Oh, sorry for so many comments, but another tip I saw recently: you can put ammo in turrets via blueprints (just like modules in assembly machines). If you have enough bots, then you can stamp down the blueprint of turrets + ammo while in your tank, without having to place them all yourself. It can also make it easier to measure out less ammo per turret (since a destroyed turret loses all of its ammo)
Whatever, this just boost engagement right? Lol. Another tip I just thought about that you don't really deliver on: bots. You say at the end "maybe you do, maybe you don't" but bots make a HUGE difference when you first land, because each rock takes ~4 seconds to mine manually, or a construction bot disassembles it instantly. Additionally, you can use the deconstruction planner to automatically target all of the rocks in your starter area and let the bots gather for you. This made my start on Vulcanus much much smoother
Medium Demolishers are pretty easy with just a tank with Uranium shells and 10-12 levels of projectile damage bonus. Just dont try to take them head on, approach from the rear and they'll be dead before they can turn around to be able to attack you. A rare quality tank does help a lot for the bigger grid and increased range
even a lot of personal robboports, damage 11-12 and uranium ammo turrets... sneak to near its tail, and if you have a proper blueprint and enough robots, it will die before even turning around and cast tremors on your turrets
@MagralhoPT didn't try that with mediums, but cleared first few smalls like that with just piercing rounds. Then tried tank and went "oh, this is easy mode"
@@ElenaAideen nice one! my approach to smalls was just spam poison capsules in his path... then kite it into a mothball and he died chocking. mediums have too much regen for those toxic tricks so I had to go with the butt buster mode. hope you enjoy the other planets too. if u dont know yet, dont listen to people... do not fear gleba
My preferred way to deal with small demolishers is 10x10 turret square each filled with 20 basic ammo. Easy to build locally on Vulcanus, just bleuprint it, make con bots build it and return 5 minutes later when demolisher is dead to deconstruct. Or simply set and forget. Works well in my hyperdeathworld with low res playthrough so you will probably have better tech than I had at point I used it first.
Another detail you can mention about demolishers (if you ever make a follow-up on this) is that they have ~40 segments, each of which takes damage independently and draw from the same health pool. As such, weapons that pierce are going to do significantly more damage (such as the railgun). I don't know if the cannon shell pierces (because piercing is described as killing the target with less damage than the "piercing power") but splash damage can be a big deal. This is especially true for the poison capsules. Someone on Reddit demonstrated using poison capsules on a medium demolisher, and killed it in ~10 seconds without any turrets or gunfire. The key is to get the demolisher to coil up over the pool of poison, since the damage will tick twice per second and once per segment. If you can get the full 40 segments, that's 40 x 2 x 8 => 640 damage per second per capsule. Each capsule lasts 20 seconds, and can be thrown at 2 per second. That means a theoretical maximum damage output of 25.6k per second which far out-damages the healing capability of even large demolishers. The only downside...you have to be pretty close to them to throw
Non-explosive cannon shells do pierce thru multiple targets, both on Nauvis and elsewhere. The Uranium cannon shells specifically are excellent at this. However. On Nauvis you have the power to unlock something that truly no foe in the game can withstand. The power of the Atom, unleashed in an enormous blast. Sure, Atomic Bombs might say "too heavy for a rocket!" but that's just because they're built from components that add up to be over 1 ton. Abstract that backwards one layer tho, and you can send the materials to construct atomic bombs to Vulcanus (or any other planet) and then build the ammunition itself right there on-site. Suddenly it's less about "how do I deal enough damage to this thing" and it's more about "How fast can I refill the ammunition stockpile on this planet from offworld", because all you need to send is U235, Explosives, and Processing Units. It's pretty simple to build space platforms very, very large, it just takes a little while to do so, especially if you have a small base on Nauvis that can't produce space platform scaffold very fast.
