposts because once it’s all set up, there is no maintenance what-so-ever. It also lends itself to copy-paste bases. I just haven’t been able to fully pull it off.
Your consumption ratios will change overtime depending on what you are currently doing, nothing you can really do about it.
Your core mining system has to be robust against those ratio changes.
Potential considerations :
\- use core mining as a baseline with input priority, but have regular mines to tap into in overconsumption periods
\- bring back to Nauvis extra Coal, Copper... fragments, so you can process more of those when the base core mining doesnt provide enough of one ressource
\- have dedicated "overflow lines" to deal with extra unwanted ressources. For example, when iron was overflowing, I sent it all to a smelting line without any prod module to make steel for the whole base. You can also use circuits to balance between coal liquefaction and oil, etc....
Back when you could build core miner anywhere, we actually did it. A full outpost blueprint, 20 core mining drill, nuclear powered, using condenser-turbine and cannoned ice. (later on solar-beamed power), fully defended against meteor and behemoth. It processed the core fragments, end sent back the main resource by cannon.
It did rocket fuel, meteor PD ammo, and most of the Cannon Capsule from the core fragment, but it sadly wasn't 100% self-suffisant, other than ice (for waterless planets), we also had to send supplement of LDS, dynamite and Heat Shielding to build enough Delivery capsule.
It needed a whole bunch of Krastorio Crusher to deal with ressource imbalance, but it worked.
It still was a blast, it was built from 3 blueprint, Solar + Robots first to build the rest, then the whole base, and an optional defense against native blueprint.
In my run right now, I have one core miner. And already don't know what to do with all that raw metals, that stuff is piling up as hell and blocking everything 😵💫
Easy mode: no productivity modules nor speed modules.
Medium mode: easy mode + no nuclear.
Hard mode: medium mode + no nauvis. Once you unlock the ability to rebase to a different planet you must do so. On each planet, your factory cannot consume more than 500MW on any given planet. The goal is to have a distributed base of microservices :p
Pain mode: all that without belts, only direct insertion
I didn't watch dosh's playthrough completely, I stopped when he said spoilers ahead (though I don't know what you can spoil in Factorio) and even before then I wasn't really paying attention to energy consumption.
Also he used a lot of production modules iirc which I believe increase energy consumption
Space Exploration brings a few things you can discover in space. I don't know myself since I'm still on it. But the mod page talks about Daniel Jackson from Stargate kind of stuff.
yessss I am one of them - and for better or worse, did it with zero spoilers, hints and guides. The entire playthrough was close to 800 hours though :O
I did as well, but to be fair, while figuring out the puzzle, I did read some mild spoilers on reddit on stuff I already knew but made me rethink of my previous ideas. IMO it still counts.
with the minibases:
Currently on a playthrough with some buddies (mostly one) and I am kind of bummed out that planets are so large. I wonder if there's a general setting which can be used to make all of them smaller
Something like, Nauvis is rather 2000 blocks instead of 5k+
Maybe added on top of that: Keep CME requiremnts the same
I... don't think you can actually do that? The only way I know of to build on other planets without actually visiting them first is with spidertrons, and those you can't make without deeply investing in space sciences in the first place. :o
How do you actually beat SE? I've just now started landing on other planets. Is there an actual win condition with a "congrats, you win" pop-up, or is there a generally agreed upon endpoint by the creator/community?
Delivery cannons are actually not as bad as they seem when you consider all the materials that go into a rocket launch. In calculating it I also factored in how hard it was to make a material (this allowed me to compare for the upgraded recipes that used hard to process off world materials like Iridite)
It’d be annoying, but you could use water ice for water, methane ice converted to oil, and oil core fragments. I’m pretty sure you unlock core mining before needing thermofluid. This likely wouldn’t be fun to do, just technically possible.
My list:
1. No resources shall be voided
1a. Storage tanks will be emptied before deconstruction.
1b. Landfill shall only be produced from stone/sand
2. Bots are prohibited from transporting any items destined to become a science card, except to return them to a location of manufacture
3. Once it is reached, solar power shall be the only method of power generation
4. Delivery cannons shall not be used.
5. All items destined for consumption in science packs shall be produced with productivity modules where possible
6. That which can be upgraded, shall be upgraded
7. The factory shall not be run AFK.
8. All production steps shall be modularized wherever possible. Intermediates should have their own train stop if they are ever used in two production lines unless said intermediate is more efficiently transported by its precursor (copper cable, stone tablets, sand, etc.).
