Nauvis Post Collapse 1.0 (Pre-Alpha)

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

if you have issues progressing, dont feel bad if you need to use the /editor command to speed up progress. this map took so long to make that i might make a tweak version in the future but eh... I kinda expect people to play with mods and that makes the map almost unplayable if you need modded ressources to progress anyway so be my guess if you want to "cheat" on an unbalanced but cool map :3

Btw i cheat a bunch playing this map so yeah... that says alot right there lol

as long as you are having fun thats the important part :)

warmerspy
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by warmerspy »

lilstrip wrote:
Sun Aug 18, 2019 4:50 am
for those having issues installing the scenario:

Image

Image
That's exactly what I have done but I still can't load the scenario it just loads a regular world when I select it in scenarios.

TheChaz
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by TheChaz »

I have got the scenario to load on 8GB RAM and no mods

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

I might ask mods if they can change the tittle then

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

warmerspy wrote:
Sun Aug 18, 2019 12:22 pm
That's exactly what I have done but I still can't load the scenario it just loads a regular world when I select it in scenarios.
hmm... are you playing the latest version of factorio? If not maybe thats the cause...

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by Jap2.0 »

lilstrip wrote:
Sun Aug 18, 2019 3:03 pm
I might ask mods if they can change the tittle then
Edit the first post and change the subject line
There are 10 types of people: those who get this joke and those who don't.

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

Jap2.0 wrote:
Sun Aug 18, 2019 5:29 pm
lilstrip wrote:
Sun Aug 18, 2019 3:03 pm
I might ask mods if they can change the tittle then
Edit the first post and change the subject line
cant sadly

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by fienxjox »

I'm getting items that cannot be mined (like some of the equipment on ships) but also biter bases that cannot be destroyed. the first I can understand may be intentional, but is the second?

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

some biter bases are set as invincible for challenge purposes but if you dont like that open up the editor and feel free to remove that trait :3

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by Aervanath »

Just FYI, I'm getting 60 fps on only 8 GB RAM (+ 4 GB VRAM on the graphics card).
Basically the only slow thing is loading and saving (which is odd, since I'm running it off an SSD hard drive).

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by BuGabriel »

Starting area isn't that demanding, but oh boy there are some areas where there are LOTS of cars and my framerate was tanking to 45. I just begun, wanted to explore a bit and got a little carried away. Plus side: found the motherload of all oil deposits and I haven't built a thing :))
Looking forward to ... completing and/or uncovering a lot of the map :D

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by cgar »

Quite enjoying myself exploring and building in this map.

One thing though. Are the starting generators from the crashed ship together supposed to supply more power than the WHOLE EARTH? lol

Earth total power consumption = 2.48TW
5 x 500GW "Electricity Generators" = 2.5TW

They should be called magical generators instead lol.

Assuming my math is correct of course. Got the data from Wikipedia.

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by BuGabriel »

Those are the generators from the intro mission. If I recall correctly they have the same ludicrous power output. It probably can't be edited.

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by cgar »

Ah yea I think I remember them from the new intro scenario thing.

Perhaps it would be better to delete all but 1 then?
That way power would "ONLY" be on the level of about 50 large nuclear setups combined.

If they were in the city or something it would make sense. The intro does say the place was once a powerhouse. But from a single crashed ship???
Story wise I would think a ship with such insane power would be able to just incinerate the whole planet as well as any foes instead of being shot down. But that would be too quick of a playthrough lol.

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

no worries, this isnt the final version, far from it. The reason i released it now was mostly because college is starting and most of the foundation for this map was done.

Now that youtubers have picked up the map they might not know it yet but i plan on using these vids as playtesting results to improve it. Most of the city on the island was actually rushed and that includes a bunch of empty areas to the east that could use some love but considering most people will likely stick to the west coast ill see which area deserves more attention than others and such.

also I don't know if the generator ends up running out of power or not but ehhh, be my guest if you want to use it and if you dont want to use it because its "OP" go ahead and shoot your lifeboat since it would be more challenging to swim back to the shore lol

AY I LEVELED UP- anyways if most people end up using the same strategies i will drastically change the beginning and hopefully this map will get twice as crazy as it currently is in a year or two. All i know is that its perfect with mods and kinda boring in my opinion vanilla... never really like vanilla tbh but thats really off topic

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

cgar wrote:
Tue Aug 20, 2019 6:21 am
Ah yea I think I remember them from the new intro scenario thing.

Perhaps it would be better to delete all but 1 then?
That way power would "ONLY" be on the level of about 50 large nuclear setups combined.

If they were in the city or something it would make sense. The intro does say the place was once a powerhouse. But from a single crashed ship???
Story wise I would think a ship with such insane power would be able to just incinerate the whole planet as well as any foes instead of being shot down. But that would be too quick of a playthrough lol.
well you might be right but starsector is really vague about the magic behind its high tech stuff so maybe they found a way to output crazy power in a safe manner without blowing up planets xD

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by Dark_star »

lilstrip wrote:
Mon Aug 19, 2019 7:14 am
some biter bases are set as invincible for challenge purposes but if you dont like that open up the editor and feel free to remove that trait :3
I think invincible setting in any game defeats the idea of a game, why play?
How would you edit invincible setting?
thanks much for the great scenario.

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lilstrip
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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by lilstrip »

Dark_star wrote:
Tue Aug 20, 2019 1:09 pm
lilstrip wrote:
Mon Aug 19, 2019 7:14 am
some biter bases are set as invincible for challenge purposes but if you dont like that open up the editor and feel free to remove that trait :3
I think invincible setting in any game defeats the idea of a game, why play?
How would you edit invincible setting?
thanks much for the great scenario.
just use the /editor command and click on the spawner, you will get the option to remove that trait :)

the map is balanced towards mods and vanilla so it was really hard to make it perfect for either setting really...

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by psihius »

Thanks for the map, started the playthrough on the FactorioMMO community - first episode lands in the evening 22nd on the channel.
We did hook up to those generators immediately :)
One thing i will say - running the map requires very fast CPU. Map neeeds optimizing - too many entities and too many electric networks. With nothing going on the map east 2ms for electric interface management on a 8700K. Our server basically starts at 100% CPU load (it's a dedicated server, Intel(R) Xeon(R) CPU E5-1630 v3 @ 3.70GHz).

Great job, but might wana do a performance optimisation pass :)

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Re: Nauvis Post Collapse (16GB ram minimum required)

Post by Dark_star »

much thanks for response. question all of the "tanker ships" (currently 4) I have seen are empty , no oil is this correct.

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