Are you sure you need to shoot in the head? It gives more time for the worm to attack you. If you shoot it from behind, it has to turn around before it can attack you and I can usually get the 15 shots needed to kill a medium worm.
a few tips: 1) Although you can't send a silo in a rocket (makes sense), you can send up the resources and CRAFT the silo on the platform. You can store roughly 108 SLOTS worth of silo-crafting ingredients in a single assembler in a 3x3 space on your platform, whilst common cargo bays only give you 10 slots of storage. This means, without using any cargo space, you can arrive at each new planet with 2-fully crafted silos, and 2-silos worth of ingredients buffered in a assembler (can be removed and dropped to planet for later use) and save a TON of space. 2) bring substations and power poles,, belts, both types of bots, roboports and chests, and at least a rocket's capacity worth of each (Iron,copper, steel, concrete, each circuit, LDS, and 100 u238. 3) chem plants, nuclear turbines, assemblers, inserters, belts, extra pipe, pumpjacks, offshore pumps, beacons+modules (should be able to manage T2 modules soon after getting space science), 4) When you first arrive on Vulcanus, go up to the first worm you see and kiss it on the mouth to make friends with them. :P 5) Demolishers can be used to destroy cliffs before you have access to cliff explosives....depending on your map seed/map results, it may be worth it to spend the first hour or so negotiating with the worms to have them level out the space you intend to build upon. 6) Uranium ammo in a bunch of turrets or uranium cannon shells in a tank is sufficient for small demolishers (and with some upgrades, even medium ones).....but big demolishers are another story. Discharge defense (at high enough quantity and quality) can take out the medium worms, but i think the devs made sure the only thing capable of handling the big bois would be the rail gun cause.....holy crap those ones are hard to kill. I've heard of people using landmines and poison to take out worms, but i've not tested those methods myself. If poison clouds' persistance were based on amount of damage dealt, rather than time_passed, i'd consider trying that method, but since it has a short lifespan i haven't yet bothered. 7) excess stone en-route to be thrown into lava can first be crafted into landfill in order to alleviate the belt-speed(throughput) and inserter-speed issue you may face once the base gets large enough and you're producing way more stone than you need. 8) excess stone can ALSO be sent through a recycler FIRST as a means of attempting to obtain some quality stone earlier on (which can come in handy later. Any stone that doesn't recycle into RARE+ can then go on to being trashed (as well as any quality-stone excess once your storage fills) 9) with high enough productivity research on -REDACTED- there is something really awesome you can do on vulcanus and asteroid processing once you start to care about obtaining quality stuff. 10) Not sure if something works? Try it. Especially for discovering which items recycle into themselves versus their components. There are caveats in the game that aren't obvious / intuitive shall we say, and it's worth some trial and error. An iquisitive and curious mind trying new things will come up with ideas on innovative solutions to....obscure problems. 11) A clue about number 10----there is a way to permanently STORE legendary biter eggs and PAUSE/RESET the spoilage timer. Useful for promethium science producing ships. No, i won't give out the answer here. it's something you'll have to discover yourself ;)
Anyway you can do a video on "advanced" transport ships when you get there? I brute forced my way through to aquilo with quality but i cant figure out a way past it
my BEST advice... send 30steam turbines and a stack of chem plants. acid neutralization to 500 deg steam power is op asap... I dont leave nauvis until I can export anyearly production building and resource, and airdrop alot of start supplies to early planets.
I found that dispatching the demolishers is easiest with a nuclear warhead and arocket launcher. i did Fulgora first and having the jet pack made volcanus so much easier.
Thanks for sharing such valuable information! A bit off-topic, but I wanted to ask: My OKX wallet holds some USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). How can I transfer them to Binance?
Can you get sulfur out of asteroids in space? If you can, then, would you be able to use the acid nullification to basically create steam turbine power on space platforms?
nope... the recipe states that is vulcanus only(4khPa req) ( else would even trivialize power everywhere) yeah... I though the same a couple of weeks ago... still... having a nuclear reactor on orbit just requires like 4-6 turbines and 2 heat exchangers ( unless you have a orbital manufacturing facility) if you integrate cell recycling and crafting into it, while being conservative with the power usage (no waste) 2 stacks of each uranium goes a LOOONG way all my platforms are nuclear and I dont even look back, they always trip around navius so when they are there and low of fuel, they just auto-request.
you CAN produce sulfur and airdrop it to any planet though.... quality solar and quality nuclear is the solution for endgame space, I think? oh fission too...
