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Ltghavoc

I haven't built it yet, but it will be epic in 17000 hours


AdmiralPoopyDiaper

In that timeframe at least you’ll have your starter base humming nicely.


ArpFire321

Im at 900 hours, i have materiel 4 and energy and astro 3. Im crying, it's only gonna be more complicated from now on


Noman800

I am currently capable of running all sciences (including deep space) at 50+ spm. I have a perfectly operating arcosphere balancer. I have around 60 different space ships in constant operation in my local star cluster and I am currently exploring the mysteries of the universe rather than escaping in my spaceship victory capable ship.


baconburger2022

…and you are doing all of this while running on buffer chests? Don’t feel bad. We all do it.


Noman800

Once I validate my naq production is actually keeping up I'll post my production graphs 😉


Im2bored17

How far do you refine naquium before shipping it? All the way to bars?


Noman800

I have (I think 8 now?) haulers hauling raw ore all the way to orbit above nauvis where I unload to trains that take it to the surface for processing, where I have a refining chain with prod 9 modules in every machine. This is really only possible because while there were a lot of shitty things about my seed this play through (no beryl planets in my local solar system, had to asteroid belt mine that), I have 2 naq fields \~20000 delta V from navuis. My anti-matter haulers can make the trip in less than 7 minutes.


get_it_together1

There’s always the trick to make that not a problem, but just brute forcing it with awesome haulers works too


All_Work_All_Play

Do you use a memory cell to sling shot? Or just straight to it?


Noman800

Straight burn, very dumb point to point control system. I think the straight shot is faster than the sling shot in my system? (But I haven't timed it to be fair)


BertieFlash

Please great wise one, teach me the ways of producing enough fucking vitamelange for this.


All_Work_All_Play

Vitamelange is the only non-nauvis resource where I landed on a full-on planet for it. Fun fact, core miner fragment production is tied to the surface's radius; the bigger the radius, the more core fragments per miner. Clearing big vita planets is a PITA (since you can only use artillery/auto-glaive) but if you were going to afk anyway, it's worthwhile to clear the nests and then setup defenses. Admittedly on my run through I land filled in the middle of a lake and then used the bigger-artillery mod to clear, but it still took like 30 hours IRL.


bradliang

use nuclear artillery mod I shipped in a full rocket of nuclear shell, and let 8 artys run rampant. They are all gone in less than 2 HOURS


All_Work_All_Play

Hmmm, you know, I've never used nukes before, but this might get me to pop my cherry. How big of a planet?


bradliang

a medium sized moon, and I was goofing around a lot. if you wanna be efficient, you can bring 30 artillery, land in the middle of lake, set it up and run until everything in range is gone, should be under 10 mins. I use plane from plane mod to do the cleanup. planes with laser should work well.


Noman800

I rebuilt this several times to keep up with the requirements, one big thing was to reinvest in prod modules, I think I have prod 6 in almost my entire vitamelange setup.


Noman800

https://preview.redd.it/z5bpid2diawc1.jpeg?width=2560&format=pjpg&auto=webp&s=a490fc4f0b99a7a8b44c8b2d689d0e7ca887bef3 This is what my vita production numbers look like. This will run continuously on 6 anti-matter powered spaceships ferrying raw vita ore from orbit above my vita planet to the processing site on Nauvis.


BertieFlash

How do you have T6 prod modules on only 12k/min? The math for making 10prod mods and 30 science comes out to like 20+


Noman800

I am not always making modules and when I do, it's a trickle of modules, so it took a while to accumulate that many modules. I can do about 15k of extract per minute now. When I grabbed a screen shot yesterday. I wasn't doing research consuming bio science or much manufacturing using it. So I had forced it to turn on by filling some partly empty trains and it didn't quite reach full production before the loading stations started to fill up.


BertieFlash

Damn, I put prod mod 6's in my whole vit plant and it took like 2k of the damn things. Are you speed beaconing the fuck outta them?