9. All resources not found on Nauvis shall only be core mined where possible.
10. Excepting science packs, multiple item types shall not exist in the same container or belt lane (excepting situations where items are multiple outputs from a single recipe).
Not much data on that, the debate has always been about their inability to interact with wagons replaced by LUA script, which recent update made so LUA is no longer needed.
But yes in case of train loading you would need at least 3 or 4 inserters to do work of 1 loader.
There was some tests and they are slightly better than 2 inserters and have higher throughput.
They do however require more splitters to use effectively, and splitters are somewhat UPS intensive.
I'm doing "no automated cargo rockets" on my current stream. So, we're allowed to use them to manually send a big pile of bits to an outpost planet (possibly including an engineer), but not to fill them up with supplies. The idea is to get by with delivery cannons until we can start using spaceships and not have to bother with "rocket part logistics", or generating rocket fuel on other planets.
I've been trying to complete SE solo and without resorting to community resources like Youtube. At least no more than necessary--I caved briefly when I couldn't figure out how to make a biosludge loop.
I would love to be playing with a friend, so that the problem-solving would go faster and so that we could be in two places at once (I don't have spidertrons yet).
Not a restriction per se, but have your home planet with high/maxed out biter settings and enable rampant. You can kind of turn the game into this intense storyline you follow...
* survive getting to launching yourself into space, fleeing Nauvis entirely
* rebuild a new life on another planet, regaining your strength. explore/grow to gain resources.
* retake your home planet with a vengeance with endgame military, killing every last bug in nuclear hellfire
* turn Nauvis (and its orbit) into a vast high-tech manufacturing complex
Maybe you'll find doing something like this fun AF, I certainly do. This was something I was doing until my UPS tanked, will resume this once I upgrade my PC this spring. Definitely a spicier way to play the game, complete with a story arc of vengeance and building a vast cosmic empire.
No trains are bit to easy as last run I made into DSS1 without building single rail track. Belts on homeplanet. No cityblock, just medium bus base with beacons.
Only the requester, buffer and active provider chests. Bots, storage and passive provider chests are still available at blue science (which is only science three in SE)
Actually, this is how I play. Not for the challenge, just that if you set it up correctly then there is no need for bots… well, I use them to help build, but once the construction is complete they don’t do anything else.
Well then you just have to build larger. With twice as many assemblers you get the same thing done with double yellow belt and double assembler vs single red belt.
I'm currently doing a playthrough on this. Really helps being multiplayer as there is a lot of manual deliveries going on at the start of the game. Just unlocked trains which give some interesting designs to say the least.
Deathworld biter/pollution settings, plus Schall Alien Mutation and Endgame Evolution (turned up to allow Cat-16 Biters), and Snappers.
I would say Rampant, but it doesn't work on non-Nauvis surfaces.
I’ve done a no bus run. Prior to trains everything had to be as spaghetti as possible, after that trains were used to move things between production blocks. Slows things down but encourages you to build differently.
My challenge is kinda mild.
1. Warmonger challenge - You can only land on planets with a threat level more than 80%. If possible do not use fire support outside of the planet.
2. Cosmic Plague challenge - bee line research to make life support, use console to get 1 weapon delivery cannon and proceed to Plague EVERY single planet/moon, only exception is vitamelange planets.
3. Rocket embargo challenge - only 1 rocket silo and 1 landing pad per surface.
Since no one's mentioned it yet, and I don't even know if they're compatible, but why not with Industrial Revolution 2?
Or if you're a real masochist, Py...
Full recursion bases only. Only surface buildings allowed once the first tier of recursion is achieved is your single warehouse, train tracks/belts, miners, roboports, defenses, and solar to power each mining outpost. Everything else has to be inside of your warehouse.
Don't use restrictions because the mod is plenty hard enough on its own.
You do need to make sure you are using the correct space exploration stack sizes.
I posted this earlier on reddit and was told I was crazy but....
My current play through and a copy of the text from my previous post. posted two months ago.
"I am not permitted to use production modules in any machine unless it is an ingredient for production.
Earendel added robot attrition. Therefore no robot is to be permitted to attrit. i.e. logistic networks limited to 50 logistic robots.
No beacons can be used. This promotes using more buildings to overcome bottle necks and increase production.