@@MagralhoPT Now that reactors can output their contents and temperature to the circuit network, you can use a single Decider combinator to control the inserter that's putting uranium fuel cells into the reactor, and that's "smart enough" to make even 50 cells last longer than the journey between any two planets in the game. If you're not using the full 40 megawatts that produces (and with modules, you probably won't be), that means all you need is an interrupt on the space platform's navigation conditions that sends it back to Nauvis to fill back up to 50 cells when it gets down to like 5 or 10 left in the cargo bay. The conditions on that decider combinator work like this: if "Uranium Fuel Cell = 0" AND "T < 550" (since the reactor's temperature output is sent on the T signal by default) output: E (value of 1). Then you set the fuel cell input inserter to "limit stack size = 1" and "Enabled if E =/= 0" (that is chosen that way because it's the quickest to input, but "E = 1" would also work). And that's a smart reactor, no more steam storage or measuring!
Sorry, but this really bothered me as a critical detail you kept omitting: it's not just steam. Acid neutralization gives you steam that is 500°C, and therefore can independently drive steam turbines without relying on heat exchangers. Another critical detail is that it isn't coal liquefaction that is an issue. It's "simple coal liquefaction" which is a terribly inefficient recipe in comparison to the standard "coal liquefaction" you get later. On the tips here, the only one I disagree with is bringing piercing rounds (red ammo). Yellow ammo requires 4 iron plates, and piercing rounds require an additional 5 copper plates and 1 steel plate. These resources are virtually infinite on Vulcanus, and you won't need ammunition until you start your journey to mining your first tungsten patch. By that point, you will already have a handful of foundries to unlock the big mining drill, so red ammo is just a waste.
I think what your guide misses is that your first planet will ve with probably a weak Nauvis base and an impatient player. At least that was it for me. I arrived naked and after contenplation about reloading I decided to take the challene. I think Vulcanus is best for getting stranded. However the advice I needed prior to my departure would have been some kind of impatient minumum. Like a stack of solar panels and power posts. And personal building bots. Omg, I had to mine so many stones by hand. Additionally a landing pad: the spaceship proved to be really helpful convert asteroids into a gentle flow of iron, burner fuel and a watersource for concrete. And some "borrowed" parts, like solat panels. Landing pad really helps to not handmine the sattelite presents your spaceship sends...
I never skimp out on my Nauvis base. Not Ever. I've been playing Factorio for a long time before Space Age released, and I know that throughput problems "now" are because of not building big enough "then". So I always build very large. My "minimum viable" base is as follows (each belt is assumed to be Fast (red) belt or better): 8 belts of Iron plates, 8 belts of Copper plates, 2 belts of Steel plates, none of this goes to producing Electronic Circuits. 8 belts of Electronic Circuits, supported by an INDEPENDENT (additional) 8 belts of Iron Plates and 12 belts of Copper Plates. I usually go for 4 belts of Stone Brick, but the reason for that is that I am a "pave everywhere with Refined Concrete" kinda person, you could get away with just 2 belts of that for this size base. 2 belts of Raw Stone, and one of Coal, the coal belt is NOT shared with any other sort of thing like the steel furnaces or a boiler array for power. Speaking of power, power is provided by as many 1GW size Nuclear Reactors as I need to meet demand (8 reactors in a 4x2 grid = ~1gw power output thru turbines). Or a solar array, with the number of circuits I make scaling output of solar panel production is trivial. Speaking of Solar panels, they SAY space platform power is highly restrictive, but they forget the key thing about Factorio. YOU CAN ALWAYS JUST BUILD BIGGER. In this case, Wider, there is apparently a maximum height/length of a space platform now. Just build your platform wider, and you can put more solar panels down. Or you know, a reactor, 4 heat exchangers, and 8 turbines makes 40 megawatts in a really tiny space, and now that reactors can output their temperature and contents to the circuit network it's pretty trivial to make a "Smart" reactor that no longer needs any annoying bulky steam measurement storage tanks.
@44R0Ndin wow, thanks for your answer! Sounds really big! Maybe follow up question: How did you feel about all that advanced tech from other planets? Did you just leave Nauvis as it was? did you rebuild with better tech? My skinny weak nauvis base was replaced by surprisingly few EMPs and Foundries
Me and my friends used nukes to kill every worm we wanted to. Nukes kill small worms in a single shot and medium worms in 3 shots. Probably not the most efficient way to do it but it is funny.