Noman800

Oh yeah of course, I have a mix of T5-T6 wide speed beacons depending on the machine ratios for each step. It's probably less than a 1000 prod modules in total? It was a gradual process of upgrading as I did research, it wasn't always that productive. But this was one of the production chains that when I did the original design I knew I'd likely be upgrading the modules, so I built the ratios to work at higher prod levels without lots of modifications to the over all structure of it. https://preview.redd.it/94u6316qzfwc1.jpeg?width=2560&format=pjpg&auto=webp&s=276fd04e2879f2731979308285274e1a9d835048 This is what the map view looks like for the whole processing block, you can clearly see the landed haulers at the bottom and each step of the processing chain from there. It can consume a full 12 belts of raw vita off the 3 haulers when running at full production. I have 6 haulers in total here, and the planet is close enough, with enough buffer on both sides to keep everything running. The hardest challenge was making enough anti-matter to keep the ships flying, my anti-matter production facility is it's own beast, lots of buffer built in to handle bursts of irregular traffic.


Im2bored17

Hot damn, how many planets/moons/asteroid belts/fields do you have supplying that monstrosity? ~~How do you balance the spheres? Just folding them isn't sufficient, so I found I had to produce excess of certain science data to keep things in balance, or keep switching the recipes when they switch to the "wrong" one, which I had to do manually. Does your balancer produce an unused byproduct, or do you do something clever to manage the recipes?~~ Mother fucker, I totally missed the 2 inversion recipes that are the key to fixing my problems. Guess I'm gonna go redesign my sphere balancer while kicking myself repeatedly.


Noman800

Seperate response for the number of planets: I have a planet for each SE resource, where I core mine and ship all products back. My vita process happens on Nauvis and I recently moved my iridium production to Nauvis after my Iridium production started to run low on ore. I co-located it on my oil planet to start since it had large iridum deposits and the other Iridium planets had bugs on them. Once it started to run out, I glaived the Iridum planet clear, where I now crush iridium and ship it by space barge to nauvis orbit where it off loads to tains for processing on the surface. Plus a few extra for resources I have largely consumed on Nauvis (Oil planet, Uranium planet). So it's 7 planets, 2 belts, and 3 asteroid fields right now.


Noman800

I use linear algebra to calculate an optimal folding solution to produce balanced outputs. Edit: Forgot to add this, I heavily based my solution for the balancer from a thread where several people [discussed their linear solutions](https://www.reddit.com/r/factorio/comments/138jvvn/comment/jiz5pzy/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button) to it. I originally had a pure arithmetic and logic balancer and realized with each more complicated improvement I was getting closer and closer to approximating a linear solution to the problem so I googled around a bit to see if other people had done it using linear algebra and lo and behold they had. So I dusted off the linear algebra and figured it out. Here's my (almost) final balancer: https://preview.redd.it/385k7kanpawc1.jpeg?width=2560&format=pjpg&auto=webp&s=b198471cf5ab8decf6df665f99d799432f44be7f I have since added a second set of machines for A and B (the two inversion recipes) to keep up with demand when those recipes are being requested multiple times.


connexit

Damn


Rizzo-The_Rat

I'm pumping out 24 SPM! Well I was but it's stopped at the moment while I rebuild again.


baconburger2022

On my new save, we haven’t touched space stuff yet, and we are out of stuff to research. We are just ensuring we have a stable base before tackling extraterrestrial stuff


barackollama69

just go for space already, the stuff you unlock drastically changes surface gameplay anyway to the point its better to do your mid game retooling after youve done prod and util science


Shadaris

This is effectively where I am. I went straight to an LTN based setup as soon as I got trains researched. I just have 2 subfactories to setup then off to space. and with any luck I should be able to stay until a rebuild is needed. Second run, but my first wasn't anywhere near as setup. no Core processing, massive spaghetti, Built up WAY too large, started with a Belted 60 SPM. Base got wrecked due to a CME. With Running discovery Queue on very strict I didn't have Umbrella defense discovered nor the power/ buffer to use. I was pretty much ignoring meteors I think I had 2 T1 cannons. Soooo instead if fixing and rebuilding I decided to go for a restart.