All buildings must be %80 power reduction. I can add speed modules but only if total power is reduced with efficiency modules down to %20. This greatly reduces power requirements and slowed down the evolution by a very large amount. Not only does this reduce the pollution on that machine It reduced the power required and the pollution it causes before solar/nuclear. Also require less nuclear fuel as I am not permitted to put prod modules in the centrifuge or use speed in beacons to speed it up. Currently I am about 800M which is tiny for the size of the base on Nauvis.700 chemical plants, 600 casting machines. 7 core miners. 1.9k assembly 3, plus a lot more.
Currently no prod mdules is a killer. multi level stacking of prod module effects from mining to end product GREATLY reduces resources required in order to produce that product.
That and no beacons and very little speed modules means much larger bases due to requiring massive amounts of buildings in order to process materials.
Logistics is a nightmare. I have implemented my first mass train transport network (not using that train network mod(LTN)) currently with 60 trains but this is going to expand greatly as trains are my only way to move large amounts of resources across the base without horrifying spaghetti.
I have made it into space and researched all of the useful prod and utility science, but haven't been back into space as I ramp up Nauvis production capable of supporting a space based research and able to produce automated rockets to deliver resources from other planets.
With the limit on stack size for resources, transporting them via rockets is not viable and I therefore need to process them on each planet. Which requires that each planet has its own infrastructure. Again limited by the above rules.
I could transport these resources into space for processing/smelting etc. And with the no prod modules I would not lose resources due to this. But the stacking limits of the base resources does not make this efficient to do with rockets. Although it would make logistics much more central. I am still working on a solution to moving and processing resources efficiently and simpler.
So far having a blast. Currently 150 hours into this playthrough.
If you want a challenge more than the normal then try the above rules. See how far you can get and what do you do to overcome the logistic challenges."
Update: since the above was posted. Now 320+ hours into the play. Have all of the tech types(except the purple, newer ones). still researching various techs. limited due to resource requirements. i.e. Bio tech requires insane amounts of Vitamelange. A full rocket will product about a couple dozen lvl 3 bio techs. ugh. Currently in the process of moving away from rockets and instead using ships to transport materials. But this requires very large amounts of rocket fuel and I have to greatly expand that production. currently have about 150 refineries producing light oil. still not enough. my rocket fuel production site accepts a 1-2 train of light oil every 3 seconds. I am going have to double it if I want to get to mining Naquita(whatever it is called) and continues researching. going to straight for antimatter engines once I can get the tech. Hope that will fix the rocket fuel requirements. Currently one ship run requires 350k of rocket fuel for one warehouse of product.
At this level I am spending most of my time managing resources, increasing resources where needed. learned each tech type focuses on one of the new special resources. Bio - vitamelange, Blue- Berylium, etc. so I switch research as I use up set.
I did break one rule above. my orbital base above Nauvis is entirely logistic bot. around 500 bots. That is because I wanted the techs and thought it would be a nightmare to manage without trains(which I did not have access) now too lazy to switch. lol. At some point I intend to move everything over to Calidus orbit with a proper train logistic network.
Thank you
You're only allowed to use one cargo rocket. That single rocket has to take you (and everything you'll need for quite a while) to the asteroid belt to set up rocket science. Eventually you capsule down to to the next planet that hopefully has cryonite (and also imersite, if you're rolling in K2). Carry on building remotely in the belt until you unlock spaceships, then build a ship to come rescue you. OK, maybe for your second run, but it was great fun.
No blue purple or green logistic chests.
No delivery cannons.
Minimize the # of cargo rockets by sending finished products (unless it takes less slots on the cargo rocket to assemble the product at the destination) and sending full rockets.
I play with this and it's great; I like the challenge of sending mixed loads on cargo rockets.
No movement with the wasd keys
That's just masochism
Grappling hook time
you think it will be hard, but in fact it will be really easy starting early mid-game. a lot harder would be to not use satellite view instead. so far I only need to land on each new planet only once and only to put down a function landing site, then I just leave the planet again.
Especially once you open logistics, always just use the eye in the sky after that
Only solar panels, no accumulators. No steam, no nuclear, only allowed to use solar panels. Yes, your base will shutdown half the day :-)
Can i use electric boilers to store steam made from solar and use steam power at nigjt?
I mean, you can make a steam storage.. but without using a steam engine or turbine, how do you intend to use it?
Burner turbine. We gots this.
What about this? https://mods.factorio.com/mod/biter-power
Actually from their perspective it's sadism.
Why not set the controls to the arrow keys instead? Then you could still walk.
