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Cosmic War

Planetary Factorization

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Planetary Factorization

Unread postby icycalm » 05 Jul 2022 01:06

One advantage of adding Factorio to the Cosmic War rotation and running the game on our server is that I won’t be needed to set up the lobby and run the session. Our server will be running the game 24/7/365 exactly as with PA, and all that will be needed to play is to connect to it, again as with PA, but even better here because the session is automatically saved so that the game can be continued week after week indefinitely. So if I can’t make the session, the rest of the players can play just fine without me. This also means that when we are supposed to play PA, but I haven’t had the time to make a new system for example, we can just continue our Factorio game—it will require zero effort from me to run, so we never have to miss a week again. The Cosmic War event can be held every week without fail from now on as long as there are at least a couple of people showing up to play.

And that’s not all in Cosmic War news, because I plan to add a third game to the rotation soon, one we can play in the background throughout the entire week, and just Ike PA and Factorio, it’s the king of its genre. Formal announcement coming soon, but it shouldn’t be hard to guess!
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Unread postby icycalm » 09 Jul 2022 04:14

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I updated the schedule. As you can see, our focus for the next few weeks will be Factorio since it's new and exciting, but I'll throw some PA wars in there as well now and again, and I'll update the schedule accordingly well in advance. I have some cool ideas for new PA wars, and we'll definitely be trying them soon; the above schedule is just a draft, and will be amended throughout the summer.

But yes, our focus will have to be Factorio in order to get anywhere with it, because completing a run with the Space Exploration mod will take dozens of hours, and there'll probably be restarts as well.

I thought for a while about how much time to devote to these sessions. The average PA war lasts 2-3 hours because that's my target when building a system, and I set that target because that's what's most comfortable for people in all timezones. Everyone can play 2-3 hours, even if it's late at night for them, but if the session drags on for more than 4 hours, people start getting tired, or dropping off.

So that's why I decided to set the Factorio sessions to 4 hours. Normally we play much longer if we have a standard 4-man team, because the time can be scheduled to suit everyone; but with these regular weekly sessions we'll now be playing there may be more than 4 people, and from varied timezones. So I think 4 hours is a good compromise. Any less, and it'd be too little for such a complex game; any more and some people would struggle to play the full session.

That said, it's not like PA where you have to be there right at the start otherwise you can't join; you're free to arrive whenever, and leave whenever. All I am saying is that sessions will be terminated at 4 hours, even if several people want to keep playing. It just gives everyone the best chance to experience as much of the sessions as possible.

We'll reserve the Factorio thread in the Online subforum [ > ] for "standalone" games. Use that thread if you want to set up your own Factorio games with a set team, and let's keep this thread for the official "open"—and therefore hopefully bigger—Cosmic War runs where anyone can join at any time.
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Unread postby icycalm » 09 Jul 2022 04:45

And by the way, another advantage of restricting the sessions to 4 hours is that, when you miss a session, you won't have missed that much. You'll have an entire week to sit down and watch the 4-hour stream if you want, but a 10-minute skim should also suffice to get caught up for the next session. This should allow more people to stick with the "campaign" for a longer time.
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Planetary Factorization #1 & #2

Unread postby icycalm » 11 Jul 2022 03:17

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The first session went terrifically. I was expecting 4-5 people and we got 9. It's not the biggest Factorio session we've ever played, I am pretty sure we've played at least one session with about 10 people years ago, but we didn't know the game back then as we do now, and the Space Exploration mod wasn't out yet, so we were playing vanilla "Marathon" game which wasn't as fun as what we're playing now. The Marathon setting makes progress much slower, which made sense back then since the longer the game, the better. But now that Space Exploration doubles the content, and the official expansion will soon triple it, I don't see a need for Marathon anymore.

"Death world", on the other hand, is a must, and that's the only main game setting I adjusted. We might end up having to tone it down a bit if progress ends up stalling for too long, or we lose a bunch of players, but for now it's exactly what we need and it has made both of our attempts thrilling. Below are the Space Exploration-specific settings I set up; everything you see with the red light is changes I made from defaults. All my changes make the game more hardcore.