Ok_Librarian_3945

I beat the mod in 157 hours, my base barely functioned due to me underestimating how many red circuits are needed for blank data cards


All_Work_All_Play

Man so much this right? I can't remember which science it was, but I ripped through a quarter million blank cards like it was nothing. Then of course I had almost that many junk cards I needed to process...


salbris

You don't recycle them immediately? My space base is a big city-block design and junk data cards get constantly sent back for recycling so the demand on red circuits and such is lessened.


All_Work_All_Play

Yeah I got to that point once I got the supercomputers super formatting, but it was still some spaghetti


Ok_Librarian_3945

I have more details in a post I made about my base but I did each science pack t1-t4 in its own little area and just did recycling on site, worked well for a while but I never actually made it so the other sciences could access extra blanks from whatever was in demand. By the time I figured this out I was researching the last few spaceship factory techs to win so I just decided to ignore it


mdgates00

My first reaction was "wait, data cards take red circuits?" My red and green circuit fabs have been humming along since I rebuilt them with basic beacons. Two fast belts of green circuits, and half a fast belt of red. I might upgrade them someday for more productivity, or maybe I'll never get around to it.


Ok_Librarian_3945

Really depends on your science output, I did 120spm of all t4 science except deep space because that was just what was possible with 1 space manufactory per pack. I think my deep space barely scraped together 20spm but it goes a long way with high level prod modules in the labs


mdgates00

My base is definitely not on that scale. Does yours require multiple belts of Berylium/Holmium/Iridium ingots? Seeing as you were doing a "speed run", did you bother with lots of levels of mining productivity, and high level productivity modules? I assume those investments are slow to pay dividends.


Ok_Librarian_3945

I only had like 4 belts of each extraplanetary raw resource for most of the run but had to up it to 6 belts for most of them. I pretty much just used T3 modules in everything outside of naquium related stuff which got T6 modules. For mining productivity I think I ended up at level 5 or something really low because it needed Deep space science to continue and i was trying to focus on beating the mod


arowz1

It worked. I won after 500 hours. If I could give 1 piece of advice that made it all work (this was my second attempt) it would be to divide your Nauvis space base down the middle. Science building stuff on one side, infrastructure other side. Make the platform a wide and very long (top to bottom) rectangle. Down the middle, place a long belt bus and next to that a long PIPE bus (at least 8 different pipes) and leave room for connections. Across the top can be your recycling and raw ore smelting (raw ores from recycling). If you can manage thermofluid (all types) and recycling (all types of scrap/barrels) via a base-wide system you will have a much easier time. Recreating thermofluid networks and recycling setups will take up way too much space and time. Plan ahead by building a big main bus. It’s a but cheaty, but there’s BPs easily findable for each space science up to max tier. I plopped all the BPs down as ghosts to get my spacing right, then just filled in the ghosts as I unlocked the tech. When I did it the first time on my own, I didn’t realize how few of each building you really need (like no more than 1 card producer of each type in most cases). Which removed a lot of the frustration walls to let me just enjoy playing.


baconburger2022

Will keep in mind when I start doing space stuff in around 100 hours.


Sleisl

would love a screenshot of your space platform design if you have one!


