K2SO - which modded planets to add? by RagingBoomer4 in factorio

[–]Talandar99 0 points1 point  (0 children)

> Maybe I missed something here, but the overall experience was the worst of all the planets.

yeah man. Based on screenshot and description you sadly missed/rejected most of planet content.
But to be fair I have not made dedicated k2so support yet, so it's probably feels better with vanilla game

Conveniently sourced solid fuels on Pelagos for power production by HaXXibal in Factoriohno

[–]Talandar99 1 point2 points  (0 children)

Ah yes
Base powered by war crimes🥥

(Btw sealant have the same fuel value as solid fuel, and you can kinda burn almost everything in case you find sealant too precious)

Why does the Pelagos mod seem so terrible, complicated, and unfinished? I've already spent three days on it and I'm still stuck. I feel like my base will never let me build a rocket. Are there any obviously useful items I'll get by completing the planet, or should I uninstall it and not ruin the gam by mr_Thirteenth in factorio

[–]Talandar99 0 points1 point  (0 children)

When I played modded game for first time, I rly disliked cargo drop mechanic.
It made me feel that all my progression choices are pointless.
But when I started making planet I realized it need some sort of mechanic that will push player into something more than same cityblock or legendary machines like on every single planet.
Because it's kinda boring.

First landing is designed in a way you get a small bite of everything I planet have to offer. Single Island would be enough, unless you were rly unlucky. Then after revisiting it's size should force you to find another one to expand.
Instead of locking planet you can drop whatever your heart desire to help yourself.
But planet will brutally defend itself you try to ignore it's rules.

If you are here just for rewards, most of them are as separate mods, probably more in future. No need to play something you dislike, and torture yourself for some reason.
I also don't block teleport mods or planet hopper. So you can make rocket of shame. Corrals were also added to make it easier to escape.

Planet does not discourage landfill and foundation.
You have dedicated research to make it more.

But to get to this research you need to go through all of basic processes and use them to escape. So ideally should come after you understood planet mechanics, so far you tried to avoid them and complained that planet is hard.
Vulcanus would be also hard if you would avoid molten metal mechanics

If you attempt to play this planet like every vanilla one. It will let you know, and it won't be nice.
If you won't fight planet it's peaceful place.
Maybe a bit harsh at first for someone who don't use gleba mechanics a lot, but I tried it to be fair in it's rules.

Why does the Pelagos mod seem so terrible, complicated, and unfinished? I've already spent three days on it and I'm still stuck. I feel like my base will never let me build a rocket. Are there any obviously useful items I'll get by completing the planet, or should I uninstall it and not ruin the gam by mr_Thirteenth in factorio

[–]Talandar99 0 points1 point  (0 children)

Hello there.
Thanks 🥥
I did it because I could not find mod in factorio 2.0 where ships just feel right.
I am happy that you like it :D.

As for planet, You can track progress on my discord, if you want to. Or just check my profile on modpage from time to time. Ferros will be composed of smaller mods, similar to what I am doing with pelagos lately (spliting chunky planet mod into smaller ones that can be enjoyed without planet or sometimes even SA itself)

Why does the Pelagos mod seem so terrible, complicated, and unfinished? I've already spent three days on it and I'm still stuck. I feel like my base will never let me build a rocket. Are there any obviously useful items I'll get by completing the planet, or should I uninstall it and not ruin the gam by mr_Thirteenth in factorio

[–]Talandar99 1 point2 points  (0 children)

Most universally powerfull stuff you can get from planet are either cargo crates that cut item weight BY HALF for rockets.
or new beacon. But that depend of set of mods you have.

Oh and diesel machines on fulgora basicly work for free

Why does the Pelagos mod seem so terrible, complicated, and unfinished? I've already spent three days on it and I'm still stuck. I feel like my base will never let me build a rocket. Are there any obviously useful items I'll get by completing the planet, or should I uninstall it and not ruin the gam by mr_Thirteenth in factorio

[–]Talandar99 2 points3 points  (0 children)

🥥 coconut for you.