It's very efficient in terms of "less thinking required is more efficient use of brain time", so I guess it depends on what you consider "efficient". I already over-build a lot when it comes to nuclear enrichment, because without mods, nukes are the best method of tree clearing (well, ANYTHING clearing) you can get, and so I use them a lot on Nauvis even when I'm not playing with biters on. Did you know that Explosive Damage research works on atomic bombs? It does! Increased Quality atomic bombs ALSO do more damage, and those two effects stack on each other. So if you have enough Explosives damage research, and you can afford to wait till you have a good stockpile of Rare-quality Atomic Bombs, you might be able to kill a Medium worm in 2 or even 1 shot. But 1-shotting a Medium worm might need yet higher quality Atomic Bombs. All you need is the production capacity on Nauvis to be able to produce Atomic Bombs in high quantities on Vulcanus (plus a space platform that can carry enough stuff between Nauvis and Vulcanus, and enough rocket silos on Nauvis to be able to fill that space platform's requests quickly). Even Large worms don't stand a chance against the might of the Atom.
@44R0Ndin yeah we also use nukes a lot they are very convenient, but so far we didnt use quality modules much. Definitely will put some in the nuke crafter now you told me they do more damage.
@@Xterminator its daunting af as it forces you to tackle very unusual concepts if you just play vanilla, but u played modded though the wazoo and you are great! Im sure once you get the hang of it you love it!
Oh, sorry for so many comments, but another tip I saw recently: you can put ammo in turrets via blueprints (just like modules in assembly machines). If you have enough bots, then you can stamp down the blueprint of turrets + ammo while in your tank, without having to place them all yourself. It can also make it easier to measure out less ammo per turret (since a destroyed turret loses all of its ammo)
Whatever, this just boost engagement right? Lol.
Another tip I just thought about that you don't really deliver on: bots. You say at the end "maybe you do, maybe you don't" but bots make a HUGE difference when you first land, because each rock takes ~4 seconds to mine manually, or a construction bot disassembles it instantly. Additionally, you can use the deconstruction planner to automatically target all of the rocks in your starter area and let the bots gather for you. This made my start on Vulcanus much much smoother
I did all three planets with nothing as a challenge to myself to understand how the new content works.
Medium Demolishers are pretty easy with just a tank with Uranium shells and 10-12 levels of projectile damage bonus. Just dont try to take them head on, approach from the rear and they'll be dead before they can turn around to be able to attack you. A rare quality tank does help a lot for the bigger grid and increased range
even a lot of personal robboports, damage 11-12 and uranium ammo turrets... sneak to near its tail, and if you have a proper blueprint and enough robots, it will die before even turning around and cast tremors on your turrets
@MagralhoPT didn't try that with mediums, but cleared first few smalls like that with just piercing rounds.
Then tried tank and went "oh, this is easy mode"
@@ElenaAideen nice one!
my approach to smalls was just spam poison capsules in his path... then kite it into a mothball and he died chocking. mediums have too much regen for those toxic tricks so I had to go with the butt buster mode.
hope you enjoy the other planets too. if u dont know yet, dont listen to people... do not fear gleba
@@MagralhoPT Gleba was fun. Working on Aquilo prep now.
increased range from quality? I didnt know, is it noticeable? the wiki doesnt mention it.
My preferred way to deal with small demolishers is 10x10 turret square each filled with 20 basic ammo. Easy to build locally on Vulcanus, just bleuprint it, make con bots build it and return 5 minutes later when demolisher is dead to deconstruct. Or simply set and forget. Works well in my hyperdeathworld with low res playthrough so you will probably have better tech than I had at point I used it first.
Another detail you can mention about demolishers (if you ever make a follow-up on this) is that they have ~40 segments, each of which takes damage independently and draw from the same health pool. As such, weapons that pierce are going to do significantly more damage (such as the railgun). I don't know if the cannon shell pierces (because piercing is described as killing the target with less damage than the "piercing power") but splash damage can be a big deal. This is especially true for the poison capsules.