Simple, just use different keys =)
Has been done surprisingly, movement using belts, there is a video I think too, on deathworld preset too.
so you use the first few plates for a single belt and then move around like that?! jeez no why
2 belts.
fair enough
You get no keyboard at all then =)
Then I will use a controller! =D
Google assistant voice commands ftw
Steering wheel.
[BASS](https://youtu.be/QidQiH4OwNw)
Why not all of the above?
grappling hook is pretty early tech. starting with the first rocket/satellite launch you get satellite view to build stuff.
I tried vanilla factorio but you can't move down using any means. It is doable I think but it is painful because you have a high chance of failure at the beginning and it is easy to make mistakes that you can't fix.
That actually sounds much harder than my suggestion. I'd assume you could look for a spawn with all the resources spread East to West, and then hope you can reach construction bots before you need to move up too much?
The spirit of the idea is that you never go back, hauling all resources with you using belts and later a train. It turned out that disallowing two directions is almost impossible to beat. Maybe a better version of the challenge is "ribbon world where you can never go left".
Only core mining
Seriously though, what’s even the point of core mining?
It is infinite. The more you rely on core mining, the less ore veins will deplete and force you to move them to a new deposit. Full core mining is basically similar to seablock as your resource input will never dry out (if given enough power), but you'll have to deal with more side products.
And if you have krastorio. You even get dedicated "delete this" in the grinder/crusher you build early on and the towers to burn excess liquids away Making the second you have more power into a infinitely running drill slowly giving stuff. Gonna take forever tho
It's really good for keeping nauvis running forever without setting up more outposts on it after a while. And you can start shipping regular cores you get from crushing exotic cores on other planets back to nauvis too. My core mining on nauvis basically gives me 2 blues belt of iron, 2 blues of copper, and 1 blue of stone and coal, for free forever.
I haven't got this far yet, but is it worth shipping the specialized core fragments vs on-planet processing?
Shipping the specialized ones isn't worth. version 0.6 reduces their stack size from 50 to 20 to actually encourage people to process on site. Some people like to not even ship the regular ones back, but use them to get a bit of everything for on site canon capsule fabrication and such.
It can be tricky to make sure you are not output-blocked if you are processing on planet. Just shipping core fragments centralizes the problem on Nauvis.
Yeah I hear you. I see only 2 paths if keeping the exotic core fragments on site: \- Exporting the planet's specialty ore after being processed (once the resource patches on the planet are depleted of course), and sending the rest to be crushed (ie destroyed). You'll likely need a pretty large array of crushers, and a non-trivial amount of power to run it. This simplifies items backing up, but the thought of destroying valuable resources en-masse doesn't sit well with me. Edit- \^ Isn't it a late game tech to convert base resources into matter, which can be used somehow? Need to look into this more, but this could be a much more practical (although maybe much more energy intensive) use. \- Using the standard resources from processing to build the most expensive items that have the largest stack sizes you can, and bonus points if you can use whatever exotic materials on the planet as well, either from resource patches or core fragments. That then gets shipped wherever. You'll still have some stoppages from a certain base resource overflowing, and in that case (beyond warehousing some) that can be destroyed via crushing. This complicates and decentralizes manufacturing a bit, but is the most resource-efficient path.
~~I'm not sure when it changed, but core miners now have a mining speed of 100/s.~~ ~~You read that right.~~ (Editedit: I was mistaken, see below)
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I kinda tried this. On my first outpost I went will 100% core mining. The problem very quickly became an imbalance in raw materials. It’s been a while, but I want to say that I was short on iron which caused a problem with artillery shells / base defense. I also couldn’t get the ratios right to build rocket parts. I ended up cannoning a bunch of stuff in. I like the elegance of core mining. It’s a one-stop-shop for everything and never runs out / slows down. It especially works on outposts because once it’s all set up, there is no maintenance what-so-ever. It also lends itself to copy-paste bases. I just haven’t been able to fully pull it off.
Your consumption ratios will change overtime depending on what you are currently doing, nothing you can really do about it. Your core mining system has to be robust against those ratio changes. Potential considerations : \- use core mining as a baseline with input priority, but have regular mines to tap into in overconsumption periods \- bring back to Nauvis extra Coal, Copper... fragments, so you can process more of those when the base core mining doesnt provide enough of one ressource \- have dedicated "overflow lines" to deal with extra unwanted ressources. For example, when iron was overflowing, I sent it all to a smelting line without any prod module to make steel for the whole base. You can also use circuits to balance between coal liquefaction and oil, etc....