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Space Exploration recommends a bunch of mods, and we installed all of them: https://mods.factorio.com/mod/space-exploration

Earendel wrote:Recommended mods:
Grappling Gun: To catch yourself if you fall off your space station. https://mods.factorio.com/mod/grappling-gun
AAI Containers & Warehouses: Larger containers matching the vanilla style. https://mods.factorio.com/mod/aai-containers
Combat Mechanics Overhaul: So your defences can be better protected if you abandon them for a while. https://mods.factorio.com/mod/combat-mechanics-overhaul
Bullet Trails: So you can see where turrets are shooting. https://mods.factorio.com/mod/bullet-trails
ModuleInserter: Allows you to place modules from satellite mode. https://mods.factorio.com/mod/ModuleInserter
Equipment Gantry: Lets you automate putting equipment in spidertrons while they are items so that they can be deployed by rockets on new planets. https://mods.factorio.com/mod/equipment-gantry


I have to ask dan to show me how to install mods, so we can experiment with more of them for future runs, but for the time being he at least taught me how to fully operate the server (turn on/shut down/set up new game), so that's progress. In the past I couldn't do a thing without his help. The main mod I'd like to pile on to what we have running is Krastorio 2, and I will probably add it to attempt #3 when we get there.

So Space Exploration floods the game with tons of professional-grade content, and changes things up from the first moments. This coronal mass ejection for example happens mere seconds into the start now:

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But I'll sing the mod's praises in the main Factorio thread. Here is the first run we played, lasting about an hour and a half (recoil's stream is shorter because he only started streaming towards the end):

cosmicwar.net Planetary Factorization #1 with ChevRage and The Cult 1
https://www.youtube.com/watch?v=rLsB_5nFmRM

cosmicwar.net Planetary Factorization #1 with recoil and The Cult 1
https://www.youtube.com/watch?v=IueekOkjLog

After this brutal end, our factories completely overrun by hordes of bugs, we started a second run, this time taking care to handcraft as much as possible so as to not aggravate the bugs with too much pollution before we were ready to face them, and it has worked great so far. We destroyed a bunch of their nests, and didn't get attacked a single time in the 2 hours 45 minutes we played. This time the streams were equal length as they were started at the same time. We're doing two streams to try to cover most of what's happening across the sprawling base(s).

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 1
https://www.youtube.com/watch?v=eUhK1vL0VkE

cosmicwar.net Planetary Factorization #2 with recoil and The Cult 1
https://www.youtube.com/watch?v=9bHLFe4qNZs

Rory had to drop out maybe half an hour to an hour before the end, so he can skim the videos to see what he missed. I think we took out one or two more nests after he left, and were just about to start up green science production before we decided to call it a night. If you discount the hour-or-so we spent setting up the server and game settings, we played almost exactly 4 hours, as advertised.

Session #2 of attempt #2 will take place this coming Saturday July 16 at 1 PM UTC, and I hope to see many people there as it should be a thrilling session. With the intro stage out of the way, and the factory in great shape, we should be able to get a lot done with the full 4 hours, as long as we don't screw up. If you missed the first session entirely and want to join us for the second, just skim the last two videos and you'll get the gist of where we're at. See you on Saturday!
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Planetary Factorization #2/2

Unread postby icycalm » 30 Jul 2022 04:58

So the second session of our second run went well.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 2
https://www.youtube.com/watch?v=vKuK7FqBhgs

cosmicwar.net Planetary Factorization #2 with Q-veta and The Cult 2
https://www.youtube.com/watch?v=wZBo6MF37wQ

We played pretty much exactly 4 hours. We had 5 people and it still looks like Death world is perfectly balanced for us at about that number of players, so that we're on our toes the whole time, and it feels like any major mistake could cost us the entire run, while minor mistakes aren't game-ending and may be recovered from.

We missed last week's session because I got food poisoning and was out for a whole week, but I am well now and the third session is tonight at 10 PM UTC, and we have 5 players confirmed so far. Lookin' forward to getting another solid 4 hours in.
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Planetary Factorization #2/3-5

Unread postby icycalm » 29 Sep 2022 03:38

Have neglected to post the last three updates so here they are. The 4th episode has two parts because ysignal started streaming at 720p for 20 minutes before remembering to switch to 1080p.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 3
https://www.youtube.com/watch?v=eM01_FrcSZk

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 4 - Part I
https://www.youtube.com/watch?v=9Opd5VlxjfY
cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 4 - Part II
https://www.youtube.com/watch?v=cYXm17s9_QU

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 5
https://www.youtube.com/watch?v=bHLWzveiMBU

By now the game has gotten quite complex, so after every session I'll be writing down some notes on what we're trying to accomplish so that we hit the ground running for the next session. Here's what we have now:

High priority
Southeast oil base needs more turrets and thicker walls
Eliminate northwest alien hive
Automate laser and flame turrets
Automate more science
Main research goal: Robotics

Medium priority
Start using trains

Our playercount fluctuates, we've had as many as 8-9 players in a couple of sessions, but mostly we average about 5 I would say. It's been highly enjoyable, and I can't wait to see what comes next.