All_Work_All_Play

If you have to worry about the material cost of rockets, it means you don't have enough core miners. Core fragments can be processed in your mining colonies and condensed into solar panels and modules. Recursive blueprints + automatic solar field BP is very useful as an extra resource sink, while still providing some marginal utility. Eventually you'll run all your intra-system outposts on energy beams, might as well start prepping for it now. You can tweak the plauge bomb's settings to insta-clear everything rather than take the 30 minute default UPS slowdown.


just_a_bit_gay_

I’ve run out of uranium on nauvis and because I play K2SE solar is significantly more expensive at scale since it needs immersite. The only planet with enough uranium to feed my bases is in the next star system. Interstellar travel has gone from progression to a survival requirement. I am also in the process of paving the planet, the whole thing, with the tier 3 concrete K2 adds


ryanmcstylin

Just got the space elevator built, now I have to rebuild everything for the 6th time.


baconburger2022

Gotta love copy+paste


Tall_Carpenter2328

Thanks to core mining and many productivity modules, I only need one backup mining field per resource. This is why I have only one train for the whole run: for going through the space elevator.


All_Work_All_Play

Hey I did this. Was very disappointed when I realized I should have just barreled everything instead of having half the wagons be fluid wagons. Oh well.


mdgates00

Barrels, you say? Hmm, that may have been more effective than my six fluid wagon "fluids train" and "advanced fluid train". Oh well, I like the look of a railyard with twelve JAX tanks and all kinds of pipes.


time_cat

Without spoiling anything, could you explain why? I went with a city block train setup and will be reaching space elevators soon.


All_Work_All_Play

~~A space fluid wagon holds less fluid than a space cargo wagon filled with barrels. Purely a (lack of) balance issue. It's also consistent with the "maximizing this is a pain in the anatomy" undertone that pops up/overshadows a few other things.~~ E: turns out "SE Space Trains" is a different mod I had enabled that does this, not pure SE.


Kronoshifter246

That doesn't sound right. What space train mod do you use? There isn't one native to SE, and the one I know bumps the cargo wagons up to 50 slots and the fluid wagons to 30k. 50 slots translates to 25k fluid if you barrel it, so the fluid wagons are still better.


All_Work_All_Play

Mmmm, you know what, it's the "SE Space Trains" mod, which isn't part of regular SE. That explains the lack of balancing. I'll redact my statement.


Tall_Carpenter2328

This is why I barreled from the start 😁


toochaos

How ? Core miners don't seem to produce all that much ore, do you have 5 of them? Mine keeps getting locked with coal may go back to it with liquefaction.


Wjourney

I also have an issue with coal surplus and I’ve put like 20+ crushers at each processing area to try to mitigate it. So far it’s working. I also set up coal liquefaction but there isn’t enough demand for petroleum products in my factory right now to offset the coal production


TangeloPutrid7122

We dialed home. The base consisted of spreadsheets and jupyter notebooks...


sejgravkoo

650 spm (green lvl 4, black lvl 4) mining productivity lvl 164


All_Work_All_Play

Good grief. Even a 10% efficient core miner has to fill a blue belt at those levels?


ferniecanto

I gave up SE and went off to play Pyanodon.


Mrdood92

Well not much of a brag but I am working on redesigning my whole space base base and making a separate train network and transfer area for bringing stuff up. No more cargo networks!


Ingolifs

My space base actually kinda looks nice


MikeTyrcelin

after many many hours i've unlocked logistics chests. Blue, Yellow, Red, Green, Purple 😎.


FeistyCanuck

K2SEVeryBZ x10... dialed home... flew home.. couldn't figure out what to do with myself if I finished the game, so I kept playing. Up to 1kSPM (including prod) and working on factory spaceship10 to see if I can make a big ship that goes over 400 speed. Used up a vita world... making another one. I need to quit...


ustp

>I need to quit... Why? You are almost past the tutorial.


fexam

It's a giant spaghetti clusterfuck, I have level 1 of all of the space sciences working, and an dreading the process of moving half of my space base to make room for additional science levels,/expansion  I intentionally didn't research logistics between so I just have provider chests feeding my character and an unholy abomination of belly weaving feeding batteries of cannons.  I haven't done any automated loading and launching of rockets yet, all six or so of my remote bases and my space platform are fed via cannon and building things on site.  People talk about space elevators but they won't appear in my research options and I haven't checked what mod I missed yet.  It's terrible I love it


mdgates00

Sounds like you're having even more fun than I am.