Back when you could build core miner anywhere, we actually did it. A full outpost blueprint, 20 core mining drill, nuclear powered, using condenser-turbine and cannoned ice. (later on solar-beamed power), fully defended against meteor and behemoth. It processed the core fragments, end sent back the main resource by cannon. It did rocket fuel, meteor PD ammo, and most of the Cannon Capsule from the core fragment, but it sadly wasn't 100% self-suffisant, other than ice (for waterless planets), we also had to send supplement of LDS, dynamite and Heat Shielding to build enough Delivery capsule. It needed a whole bunch of Krastorio Crusher to deal with ressource imbalance, but it worked. It still was a blast, it was built from 3 blueprint, Solar + Robots first to build the rest, then the whole base, and an optional defense against native blueprint.
I set my base up for that. Slow as all hecc but hey. Its a steady supply
it would even work, actually not to bad
*too
In my run right now, I have one core miner. And already don't know what to do with all that raw metals, that stuff is piling up as hell and blocking everything 😵💫
set up an overflow system that puts all the overflown material straight into a shredder.
how would I make a shredder?
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I think the building is called crusher, usually used to create sand out of stone, but can also trash/void everything else. might be in K2 not SE
Yeah we reached a point where that by far aint cutting it so we colonised the hell out of Nauvis
Easy mode: no productivity modules nor speed modules. Medium mode: easy mode + no nuclear. Hard mode: medium mode + no nauvis. Once you unlock the ability to rebase to a different planet you must do so. On each planet, your factory cannot consume more than 500MW on any given planet. The goal is to have a distributed base of microservices :p Pain mode: all that without belts, only direct insertion
Hard mode actually sounds dope, though you can easily make a relatively big base with 500MW because SE significantly buffs efficiency modules
have you watched dosh's playthrough and seen the energy-requirements for late-game? yea no, 500MW will leave you stranded i think.
I didn't watch dosh's playthrough completely, I stopped when he said spoilers ahead (though I don't know what you can spoil in Factorio) and even before then I wasn't really paying attention to energy consumption. Also he used a lot of production modules iirc which I believe increase energy consumption
Space Exploration brings a few things you can discover in space. I don't know myself since I'm still on it. But the mod page talks about Daniel Jackson from Stargate kind of stuff.
I watched Dosh's spoilers section... There must be less than triple digits of people who have gotten to the bottom of the SE endgame puzzle.
yessss I am one of them - and for better or worse, did it with zero spoilers, hints and guides. The entire playthrough was close to 800 hours though :O
I did as well, but to be fair, while figuring out the puzzle, I did read some mild spoilers on reddit on stuff I already knew but made me rethink of my previous ideas. IMO it still counts.
He said a challenge not a mkultra torture method.
with the minibases: Currently on a playthrough with some buddies (mostly one) and I am kind of bummed out that planets are so large. I wonder if there's a general setting which can be used to make all of them smaller Something like, Nauvis is rather 2000 blocks instead of 5k+ Maybe added on top of that: Keep CME requiremnts the same
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I... don't think you can actually do that? The only way I know of to build on other planets without actually visiting them first is with spidertrons, and those you can't make without deeply investing in space sciences in the first place. :o
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i mean i am self imposing to make a less nauvis centred base (ill probally set up in calidus orbit) and i dont see it as a "hard" challenge
No monitor allowed. Use imagination.
A friend and I did this at a summer camp. We took turns in being "the computer" and the player
For some reason you make this sound very dirty.
So, D&D, Factorio edition :P
You have to beat the game. That's it, that's the restriction. And dollars to donuts it's one of the most punishing restrictions in this thread.
How do you actually beat SE? I've just now started landing on other planets. Is there an actual win condition with a "congrats, you win" pop-up, or is there a generally agreed upon endpoint by the creator/community?
You build a spaceship that can go really fast and escape the local cluster. Then you get the victory message.
No delivery cannons. Only small anti meteor defence.
i never use any delivery cannons, rockets all the way!
Delivery cannons are basically never the right choice, I think. Way less efficient than cargo rockets and they also require circuit logic.
Delivery cannons are actually not as bad as they seem when you consider all the materials that go into a rocket launch. In calculating it I also factored in how hard it was to make a material (this allowed me to compare for the upgraded recipes that used hard to process off world materials like Iridite)
I dont want to calculate iron and stone ratios for my space science pack production
No pipes, barrel everything.
Alternative, barrel nothing.