I'll try to set up a game for this Saturday if we can get 4-5 people in. Otherwise next Saturday. But probably we'll be playing both weekends. I also have some news on Factorio in general that I'll be posting soon in the game's thread, so look out for that.
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Planetary Factorization #2/6

Unread postby icycalm » 15 Oct 2022 05:23

Last session two weeks ago was a big one with 7 players. It was the first session I personally missed. Next session is coming up later tonight, another big one with again 7 players, not including me, though I think I might be able to make it, in which case we'll have 8 and should be able to split cleanly into two groups for some cool multitasking.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 6
https://www.youtube.com/watch?v=8GD3l-FnuUs

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 6
https://www.youtube.com/watch?v=XXe9BfgLEcA

Session notes from ysignal and ChevRage.

ysignal wrote:Some of this session's progress:
- Eliminated NW nest
- Construction robots researched
- Secured 4M stone
- Secured 3.6M copper
- Laser turrets automated
- Explosives automated (used for cliff explosives)
- Electric furnace semi-automated
- Rail transport of iron ore from NW base
- Expanded main base perimeter
- Automation (red) science production automated

High priority tasks:
- Finish researching logistic robots
- Next research goal: satellite rockets
- Capture more coal
- Set up mines at new mineral patches
- Flame turret automation
- Build logistics network

Medium priority tasks:
- Keep expanding main base for further automation
- Build core drill
- Finish automating electric furnaces
- Capture more oil
- Research jet packs
- More rail lines from mines to main base

We added some extra walls at the oil base, but it's not getting attacked much because it doesn't produce much pollution.

I stopped the server and saved the game locally as a backup.

About two hours in, we all joined one channel and decided what to do next and a few people switched roles.


ChevRage wrote:We could probably clean up the belt spaghetti at the base too. Create zones for each individual component, with expansion space for more component fabrication within each one. It's probably better to get a small start on this sooner rather than later to save headaches later on. It seems to me that no component truly becomes obsolete as they get used in more advanced recipes anyway.
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Planetary Factorization #2/7

Unread postby icycalm » 04 Nov 2022 01:00

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 7
https://www.youtube.com/watch?v=8ypbj3zwga4

Last session was another large one with 8 players. I think as we get deeper into the game and it gets more complex, people are more excited to join. I know I am, since I've never been so far into it, and can't wait to see what comes next. The problems multiply in number and complexity, and we have even new planets coming up soon.

ysignal posted a pic of the base on Steam, and that's a good thing to be doing going forwards as the base gets bigger and bigger: https://steamcommunity.com/sharedfiles/ ... 2875814754

Image

It's 4K too, so you can zoom in crazy. Q-veta is at the south base, the rest of us are in the central one, but I don't know what Archonus is doing in the middle of nowhere in the far east lol.

Session notes from ysignal and ChevRage.

ysignal wrote:Some of this session's progress:
- Researched jetpacks
- Captured 4.4M coal
- Laid rail line to new coal base
- Automated logistic, automation and chemical science packs
- Built small logistic network with repair bots
- Increased copper production
- Expanded and strengthened base perimeter

High priority tasks:
- Transport new coal back to main base
- Eliminate hive east of coal base
- Main research goal: satellite rockets
- Secondary research: projectile damage

Medium priority tasks:
- Finish automating military science [needs AP rounds]
- Boost chemical science production
- Finish securing perimeter of base expansions
- Automate flame turrets
- Build concrete walls
- Keep hand-feeding steel plates into chemical science
- Keep hand-feeding red ammo into chemical science


ChevRage wrote:-Move some of the western defenses further west
-Build radars on the western front


I'll try to set up the next session for this Saturday at 1 PM.
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Planetary Factorization #2/8-9

Unread postby icycalm » 26 Nov 2022 04:16

For session #8 we had 7 players, 2 streams:

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 8
https://www.youtube.com/watch?v=X5P8PBgQI8M

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 8
https://www.youtube.com/watch?v=9fGmfxgR2mo

We often split into two teams now, because there's a lot of complex chatter needed to get any work done:

Image

ysignal wrote:Session progress:
- Researched all prerequisites for satellite rockets
- Eliminated hive east of coal base
- Set up rail transport of coal back to main base
- Increased chemical science production
- Finished automating military science
- Expanded base perimeter to the south
- Automated production of construction and logistic robots
- Expanded logistics network coverage