Someone on Reddit demonstrated using poison capsules on a medium demolisher, and killed it in ~10 seconds without any turrets or gunfire. The key is to get the demolisher to coil up over the pool of poison, since the damage will tick twice per second and once per segment. If you can get the full 40 segments, that's 40 x 2 x 8 => 640 damage per second per capsule. Each capsule lasts 20 seconds, and can be thrown at 2 per second. That means a theoretical maximum damage output of 25.6k per second which far out-damages the healing capability of even large demolishers. The only downside...you have to be pretty close to them to throw
Non-explosive cannon shells do pierce thru multiple targets, both on Nauvis and elsewhere. The Uranium cannon shells specifically are excellent at this.
However. On Nauvis you have the power to unlock something that truly no foe in the game can withstand. The power of the Atom, unleashed in an enormous blast.
Sure, Atomic Bombs might say "too heavy for a rocket!" but that's just because they're built from components that add up to be over 1 ton. Abstract that backwards one layer tho, and you can send the materials to construct atomic bombs to Vulcanus (or any other planet) and then build the ammunition itself right there on-site.
Suddenly it's less about "how do I deal enough damage to this thing" and it's more about "How fast can I refill the ammunition stockpile on this planet from offworld", because all you need to send is U235, Explosives, and Processing Units. It's pretty simple to build space platforms very, very large, it just takes a little while to do so, especially if you have a small base on Nauvis that can't produce space platform scaffold very fast.
11 minutes ago, lets gooooo!
I've literally just managed to get to space platform and researched Vulcanus.
Thanks for all the efforts 🙇
good luck on your endeavours! hope you like the new planet and the many many challenges it will bring!
remember: the factory must grow...
@@alpuhagame Nice! Perfect timing then, and hope it helps. Best of luck! :)
Are you sure you need to shoot in the head? It gives more time for the worm to attack you. If you shoot it from behind, it has to turn around before it can attack you and I can usually get the 15 shots needed to kill a medium worm.
a few tips:
1) Although you can't send a silo in a rocket (makes sense), you can send up the resources and CRAFT the silo on the platform. You can store roughly 108 SLOTS worth of silo-crafting ingredients in a single assembler in a 3x3 space on your platform, whilst common cargo bays only give you 10 slots of storage. This means, without using any cargo space, you can arrive at each new planet with 2-fully crafted silos, and 2-silos worth of ingredients buffered in a assembler (can be removed and dropped to planet for later use) and save a TON of space.
2) bring substations and power poles,, belts, both types of bots, roboports and chests, and at least a rocket's capacity worth of each (Iron,copper, steel, concrete, each circuit, LDS, and 100 u238.
3) chem plants, nuclear turbines, assemblers, inserters, belts, extra pipe, pumpjacks, offshore pumps, beacons+modules (should be able to manage T2 modules soon after getting space science),
4) When you first arrive on Vulcanus, go up to the first worm you see and kiss it on the mouth to make friends with them. :P
5) Demolishers can be used to destroy cliffs before you have access to cliff explosives....depending on your map seed/map results, it may be worth it to spend the first hour or so negotiating with the worms to have them level out the space you intend to build upon.
6) Uranium ammo in a bunch of turrets or uranium cannon shells in a tank is sufficient for small demolishers (and with some upgrades, even medium ones).....but big demolishers are another story. Discharge defense (at high enough quantity and quality) can take out the medium worms, but i think the devs made sure the only thing capable of handling the big bois would be the rail gun cause.....holy crap those ones are hard to kill. I've heard of people using landmines and poison to take out worms, but i've not tested those methods myself. If poison clouds' persistance were based on amount of damage dealt, rather than time_passed, i'd consider trying that method, but since it has a short lifespan i haven't yet bothered.
7) excess stone en-route to be thrown into lava can first be crafted into landfill in order to alleviate the belt-speed(throughput) and inserter-speed issue you may face once the base gets large enough and you're producing way more stone than you need.
8) excess stone can ALSO be sent through a recycler FIRST as a means of attempting to obtain some quality stone earlier on (which can come in handy later. Any stone that doesn't recycle into RARE+ can then go on to being trashed (as well as any quality-stone excess once your storage fills)
9) with high enough productivity research on -REDACTED- there is something really awesome you can do on vulcanus and asteroid processing once you start to care about obtaining quality stuff.