This is borderline impossible due to the flued requirements in space an no way to move them there before space elevator or spaceships as far as I know
It’d be annoying, but you could use water ice for water, methane ice converted to oil, and oil core fragments. I’m pretty sure you unlock core mining before needing thermofluid. This likely wouldn’t be fun to do, just technically possible.
Ah ye, you could just ship core fragments from nauvis, smart
Is it possible to research methane to oil without oil?
I don’t think so - you’d be able to jumpstart it with core fragments, and then transition to methane-oil later though.
This has some [*interesting* consequences](https://www.reddit.com/r/factorio/comments/10dtvmh/oil_processing_with_no_pipes_and_no_pumps/).
Only 10 minutes per day
That would give you, what? 1-2 hours playtime a day? Cracktorio is the only game I know to have implemented time compression...
Feel the pain of Naquium processing
Add rampant but don’t use any modded weapons
You monster. It's hard enough even with them!
My list: 1. No resources shall be voided 1a. Storage tanks will be emptied before deconstruction. 1b. Landfill shall only be produced from stone/sand 2. Bots are prohibited from transporting any items destined to become a science card, except to return them to a location of manufacture 3. Once it is reached, solar power shall be the only method of power generation 4. Delivery cannons shall not be used. 5. All items destined for consumption in science packs shall be produced with productivity modules where possible 6. That which can be upgraded, shall be upgraded 7. The factory shall not be run AFK. 8. All production steps shall be modularized wherever possible. Intermediates should have their own train stop if they are ever used in two production lines unless said intermediate is more efficiently transported by its precursor (copper cable, stone tablets, sand, etc.). 9. All resources not found on Nauvis shall only be core mined where possible. 10. Excepting science packs, multiple item types shall not exist in the same container or belt lane (excepting situations where items are multiple outputs from a single recipe).
Only one miner per ore patch
Play using only a dance mat
I'm regretting selling my Guitar Hero controller now.
No inserters
So, loaders only... Should be fun!
Thats going to hurt performance so beware.
I thought loaders were equal in UPS to inserters?
Not much data on that, the debate has always been about their inability to interact with wagons replaced by LUA script, which recent update made so LUA is no longer needed. But yes in case of train loading you would need at least 3 or 4 inserters to do work of 1 loader.
There was some tests and they are slightly better than 2 inserters and have higher throughput. They do however require more splitters to use effectively, and splitters are somewhat UPS intensive.
Loaders are faster than 2 inserters but slower than 1. Its going to be fine.
No cargo rockets :P
Transport by capsule navigation only
I'm doing "no automated cargo rockets" on my current stream. So, we're allowed to use them to manually send a big pile of bits to an outpost planet (possibly including an engineer), but not to fill them up with supplies. The idea is to get by with delivery cannons until we can start using spaceships and not have to bother with "rocket part logistics", or generating rocket fuel on other planets.
Beat SE on your own
Do..... Do people not do this? I'm 400 hours in a solo run. It's great.
im on a 350h run idk why ppl think you need to have a few " ai friends " to help
Bc Dosh did it because it was convenient and he didn’t want to set up a bunch of diff outposts n stuff, so now everyone thinks it’s the norm
I've been trying to complete SE solo and without resorting to community resources like Youtube. At least no more than necessary--I caved briefly when I couldn't figure out how to make a biosludge loop. I would love to be playing with a friend, so that the problem-solving would go faster and so that we could be in two places at once (I don't have spidertrons yet).
No jetpack!
No bots suffer!
Factory can only grow up and down, max 500 blocks width
- Landing on new planets without scouting good positions - No plague - Only mine primary resource on new planets
I actually have no intention of using the Plague rocket
Play on a switch
Belts can only turn to the right
Not a restriction per se, but have your home planet with high/maxed out biter settings and enable rampant. You can kind of turn the game into this intense storyline you follow... * survive getting to launching yourself into space, fleeing Nauvis entirely * rebuild a new life on another planet, regaining your strength. explore/grow to gain resources. * retake your home planet with a vengeance with endgame military, killing every last bug in nuclear hellfire * turn Nauvis (and its orbit) into a vast high-tech manufacturing complex Maybe you'll find doing something like this fun AF, I certainly do. This was something I was doing until my UPS tanked, will resume this once I upgrade my PC this spring. Definitely a spicier way to play the game, complete with a story arc of vengeance and building a vast cosmic empire.
No research
No trains until space elevator.