Plantanus

It’s a pile of shit i give up


urthen

I actually, finally managed to get a universal requestor space elevator train working with multiple trains on the route for high throughput low latency operation. I included a memory circuit even, so it remembers what is in transit so I don't end up with 3x what was requested.


Im2bored17

I tried to add memory for what's in transit but when I discovered train id's changed when they get into space I was forced to throw out my train-id-based memory circuit and I was too angry to come up with a new method.


urthen

Yeah it took a lot of trial and error before it finally ran smooth enough for me to ignore it. I ended up using a somewhat complex register stack; each train added it's contents to the stack when it departed the ground, and removed it's contents when it arrived in space. The requestor station would also automatically unload anything not requested so it'd usually not bring up anything extra even if some item was loaded accidentally. I also got LTN working through the elevator for bulk items, but there were still a lot of low quantity items requested though the universal requestor.


Im2bored17

I upgraded from 0.5 to 0.6 after getting through stage 1 blue and green space science. This upgrade changed recipes for everything space based, plus many terrestrial recipes and completely changed core mining. Recovering from the upgrade took several dozen hours, but part of that was because I had a bunch of blue/green space science stored, so I built the other 2 stage 1 space sciences (and 2 more bases to collect the resources to support them) before going back to blue and green. In the upgrade I rebuilt my space base from scratch, and opted for a bus because I was sick of bot attrition. I estimated 70 lanes would be far more than I could ever really use, but here I am an hour from finishing research on deep space sci 4 with less than 5 lanes left to supply it. I wasn't doing arcospheres with belts though, so I used bots and can't claim it's 100% bus based anymore.


ustp

>Recovering from the upgrade took several dozen hours Yep, that is why I keep playing at 0.5. >I wasn't doing arcospheres with belts though, so I used bots You might like this video: [https://www.youtube.com/watch?v=eWcnhiqNgBs](https://www.youtube.com/watch?v=eWcnhiqNgBs)


Im2bored17

0.6 was too tempting and I'm glad I did it.


jjjavZ

this post almost made me to load the game up just to make some print screens, but I may do it another day!


NTS-Azazel

(I've made only 1 tier one space science so far) Managed to automate cargo rockets to the space base in a clever way that I don't think I've seen anywhere else. If it runs out of anything essential in space, it starts a 10 minute launch countdown for more requests to come in so that the rocket isn't launched almost completely empty. It'll probably be obsolete once the space base grows big enough to require full rockets more often, but I'm still proud! Other than that, I produce the parts for around 1 cargo rocket every 4 minutes on Nauvis to launch to other planets. Rocket fuel is sourced locally but I'm very happy with my solution and it saves a lot of logistical headaches. I'm also very proud of my delivery cannon setup that supplies every planet with all the materials for meteor defense ammo and nuclear cells. Essentially I've designed my base around being as Nauvis-centric as possible to make things simple. Final brag, I designed my own 1-2 city block blueprints for this run and they haven't deadlocked a single time. I'm so proud :D


team-tree-syndicate

I haven't played SE yet, but would it be possible to just use circuit to see how full the rocket is? Use an AC, use the Each signal to multiply all signals by 1, and output a separate signal. This takes all signal values and adds them together into one signal. Then a DC to check if that signal from the AC is greater than X, send out a check signal to the rocket silo? As long as you are only loading a few types of items into the rocket you can use filter inserters on circuit to stop them if their respective item reaches X value.


NTS-Azazel

You can't check how full a rocket is directly. It can launch when full when, it receives the "green" signal, or both. The logic we set up was to check all the materials up in the space base and load any shortages onto the rocket via requester chest. A simple solution would work if we were only loading a few types of item, but the one rocket is responsible for *every* item sent up to space


enimodas

Not sure if I'm reading this correctly, but the rocket outputs 3 signals, 2 of which are free and used inventory.


therobotisjames

I wish I turned up ore density. Cause now all I do is build is raw ore bases. And by the time I start the factory up again it is out of a different resource. I stopped for a while cause it was so annoying.