High priority tasks:
- Capture north-west oil fields
- Strengthen base defenses [incl. automating concrete wall production]

Medium priority tasks:
- Finish researching satellite rockets
- Build satellite rocket
- Automate flame turrets
- Increase logistic robot production
- Use robots to replace destroyed walls



And for session #9 we had 6 players iirc and only 1 stream because of (now resolved) issues with ysignal's new computer:

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 9
https://www.youtube.com/watch?v=uHR31c-bjMo

This is the latest snapshot of the base: https://steamcommunity.com/sharedfiles/ ... 2887935119

Image

ysignal wrote:Session progress:
- Logistics + repair coverage almost complete
- Automated flame turrets
- Captured ~900k of oil
- Finished satellite rocket silo research
- Built core drill
- Automated concrete walls
- Increased iron plate production
- Secured area between north-west and main bases
- Researched and built adaptive armor + rocket launchers
- Established forward base for assault on southern hives

High priority tasks:
- Build some combat equipment sets:
-- Adaptive armor x2
-- Rocket launcher
-- Grapple gun
-- Jetpack
-- Medpacks x3 [optional]
- Clear out hives that are destroying construction robots
-- These are south of the main base
- Clear out the hives blocking the new iron patch

Medium priority tasks:
- Capture new iron patch
- Automate rocket science packs
-- Necessary to continue further in tech tree
- Increase construction robot production
- Automate replacement of destroyed walls
- Build and launch satellite

Research goals:
- Lifesupport Facility [makes medpacks]
- Cargo rocket silo


ChevRage wrote:A core drill has been built, but we have yet to build the infrastructure that will allow us to exploit the resources it mines. We just need to properly pipeline each type of material to the right location. I'm not sure what priority this should take up.


ysignal wrote:It's a medium priority at the moment.


Nine 4-hour sessions means we've put 36 hours in this run by now, and we'll get to 40 when we play the 10th session in a few hours. We have 7 people signed up for that. We've fallen a bit behind the defenses game, and though it's not hugely stressful on a micro level, it kind of is on the macro because if we lose we're losing 40 hours and we won't be doing another run anytime soon. On the OTHER hand, if we do lose, the next run we're adding Krastorio 2 on top of the Space Exploration mod we're using now, and I would kinda like to do such a combined run before the expansion hits in a year. But in that case, we'd take several months off before trying this run.

So it's all good whatever happens, and there's a silver lining even if we botch this run.
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Planetary Factorization #2/10

Unread postby icycalm » 10 Dec 2022 20:49

I missed this session because I didn't sleep at all the night before. Too busy researching something or working on something, I can't remember. Maybe just too excited to sleep generally. That's 2 out of 10 sessions I missed, which isn't too bad. I think the only one who hasn't missed any is ysignal, and that's a good thing because he directs tech research plus pretty much everything else. Though I think with his priorities list and research goals we could handle the odd session without him.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 10
https://www.youtube.com/watch?v=9MSlKC6ILC8

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 10
https://www.youtube.com/watch?v=AOFNuPfz0c8

The music and sfx volume in Chev's stream is a little weak.

ysignal wrote:Session progress:
- Launched satellite
- Automated medpacks
- Automated rocket launcher ammo
- Automated personal flamethrower ammo
- Destroyed many nests + big base expansion

High priority tasks:
- Stabilize and increase electricity production
- Fix blue science production
- Check belts in main base for contaminants
- Automate rocket science packs [needed for further research]

Medium priority tasks:
- Finish roboport coverage + make more construction bots
- Capture new iron patch

Research goals:
- Cargo rocket silo (to get into space)
- Thruster suit (to survive in space)
- Nuclear power (to help with our power issues)


ChevRage wrote:Regarding the contaminants, it might be from when somebody cancels something that they were crafting. The crafting process takes all the items from your inventory, and puts them in a sort of limbo until the end result has been completed. If you have a full inventory, and cancel the craft of some item, it will deposit the ingredients all over the floor.

I was wondering why I'd see piles of items lying around in strange places until this happened to me this session.


https://steamcommunity.com/sharedfiles/ ... 2893709407

Image

https://steamcommunity.com/sharedfiles/ ... 2893709386

Image

icycalm
Whoa I missed the rocket launch, what does this mean??

ChevRage
We get a rudimentary list of the planets in the solar system I think, but we need to launch more satellites (via rocket) before we get a map

icycalm
So the rocket didn’t have anything on it? Like a satellite?