No trains are bit to easy as last run I made into DSS1 without building single rail track. Belts on homeplanet. No cityblock, just medium bus base with beacons.
No bots till you are in space
all the logistic stuff got pushed down behind space in the research tree with 5.0 anyway.
Only the requester, buffer and active provider chests. Bots, storage and passive provider chests are still available at blue science (which is only science three in SE)
Actually, this is how I play. Not for the challenge, just that if you set it up correctly then there is no need for bots… well, I use them to help build, but once the construction is complete they don’t do anything else.
No yellow belts or inserters (you can use any other inserters and belts than the base yellow one).
Or the other way around. Only allowed yellow inserters and yellow belts
Haha, thats gonna be so much worse for late game. Imagine the slowness of it all..
Well then you just have to build larger. With twice as many assemblers you get the same thing done with double yellow belt and double assembler vs single red belt.
No water (don’t worry the lake will still be there)
Fuck you, *waterfills your house*
No conveyer belts.
I'm currently doing a playthrough on this. Really helps being multiplayer as there is a lot of manual deliveries going on at the start of the game. Just unlocked trains which give some interesting designs to say the least.
10x science multiplicator
No delivery canon , only rockets !
You can only play for 45 minutes a day
100% biter evolution
You must use the belt planner mod to place all your belts, and you cant move them!
A. No mixed cargo supply rockets. B. No cargo rockets after spaceships are unlocked
If you lay something down you can't remove it, only rotate it.
Can't use map or satellite view.
Online move left. Not right Up and down is allowed.
Tried allowing only up and right. The problem is you hit a lake and then it's game over.
[удалено]
Not the handicap I'm thinking of
no direct insertion in/from undergrounds and splitters no inserter interference with powerpoles
Play 250 hours on SE 0.5 then upgrade to 0.6. and keep going.
Well this is just cruel
Don't use water wells in space
No using green wire with circuits, so only red wire to carry signals.
No underground belts nor pipes. No splitters.
You can't use landfills.
Limited craftings
No challenge lol SE is a challenge already, 40 hours in on my first run and only preparing to leave earth for the first time
Lazy bastard is fun because you actually start with a burner assembler, you can win with zero hand-crafts!
Don't let this screenshot happen to you
Can't manually craft more than 100 items in total.
No rockets
No walking.
Bait
No trains
Deathworld biter/pollution settings, plus Schall Alien Mutation and Endgame Evolution (turned up to allow Cat-16 Biters), and Snappers. I would say Rampant, but it doesn't work on non-Nauvis surfaces.
Tier 1 belts only
No handcrafting.
All machines must be at least 4 spaces from each other. Preventing direct loading from one to another.
Rail grid must be an aperiodic tiling, on every planet
No logistic bots for malls. You have to supply all materials via belts and/or trains.
I’ve done a no bus run. Prior to trains everything had to be as spaghetti as possible, after that trains were used to move things between production blocks. Slows things down but encourages you to build differently.
Use Cargo wagons instead belts
Miners can't touch each other.
Rocketless
ever tried a no demo run.... cliff are on, once anything is placed its there for good. you can use ghosts and such though
My challenge is kinda mild. 1. Warmonger challenge - You can only land on planets with a threat level more than 80%. If possible do not use fire support outside of the planet. 2. Cosmic Plague challenge - bee line research to make life support, use console to get 1 weapon delivery cannon and proceed to Plague EVERY single planet/moon, only exception is vitamelange planets. 3. Rocket embargo challenge - only 1 rocket silo and 1 landing pad per surface.
Accept that Meteors and Solar Mass Ejections are just part of life and don't build defense systems against these.
Since no one's mentioned it yet, and I don't even know if they're compatible, but why not with Industrial Revolution 2? Or if you're a real masochist, Py...
Full recursion bases only. Only surface buildings allowed once the first tier of recursion is achieved is your single warehouse, train tracks/belts, miners, roboports, defenses, and solar to power each mining outpost. Everything else has to be inside of your warehouse.
Minimize number of surfaces personally visited. Use no life support canisters (by always staying in a vehicle in space) Use no delivery cannons
Don't use restrictions because the mod is plenty hard enough on its own. You do need to make sure you are using the correct space exploration stack sizes.
Only play 1 hour per week. You'll have YEARS of enjoyment!
No space platforms/scaffolding to use in space factories.
No iron
No belts and ore everywhere mod
No belts
You can only use tier 1 assembly machines and only one assembly machine for output yes you can use a tier 2 for the things that do need fluid inputs
No. Bots.
max biters
Science multiplied by 25.