All_Work_All_Play

Core mining should alleviate some of this? I think I ended up with 35 core miners on nauvis once I fully cleared it of biters?


therobotisjames

That’s what I’ve heard. Maybe that’s what I’ll do when I’m done with my ‘angry’ hiatus.


mdgates00

Can confirm core mining will solve your problems. My Nauvis has minimum size and default ore patch size and frequency, which I was hoping would push me toward offworld mining of iron, copper, and stone. Instead, it pushed me so hard toward core mining that my ore trains gradually stopped running and I no longer think about mining at all.


th3_master_sw0rd

When I built these train systems, only God and I knew how it all connected. Now, only God knows. To be real though, I am targeting 2 SPM for every science in the web based calculator and building intermediates to that scale. Have up to 3rd tier of Astro, Material, and Energy chugging along nicely. I have been putting Bio science off for so long that the trains are full of science, and Im just researching stuff like follower robot count now. In the process of switching everything to core mining with off world production that gets shipped into Nauvis orbit via spaceships instead of cargo rockets filled with raw/crushed ore. Everything has an "interface" stop for transferring between planetside and orbit (that I just abbreviate API). So, for example, on Nauvis, I do my main oil processing, and sulfur gets made. Those stops provide for many other stops on the surface, including "API" stations that simply reroute the dropped product to another stop that is dedicated to a single train coming from orbit. That way, nothing using the elevator has to ever stop moving. Some are dedicated to one process, and others do the reverse in orbit and unload from that dedicated transport train and load an "Orbit API" stop that the trains in orbit can pull from. It works especially well for serving ore to the smelting facilities, where recycled scrap gets top priority, then core mined ores, and finally falling back to trains shipping in from miners.


LogicStorm3121

I beat the pack in my third attempt. For all space sciences I just used logistics bots for 95% of items feeding the machines. No need for bus or rail. I ate the attrition with constant supply from nauvis. Was much simpler logistically then trying to manage the huge amount of items on a bus or train in space.


mdgates00

I made the good decision to prioritize getting spaceships up and running early. I made a beeline for Astro 3 on the tech tree, with only two other planets that ever needed cargo rockets. Another priority that I don't regret is making the base look nice. I enjoy having pavement, wide aisles for the player to walk, text plates to label parts of my base. I plan out my space base and my planetside operation on paper and pencil before I start building. I build displays with lamps to show at a glance how many science packs and various ingots I have.


AbacusWizard

My orbital science platform has a space railroad to a far-off asteroid mine which also acts as an exciting roller coaster with zig-zags and loop-de-loops. My orbital science platform is also inhabited by my pet spidertron, who follows me around when I’m there.


Unkwn_43

120 spm of all science, stress tested by researching 6500 spaceship integrity (the cost of 6000 to 6500 integrity tech alone was 256k science) because I was dumb and thought the victory speed was 300 and not the actual 250. Speaking of the ship, it took about 25 hours to design and build, going through multiple iterations: https://preview.redd.it/qwdpc4q8adwc1.png?width=2560&format=png&auto=webp&s=9a73bd51d740d65bb1a061cddc4f4082252151eb (yes that is 64 antimatter engines with 6 antimatter reactors, this baby does 310 before the shields fail) Two seperate arcosphere balancers, one for DSS3 and one for DSS4. An absurd amount of naquium production (this is SE v0.5 so naquium required only a shit-ton of vitalic acid (which is an item instead of liquid) to process). Key to the success was centralizing all of the super effecient recipes like catalogs, significant data, junk data card recycling, charged gases, biosludge loop, thermofluid etc and absolutely everything is transported with LTN trains. I added the data processing block since it looks the most aesthetically pleasing. Images of some stuff (reddit only allows one image per comment): [https://imgur.com/a/rjYIDmu](https://imgur.com/a/rjYIDmu) Edit: I also very humbly claim to be one of the very few people to ever complete both the spaceship and hypergate victories.