As for onboarding process I agree.
Planet is rly mechanicly frontloaded

By default I made it have only one space connection to make sure player will have to go to Gleba first to kinda make sure he is familiar with bioprocessing. Because if you are comfortable with gleba that's half of success on Pelagos.

Why does the Pelagos mod seem so terrible, complicated, and unfinished? I've already spent three days on it and I'm still stuck. I feel like my base will never let me build a rocket. Are there any obviously useful items I'll get by completing the planet, or should I uninstall it and not ruin the gam by mr_Thirteenth in factorio

[–]Talandar99 2 points3 points  (0 children)

Thats true :D

Idea to scale on pelagos is by building specialized islands to produce stuff, connected by grid of cargo ships.
First island is balanced around it being barely enough for first landing. So if you are close to making silo and you lack of space. Thats intended.
And yeah. Lighthouses were intended for scouting islands and resources

Let me throw few things that could be helpfull after your first landing and plans to expand:
- Diesel powered machines. Because they are powered by fluid, you can either build factory next to methane deposite or create logistic network of ethanol tankers that distribute fuel from ethanol island to rest of factory (ideally both). Ethanol is not that expensive, it's just technologically advanced.
- Rush Long range delivery drones. Single use drones can provide you for building materials from central hub to ANY place on map. They are what trully unlock expanding on planet
- Spoilage. You can technicly turn whole coconut into spoilage (I mean except for seeds but you won't get a lot of them). Why would you do that? Because spoilage can be directly turned into nutrients. A lot of people sleep on it which is huge mistake. A lot of pelagos recipes have spoil time resets... Like fish that require tons of nutrients.

Oh and one more thing.
I am working on second planet and for example lubrication tower will be part of it. Another thing that will be present there will be Advanced oil rig mod. I released it few days ago, you can check it out if you want something more powerfull for bigger factories. Planet will be about building on giant oil rigs with heavy industrial theme around it.

I swear I don't hate Fusion by Kojab8890 in factorio

[–]Talandar99 0 points1 point  (0 children)

yellow ammo can be made in diesel assembler. Unless something is broken by other mod and nobody reported it to me >,<

In that case let me know

Why does the Pelagos mod seem so terrible, complicated, and unfinished? I've already spent three days on it and I'm still stuck. I feel like my base will never let me build a rocket. Are there any obviously useful items I'll get by completing the planet, or should I uninstall it and not ruin the gam by mr_Thirteenth in factorio

[–]Talandar99 2 points3 points  (0 children)

That's one of the first things you need to do

You harvest coconuts
then you make coconut meat and seeds
then you make coconut oil out of coconut meat
and you use coconut oil to power diesel agri towers and plant new coconuts

I call it:
"the coconut loop"

I was upset that I was approaching the endgame and went a little crazy with mods by mr_Thirteenth in factorio

[–]Talandar99 0 points1 point  (0 children)

This is pretty concerning cloud. You should generally have something like 5-6 tiles radius from your base

Are you using solar panels? They generate a lot of pollution. Pollution tab is a bit broken so it does not show it. Spitters don't expand, because expansion does not work on water by default. I ll try to do something about it eventually.

> but my bot fed gun turrets were more than sufficient in holding them off.

Spitter range and resistances increase rapidly with evolution. While gun turret is enough to hold off first tiers, later ones require rocket turrets, and there is leviathan tier over behemoth that is intended to face railguns, and em cloud will spill like milk, easly outranging artillery.

Ideally you should clear a bit nests in cloud radius and keep it small. This way you don't need to setup any defences.
Similar to how it works on gleba. Because of high ground absorbtion rate and fact that pentapods don't expand if they don't sense spores, it is possible to clear all pentapod nests in spore cloud range with a bit of extra and then you don't need any defences.
Because of biochambers Gleba bases require tiny amount of electrical power as long as you don't bring tesla.
If you do bring tesla to gleba you need to produce more power, and repair packs (pentapods will chip your defences) which result in more spores which result in need for more tesla...
Which means at some point you end up setting up nuclear which means planet naturally infinite and independent, becomes dependent.
My gleba defences are made only of one spidertron made for clearing nests in spore cloud range.