10) Not sure if something works? Try it. Especially for discovering which items recycle into themselves versus their components. There are caveats in the game that aren't obvious / intuitive shall we say, and it's worth some trial and error. An iquisitive and curious mind trying new things will come up with ideas on innovative solutions to....obscure problems.
11) A clue about number 10----there is a way to permanently STORE legendary biter eggs and PAUSE/RESET the spoilage timer. Useful for promethium science producing ships.
No, i won't give out the answer here. it's something you'll have to discover yourself ;)
Anyway you can do a video on "advanced" transport ships when you get there? I brute forced my way through to aquilo with quality but i cant figure out a way past it
AH! that's some hot tutorial right there!
my BEST advice... send 30steam turbines and a stack of chem plants. acid neutralization to 500 deg steam power is op asap... I dont leave nauvis until I can export anyearly production building and resource, and airdrop alot of start supplies to early planets.
I found that dispatching the demolishers is easiest with a nuclear warhead and arocket launcher. i did Fulgora first and having the jet pack made volcanus so much easier.
My demolisher strategy is more dakka. Red ammo in a blueprint of 5*5 turrets. Paste that a few times and bam.
Thanks for sharing such valuable information! A bit off-topic, but I wanted to ask: My OKX wallet holds some USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). How can I transfer them to Binance?
bring bots, ports and chest
Power you need to power your bots
Can you get sulfur out of asteroids in space?
If you can, then, would you be able to use the acid nullification to basically create steam turbine power on space platforms?
nope... the recipe states that is vulcanus only(4khPa req) ( else would even trivialize power everywhere) yeah... I though the same a couple of weeks ago... still... having a nuclear reactor on orbit just requires like 4-6 turbines and 2 heat exchangers ( unless you have a orbital manufacturing facility)
if you integrate cell recycling and crafting into it, while being conservative with the power usage (no waste) 2 stacks of each uranium goes a LOOONG way
all my platforms are nuclear and I dont even look back, they always trip around navius so when they are there and low of fuel, they just auto-request.
you CAN produce sulfur and airdrop it to any planet though.... quality solar and quality nuclear is the solution for endgame space, I think? oh fission too...
@@MagralhoPT Now that reactors can output their contents and temperature to the circuit network, you can use a single Decider combinator to control the inserter that's putting uranium fuel cells into the reactor, and that's "smart enough" to make even 50 cells last longer than the journey between any two planets in the game. If you're not using the full 40 megawatts that produces (and with modules, you probably won't be), that means all you need is an interrupt on the space platform's navigation conditions that sends it back to Nauvis to fill back up to 50 cells when it gets down to like 5 or 10 left in the cargo bay.
The conditions on that decider combinator work like this:
if
"Uranium Fuel Cell = 0"
AND
"T < 550" (since the reactor's temperature output is sent on the T signal by default)
output:
E (value of 1).
Then you set the fuel cell input inserter to "limit stack size = 1" and "Enabled if E =/= 0" (that is chosen that way because it's the quickest to input, but "E = 1" would also work).
And that's a smart reactor, no more steam storage or measuring!
Sorry, but this really bothered me as a critical detail you kept omitting: it's not just steam. Acid neutralization gives you steam that is 500°C, and therefore can independently drive steam turbines without relying on heat exchangers.
Another critical detail is that it isn't coal liquefaction that is an issue. It's "simple coal liquefaction" which is a terribly inefficient recipe in comparison to the standard "coal liquefaction" you get later.
On the tips here, the only one I disagree with is bringing piercing rounds (red ammo). Yellow ammo requires 4 iron plates, and piercing rounds require an additional 5 copper plates and 1 steel plate. These resources are virtually infinite on Vulcanus, and you won't need ammunition until you start your journey to mining your first tungsten patch. By that point, you will already have a handful of foundries to unlock the big mining drill, so red ammo is just a waste.
I think what your guide misses is that your first planet will ve with probably a weak Nauvis base and an impatient player.
At least that was it for me. I arrived naked and after contenplation about reloading I decided to take the challene.