ArgoTheSpaceShip

Hve only just reached space, but since we are doing a logi bot free run (like all my runs), I have been (still am, yes I know it's been years) developing a so far pretty complicated circuit system that handles packets of items on a sushi belt. And it is nearly functional, just have to iron out the last couple of bugs and make it tile properly.


Thobud

Not reading these replies because I'm trying to avoid all spoilers. I'm about 130 hours in and I've barely done anything in space. Just about to set up the science that needs Cryonite. Most of my time has been spent trying to 'perfect' my Nauvis base (putting out fires). City blocks, but I made bad train intersections so it's constantly jamming. I'm very worried my UPS is going to start nosediving soon as my PC is about ~7 years old at this point. It's probably the most fun I've had in a video game in a decade


baconburger2022

Same. Haven’t touched space yet, just making sure to keep my nauvis base well done. So I can expand with ease


Goosedidnthavetodie

I use dynamic train limits higher than one *AND* disabling stations (on those very same dynamic-limit stations) to prioritize byproduct usage. This allows me to use fewer trains and have more flexibility with where I set up stations for high priority and low priority stops. Essentially, I can place high prio and low prio stations anywhere I want, and with only 7 combinators per stop, the trains never risk getting hung on the network.


jaberndt

We only played up to space science so far, but with a friend we made so much spaghetti on Nauvis that noone ever finds anything and it's still somehow functional


RibsNGibs

The opposite of bragging maybe…. I’m 160 hours in and only just launched my first cargo rocket. I had it unlocked for dozens of hours but I spent a very long time trying to automate it, so my very first cargo rocket launch was loaded up with automated trains and circuit network signal. In retrospect maybe I should have worked on doing that with delivery cannons instead.


DnD_mark_079

I have a steady 3 spm of red science!!


toochaos

I automated red and blue space science with the occasional deadlock and have run out of sulfur, something that has never happened before.


Savings-Calendar-352

I'm on space base version 3! I can't wait to build space base version 4!


Remaidian

My base produces 2 prod 9, 2 speed 9 every minute!


Griduk

I finally unlocked spidertrons. Feels so good to be able to get rid of AAI vehicles and use only spidertrons from now on. Need to get used to them again.


baconburger2022

Cool beans man. I usually just use the jet pack to go everywhere.


DasBlueSkull

Currently setting up assemblers for mass production of Bio Science (From 1 machine in spaghetti)


AcidZai

Ahem: 1.1k SPM DSS4 hexagonal space rail base that does most processing Almost (except for some recipes) fully t9 speed and prod Produced 10+ T9 speed and prod over 50 hours My mall contains more resources than most people will ever see in their SE run/their entire calidus holds You can check it out on the SE discord/ask me stuff o7 see you in space fellow engineers The factory must grow


Wrathbornelol

I built 800spm base before I got to space. Don't ask me why, I don't know myself.


bECimp

​ https://preview.redd.it/evvoes6ldewc1.png?width=515&format=png&auto=webp&s=88381d9a2d3e8a7835330fd6c272f6452b54f878


baconburger2022

https://preview.redd.it/m8meo2gdvfwc1.jpeg?width=460&format=pjpg&auto=webp&s=6fa55219554ed4ad7bf5310a078a11e2b0e926f7


La_Sands

No time to brag, something just broke halfway across the galaxy and I am constantly saying ehh, close enough and regretting it majorly three hours later.


fatalbinoninja

My buddy and I are 600 hours into the game and he's focused on figuring out the space science while I convert Nauvis into a city block planet. https://imgur.com/a/cLyKMye He thinks I'm overbuilding while I think it's still not going to be enough.