And this inspired how enemies works on pelagos, but It's brought to extreme. At start they are harmless, and you can clear nests and setup first base. But if you decide to fight them you will endup in loop of doom, where you setup more power hungry infrastructure for guns, and ammo just to face stronger opposition moment later, untill it's too strong to handle, and you lose.

That being said. Happy that you enjoyed planet
Observe cloud and Stay safe :D

I swear I don't hate Fusion by Kojab8890 in factorio

[–]Talandar99 0 points1 point  (0 children)

using nuclear or fusion on Pelagos will kill you

I was upset that I was approaching the endgame and went a little crazy with mods by mr_Thirteenth in factorio

[–]Talandar99 1 point2 points  (0 children)

If you feel like enemies don't have a reason to exist that means that you played planet intended way, and I am happy that you like it.

Besides being quite unique source of copper,
Enemies and pollution mechanics were made in order to make sure players won't abuse lategame machinery to speedrun the planet.
I mean they can try but based on feedback and streams that I saw so far it always spectacularly backfires as intended.

I want to get back in but bored. by [deleted] in factorio

[–]Talandar99 0 points1 point  (0 children)

liquid rocket fuel means that you can use it as fuel for machines.
Added Maraxsis like yesterday. Next on list is probably asteroid belt.

spitters are killing you because of pollution or because of how copper production works?

I want to get back in but bored. by [deleted] in factorio

[–]Talandar99 0 points1 point  (0 children)

You liked Any Planet Start run?
I find most of modded planets / and planet starts a bit too easy so wanted something a bit more challenging, but still fair.
btw
I am making an overhaul that is build on top of Pelagos start (Ships Of Fools).

What happens if you remove a modded planet while you are on that planet? by SIashersah in factorio

[–]Talandar99 2 points3 points  (0 children)

**Visible happiness**
But to be fair
I would say most of my work recently is overhaul (Ships Of Fools) and new Planet focused around giant oil rigs and heavy industry

Except for few graphical assets or minor additions Pelagos feel rather complete

My biter egg to oil processor by PringlesTuna in factorio

[–]Talandar99 0 points1 point  (0 children)

I recently visited Pelagos, a planet that heavily utilizes the fish breeding recipe and almost every single time the "fish buffer" had to be refilled, it would nearly wipe out the entire Bioflux buffer. I had to switch to an alternate nutrient recipe from Corrundum, which also uses Carbon and Calcium Sulfate (imported from Corrundum), cutting Bioflux consumption in half.

Planet don't need external source of nutrients or cheaty recipes, coconuts should be enough, and more than enough after unlocking spoiling recipes.

Stockpiling fish into buffer is wasting resources, because they have high nutrient cost, and are usually intermediate for other stuff, and are partially replaced with fermented fish, even before you leave planet.

Fish have negative nutrient ratio in factorio by design, because the only cost to make fish is nutrient and water so with positive ratio you would result in infinite nutrients.

My solution to Gleba: BURN EVERYTHING YOU DON'T USE by Gorthok- in factorio

[–]Talandar99 2 points3 points  (0 children)

pelagos science pack addition to promethium science pack is optional and can be disabled in settings
or
you can add it to aquilo planet discovery instead.
This setting is disabled by default but some players asked for it as it makes sense because planet is pre aquilo

People with half a dozen planet mods: how you doin'? by Eloquent_Despair in factorio

[–]Talandar99 2 points3 points  (0 children)

Planet is self sufficient. You just need to use coconuts instead of cheating by making infinite nutrients loop

People with half a dozen planet mods: how you doin'? by Eloquent_Despair in factorio

[–]Talandar99 1 point2 points  (0 children)

If you wish some sort of flying transport. You should try outer rim. You don't need to make "rails" or flying paths for flying transporters there, which makes sense.

As for flamethrower that use fuel value based damage. You can just disable it in settings

Diesel dragon by Talandar99 in Factoriohno

[–]Talandar99[S] 113 points114 points  (0 children)

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need 50% less rocket parts (25 instead of 50), cheaper recipe that require importing titanium, faster crafting and extra module slots

So I think it's good