Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

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Dixi
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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by Dixi »

Here is a map I'm playing on Fulgora. Default map generation settings.
Untitled-1.jpg
Untitled-1.jpg (164.32 KiB) Viewed 145 times
As I understand main complain in this theme is that other small islands with rich resources are not accessible until Aquilo tech.
While I'm trying to show that the map have enough place and resources on good sized bigger islands. They have less resources, but this "less" that is equal to about 200-500k per spot is more then enough to build and research everything until you get to Aquilo.

Having access by train to nearly unlimited spots of 50M+ scrap only after you visit Aquilo is not at problem, from my point of view. It's same thing, why you visit Vulcanus 1st, to have better miners, and use them everywhere right after that, to have less resource shortage and depletion.

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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by EustaceCS »

Tinyboss wrote:
Thu Nov 14, 2024 3:43 pm
I think it would be helpful here to refocus--what is the compelling problem with Fulgora right now? If it's that we don't always have enough power where we want it, I think that the devs very clearly stated that's one of the core challenges of Fulgora, and completely intended.
From my (very slim currently) experience, power on Fulgora is not a problem at all.
Even if, somehow, 1x1 sized lightning attractors are failing to do their job - scrap recycling provides absurd quantities of fuel cubes AND ice cubes.
Which leads to weird situations like clusters of stone furnaces operating on rocket fuel so these both save ~1-3 tiles of space per placement AND help get rid of all those cubes while doing something useful.
In other words, you HAVE to run backup power in a form of boilers and steam engines in almost any case in each production sector if Scrap is involved (which means "almost everywhere" on Fulgora)... but SOMEHOW people are still demanding power poles and failing Reading skill checks :(
(no, really, I'm under impression that Scrap > cubes ratio is slightly too damn generous... by the time I've built my first rocket silo on Fulgora, I had all these cubes everywhere)

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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by BlueTemplar »

There are other ways to use these (even without completely wasting them).

----
Having access by train to nearly unlimited spots of 50M+ scrap only after you visit Aquilo is not at problem, from my point of view.
The discussion has never even been about that :
- you already get (potentially somewhat awkward) rail access to those 10+M scrap tiny islands potentially even "before" you get to Fulgora
- you already get quite comfortable rail placement anywhere as 1/2 late
Vulcanus
+ Fulgora techs (but not Aquilo-late).

The discussion has been about also having power lines to go with that (which is already possible, even before Aquilo, under some conditions).

(And also maybe about having the capacity to completely landfill Fulgora - the issue here is that having the capacity to only partially landfill Fulgora is very tricky to balance in an exponentially growing production game that is Factorio.)
BobDiggity (mod-scenario-pack)

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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by Tinyboss »

BlueTemplar wrote:
Fri Nov 15, 2024 10:17 am
Having access by train to nearly unlimited spots of 50M+ scrap only after you visit Aquilo is not at problem, from my point of view.
It's not a problem at all, because you do have unlimited scrap access pre-Aquilo. Until someone shows a save where there are no large enough versions of the super-rich islands that can be reached by train and with enough room for accumulators, this suggested change has zero justification.

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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by DeadMG »

With efficiency modules and quality accumulators, I've not found this to be a problem at all. Large islands you can spam up a ton of accums and Quality them, small islands you draw very little power due to efficiency drills.

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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by Rykuta »

Tinyboss wrote:
Thu Nov 14, 2024 8:52 pm
Rykuta wrote:
Thu Nov 14, 2024 6:32 pm
Maybe we add a third layer of oil that is "less dense" than the other two of which you can use for some limited "landfilling" in the early-game so you can maybe extend your islands a little or have close islands that can connect to one another more easily without breaking any of the challenge or mechanics of the planet.
You can't connect islands without breaking the challenge, though. Your overall power is limited by the area you can harvest lightning from.

Later on Fulgora you can research the better lightning rods which double the amount of energy you harvest per lightning strike, as well as letting you harvest it from a somewhat larger area. You can also make quality accumulators, which get the best quality bonus in the game. (x2, x3, x4, x6 capacity!)

I'll ask again--what is the compelling problem with the current state of affairs that justifies the suggested changes?
I was offering alternative solutions to OP that could still be viable without breaking the challenge entirely. But you mentioned that connecting any islands at all breaks the challenge so I'll address that: You can currently connect some islands together. There are random factors in the world gen that sometimes makes situations in which you can connect them (there is actually a screenshot in this thread where someone does exactly that). I have encountered these myself on normal settings.

To be clear, I too do not see an actual problem with the current state of affairs that justifies any changes.

To OP, I messed around a bit in the world settings. Maybe the fix for you is to just generate a world where the fulgoran island coverage and size are cranked up to absolute max. This should give you the massive island chains you are looking for without the need for any game changes.

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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by Tinyboss »

Rykuta wrote:
Fri Nov 15, 2024 3:55 pm
But you mentioned that connecting any islands at all breaks the challenge so I'll address that: You can currently connect some islands together. There are random factors in the world gen that sometimes makes situations in which you can connect them (there is actually a screenshot in this thread where someone does exactly that). I have encountered these myself on normal settings.
Yeah sorry, I didn't say that correctly. What I meant (and have said explicitly earlier in this thread) is that we won't and shouldn't get a change that makes it *normal* to be able to connect islands. The occasional lucky situation is fine. But we know the devs' intent is that we typically have to manage separate power grids per island, because they told us exactly that.

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Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Post by BlueTemplar »

Also, I kind of forgot because I wasn't that far yet, but Epic quality (in particular, Epic Big electric poles that siniox mentioned) can be unlocked before Aquilo, it's a late
Gleba
tech.

How close that is to Aquilo and the end of the game is going to depend on your planet order...
BobDiggity (mod-scenario-pack)

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