I think Vulcanus is best for getting stranded. However the advice I needed prior to my departure would have been some kind of impatient minumum. Like a stack of solar panels and power posts. And personal building bots. Omg, I had to mine so many stones by hand. Additionally a landing pad: the spaceship proved to be really helpful convert asteroids into a gentle flow of iron, burner fuel and a watersource for concrete. And some "borrowed" parts, like solat panels. Landing pad really helps to not handmine the sattelite presents your spaceship sends...
I never skimp out on my Nauvis base. Not Ever. I've been playing Factorio for a long time before Space Age released, and I know that throughput problems "now" are because of not building big enough "then". So I always build very large.
My "minimum viable" base is as follows (each belt is assumed to be Fast (red) belt or better):
8 belts of Iron plates, 8 belts of Copper plates, 2 belts of Steel plates, none of this goes to producing Electronic Circuits.
8 belts of Electronic Circuits, supported by an INDEPENDENT (additional) 8 belts of Iron Plates and 12 belts of Copper Plates.
I usually go for 4 belts of Stone Brick, but the reason for that is that I am a "pave everywhere with Refined Concrete" kinda person, you could get away with just 2 belts of that for this size base.
2 belts of Raw Stone, and one of Coal, the coal belt is NOT shared with any other sort of thing like the steel furnaces or a boiler array for power.
Speaking of power, power is provided by as many 1GW size Nuclear Reactors as I need to meet demand (8 reactors in a 4x2 grid = ~1gw power output thru turbines). Or a solar array, with the number of circuits I make scaling output of solar panel production is trivial.
Speaking of Solar panels, they SAY space platform power is highly restrictive, but they forget the key thing about Factorio. YOU CAN ALWAYS JUST BUILD BIGGER. In this case, Wider, there is apparently a maximum height/length of a space platform now. Just build your platform wider, and you can put more solar panels down. Or you know, a reactor, 4 heat exchangers, and 8 turbines makes 40 megawatts in a really tiny space, and now that reactors can output their temperature and contents to the circuit network it's pretty trivial to make a "Smart" reactor that no longer needs any annoying bulky steam measurement storage tanks.
@44R0Ndin wow, thanks for your answer! Sounds really big!
Maybe follow up question: How did you feel about all that advanced tech from other planets? Did you just leave Nauvis as it was? did you rebuild with better tech?
My skinny weak nauvis base was replaced by surprisingly few EMPs and Foundries
Me and my friends used nukes to kill every worm we wanted to. Nukes kill small worms in a single shot and medium worms in 3 shots. Probably not the most efficient way to do it but it is funny.
It's very efficient in terms of "less thinking required is more efficient use of brain time", so I guess it depends on what you consider "efficient".
I already over-build a lot when it comes to nuclear enrichment, because without mods, nukes are the best method of tree clearing (well, ANYTHING clearing) you can get, and so I use them a lot on Nauvis even when I'm not playing with biters on.
Did you know that Explosive Damage research works on atomic bombs? It does! Increased Quality atomic bombs ALSO do more damage, and those two effects stack on each other.
So if you have enough Explosives damage research, and you can afford to wait till you have a good stockpile of Rare-quality Atomic Bombs, you might be able to kill a Medium worm in 2 or even 1 shot. But 1-shotting a Medium worm might need yet higher quality Atomic Bombs.
All you need is the production capacity on Nauvis to be able to produce Atomic Bombs in high quantities on Vulcanus (plus a space platform that can carry enough stuff between Nauvis and Vulcanus, and enough rocket silos on Nauvis to be able to fill that space platform's requests quickly).
Even Large worms don't stand a chance against the might of the Atom.
@44R0Ndin yeah we also use nukes a lot they are very convenient, but so far we didnt use quality modules much. Definitely will put some in the nuke crafter now you told me they do more damage.
xterm: "the worms....the devastators"
me: (the devestators?) ...... :( Do you wanna talk about it?
Im looking forward for your agricultural science tutorial
@@MagralhoPT Well that makes one of us... 😅
@@Xterminator its daunting af as it forces you to tackle very unusual concepts if you just play vanilla, but u played modded though the wazoo and you are great! Im sure once you get the hang of it you love it!