ChevRage
It had 1 satellite, but we need more

icycalm
Or does it fire rockets every few minutes?

ChevRage
It took a lot of resources to launch a single rocket, so it certainly won't be every few minutes just yet

icycalm
Need to research Musk
Kinda bummed I missed this game, but at least I slept for like 16 hours and am feeling great now. I think I’ve missed 2/10 games so far. I think ysignal is probably the only one who’s played all of them. Don’t think we can play without him anyway.
Then again, since he’s now giving us the next research goals, we might be able to swing a session without him.

ysignal
We only launched a satellite rocket. We need to keep launching them to produce more rocket science packs, which are needed for most research now.
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Planetary Factorization #2/11-12

Unread postby icycalm » 07 Jan 2023 05:28

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 11
https://www.youtube.com/watch?v=2vaisoxgx0A

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 11
https://www.youtube.com/watch?v=CtefuuAc-GY

CULT|Q-veta
Here's the weapon cache notification from the last stream:

Image

We might get another weapon cache if we launch another satellite

CULT|ysignal
Session progress:
- Captured:
-- Core seam
-- 1.4M copper
-- 2.8M coal
-- 2.5M stone
- Found a railgun
- Automated rocket science
- Big increase in power production
- Destroyed many nests plus huge base expansion

High-priority tasks:
- Capture new iron patch
- Launch another satellite rocket [needed for further research]

Medium-priority tasks:
- Close off new base expansion [east and southeast sides are still open]
- Automate rocket launches
- Increase plastic production

Next big research goals:
- Cargo rocket silo
- Nuclear energy


cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 12
https://www.youtube.com/watch?v=i8kegFr40MI

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 12
https://www.youtube.com/watch?v=JDfQPIPg2EU

CULT|Q-veta
For the next session we need to:
- Start making blue circuits for the umbrella
- Build the umbrella (I think we have two more hours until the solar flare hits)
- Fix the stall on blue science
- Capture the oil patch and the uranium patch to the south of our new iron base

CULT|ChevRage
The pulverizer should be getting us crude oil now (you can change the recipe to provide more of certain resources), but the outputs need to be hooked up to the pipe network. I've started it, but it's unfinished. It shouldn't be too difficult.

CULT|ysignal
Session progress:
- Launched two satellites
- Captured 3.2M iron
- Increased construction robot production
- Researched Umbrellas
- Finished walls for base expansion

High-priority tasks:
- Build and power an umbrella in under 2 hours [needed to defend against coronal mass ejection]
-- Need nuclear power or lots of charged accumulators
- Fix blue science
- Get more oil [either new oil base to the south or try pulverizer]

Medium-priority tasks:
- Launch more rockets
- Improve weaponry/tactics for taking out hives

Next big research goals:
- Nuclear power

https://steamcommunity.com/sharedfiles/ ... 2903021355

Image

https://steamcommunity.com/sharedfiles/ ... 2903021369

Image


Big session like we haven't played in a while with 8 players tomorrow/tonight (10 PM UTC). Very excited for it, we should be able to break up into 2-3 groups at least, working in separate voice channels. It gets quite challenging coordinating that efficiently.
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Planetary Factorization #2/13

Unread postby icycalm » 14 Jan 2023 04:21

Image

Big session last week, we had 8 players, and we split ourselves into up to 3 teams throughout the session.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 13
https://www.youtube.com/watch?v=MrVIUbqKl0Y

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 13
https://www.youtube.com/watch?v=d81AkJiOuE4

Took a few more pics than usual. One of them is a planetary view of the base, and the other is of our enormous new accumulator farm.

https://steamcommunity.com/sharedfiles/ ... 2914605590

Image

https://steamcommunity.com/sharedfiles/ ... 2914605576

Image

https://steamcommunity.com/sharedfiles/ ... 2914605557

Image

In the pic below, on the right, you can see our new umbrella planetary defense system: https://spaceexploration.miraheze.org/wiki/Umbrella

Space Exploration wrote:The Umbrella is an energy beam defense facility that can protect against Coronal Mass Ejections (CME) and space-based energy beam weapons. Only one is needed per surface to protect against CMEs or energy beams.


https://steamcommunity.com/sharedfiles/ ... 2914605529

Image

CULT|ysignal wrote:Session progress:
- Built umbrella
- Massive increase in power production and storage
- Finished cargo rocket silo research
- Launched another satellite rocket
-- Discovered new planet

High-priority tasks:
- Build and launch cargo rocket [needed for space science]