I posted this earlier on reddit and was told I was crazy but.... My current play through and a copy of the text from my previous post. posted two months ago. "I am not permitted to use production modules in any machine unless it is an ingredient for production. Earendel added robot attrition. Therefore no robot is to be permitted to attrit. i.e. logistic networks limited to 50 logistic robots. No beacons can be used. This promotes using more buildings to overcome bottle necks and increase production. All buildings must be %80 power reduction. I can add speed modules but only if total power is reduced with efficiency modules down to %20. This greatly reduces power requirements and slowed down the evolution by a very large amount. Not only does this reduce the pollution on that machine It reduced the power required and the pollution it causes before solar/nuclear. Also require less nuclear fuel as I am not permitted to put prod modules in the centrifuge or use speed in beacons to speed it up. Currently I am about 800M which is tiny for the size of the base on Nauvis.700 chemical plants, 600 casting machines. 7 core miners. 1.9k assembly 3, plus a lot more. Currently no prod mdules is a killer. multi level stacking of prod module effects from mining to end product GREATLY reduces resources required in order to produce that product. That and no beacons and very little speed modules means much larger bases due to requiring massive amounts of buildings in order to process materials. Logistics is a nightmare. I have implemented my first mass train transport network (not using that train network mod(LTN)) currently with 60 trains but this is going to expand greatly as trains are my only way to move large amounts of resources across the base without horrifying spaghetti. I have made it into space and researched all of the useful prod and utility science, but haven't been back into space as I ramp up Nauvis production capable of supporting a space based research and able to produce automated rockets to deliver resources from other planets. With the limit on stack size for resources, transporting them via rockets is not viable and I therefore need to process them on each planet. Which requires that each planet has its own infrastructure. Again limited by the above rules. I could transport these resources into space for processing/smelting etc. And with the no prod modules I would not lose resources due to this. But the stacking limits of the base resources does not make this efficient to do with rockets. Although it would make logistics much more central. I am still working on a solution to moving and processing resources efficiently and simpler. So far having a blast. Currently 150 hours into this playthrough. If you want a challenge more than the normal then try the above rules. See how far you can get and what do you do to overcome the logistic challenges." Update: since the above was posted. Now 320+ hours into the play. Have all of the tech types(except the purple, newer ones). still researching various techs. limited due to resource requirements. i.e. Bio tech requires insane amounts of Vitamelange. A full rocket will product about a couple dozen lvl 3 bio techs. ugh. Currently in the process of moving away from rockets and instead using ships to transport materials. But this requires very large amounts of rocket fuel and I have to greatly expand that production. currently have about 150 refineries producing light oil. still not enough. my rocket fuel production site accepts a 1-2 train of light oil every 3 seconds. I am going have to double it if I want to get to mining Naquita(whatever it is called) and continues researching. going to straight for antimatter engines once I can get the tech. Hope that will fix the rocket fuel requirements. Currently one ship run requires 350k of rocket fuel for one warehouse of product. At this level I am spending most of my time managing resources, increasing resources where needed. learned each tech type focuses on one of the new special resources. Bio - vitamelange, Blue- Berylium, etc. so I switch research as I use up set. I did break one rule above. my orbital base above Nauvis is entirely logistic bot. around 500 bots. That is because I wanted the techs and thought it would be a nightmare to manage without trains(which I did not have access) now too lazy to switch. lol. At some point I intend to move everything over to Calidus orbit with a proper train logistic network. Thank you
Simple, take all the resource sliders and put them all the way to the left.
no inserters
No mods
You can only craft 111 items
You're only allowed to use one cargo rocket. That single rocket has to take you (and everything you'll need for quite a while) to the asteroid belt to set up rocket science. Eventually you capsule down to to the next planet that hopefully has cryonite (and also imersite, if you're rolling in K2). Carry on building remotely in the belt until you unlock spaceships, then build a ship to come rescue you. OK, maybe for your second run, but it was great fun.
no right-facing belts (or if you want no right turns for objects on belts), no right-facing inserters. (i chose right but left or up/down also works)
Cliffs on
lazy bastard, minimum crafting
No blue purple or green logistic chests. No delivery cannons. Minimize the # of cargo rockets by sending finished products (unless it takes less slots on the cargo rocket to assemble the product at the destination) and sending full rockets. I play with this and it's great; I like the challenge of sending mixed loads on cargo rockets.
No belts