Medium-priority tasks:
- Bring nuclear power online
- Increase iron ore utilisation
- Replace stone walls with concrete

Next big research goal:
- Artillery


We have another big session coming up later today, with 7 players this time. Looking forward to it!
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Planetary Factorization #2/14

Unread postby icycalm » 27 Jan 2023 15:23

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 14
https://www.youtube.com/watch?v=pAZwKW6_AcE

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 14
https://www.youtube.com/watch?v=4i6E_xzkSM4

https://steamcommunity.com/sharedfiles/ ... 2917969125

Image

CULT|ysignal
Session progress:
- Built cargo rocket silo and space capsule
- Increased concrete wall production + upgraded many walls
- Increased copper production
- Big increase in robot production
- Researched all prerequisites for artillery [still need space science]

High-priority tasks:
- Build and launch cargo rocket
-- Need to figure out what cargo to fill it with
- Increase battery intake at new robot production

Medium-priority tasks:
- Improve iron ore utilization
- Bring nuclear power online
- Increase concrete production

Next big research goal:
- Artillery

CULT|ChevRage
The cargo rocket is an extremely resource heavy construction task, so we definitely want to fill it with as much useful stuff as possible. There was a tip that popped up when we made the silo that mentioned something about bringing construction materials for a space platform with us as well. Probably something we can read up on in the tutorial pages. We might want to look at that before committing to the trip

CULT|Q-veta
It was space scaffolding, one of the ingredients was the low density structure, the others (which I don't remember) were more common
It sounded like the space version of landfill but we should look it up next session to see if we can build it here, it would be more efficient than having the ingredients occupy 3-4 slots in the cargo rocket
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Planetary Factorization #2/15

Unread postby icycalm » 30 Jan 2023 10:22

Only one video for this session because Chev didn't make it.

cosmicwar.net Planetary Factorization #2 with ysignal and The Cult 15
https://www.youtube.com/watch?v=fWBlyaV0K9s

No base pic because ysignal forgot to zoom out enough to see the northern oil outpost we made, so no point to it, but we did take a pic showing the new cargo rocket silo and landing pads: https://steamcommunity.com/sharedfiles/ ... 2925153278

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Space Exploration guide we might need:

Guide: Launching Rockets
https://spaceexploration.miraheze.org/w ... ng_Rockets

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CULT|ysignal
Session progress:
- Finished cargo rocket [still need cargo]
- Made thruster suit and landing pads
- Captured new oil field

High-priority tasks:
- Fill the rocket with cargo [for space science]
- Capture another oil base

Medium-priority tasks:
- Capture uranium
- Nuclear power
- Capture another iron patch

Research goals:
- Space capsule navigation
- Artillery
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icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Planetary Factorization #2/16

Unread postby icycalm » 04 Mar 2023 08:45

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Last session was a big one. We got 8 people and would have gotten 9 if Ciaróg hadn't had to cancel. It was our last session for a while since we'll be getting first into RimWorld later today, and Uncharted Waters Origin on Tuesday.

Chev's video is about half an hour shorter because he arrived late.

cosmicwar.net Planetary Factorization #2 with recoil and The Cult 16
https://www.youtube.com/watch?v=18q_kJWxZZ8

cosmicwar.net Planetary Factorization #2 with ChevRage and The Cult 16
https://www.youtube.com/watch?v=hQoiByjKRxo

Our expansion into uranium-mining and nuclear power was one of the highlights of the session:

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CULT|Q-veta
Session progress:
- Captured uranium patch
- We have nuclear power from one reactor
- Captured new oil field
- Increased production for components we need for space (big electric motors, lubricant, electric labs, space assemblers)

High-priority tasks:
- Fill the rocket with cargo (we should have all the components, we just need to pick what we send)
- Capture another oil base

Medium-priority tasks:
- Capture another iron patch
- Optimize nuclear power plant

CULT|ChevRage
The other oil fields are just to the north west of the one we just captured. We need to eradicate the bug nests near it though, and there's a huge group of them

CULT|Archonus
It's a good thing we've got a rail gun

CULT|ChevRage
Have we completely fixed up the southern iron outpost that got breached by bugs?
That too if we haven't done so already

CULT|Q-veta
That should be fixed

CULT|Archonus
Yeah it is, rails and inserters are repaired

CULT|recoil
Medium priority task: optimize nuclear power plant

CULT|icycalm
How many rails does the rail gun have left?

CULT|Q-veta
Around 110
We started with 200

CULT|icycalm
Ah great
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icycalm
Hyperborean
 
Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands


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