Yea, some form of combat or defense would be a welcome addition imo. Really though it's just Factorio's version of the endgame. DSP you build a rockets/sails to make a sphere, Factorio you build weapons/ammo to secure enough territory for a rocket. Problem is DSP there's no negative outcomes for doing the sphere wrong unlike defending against bugs.And if there was a mode that you had to simultaneously build defenses against some bug creatures or adversaries I'd probably love it. I dunno, never played factorio that has bugs.
Hopefully they realize that it should be an option, not something they force on people, because they've already got people loving the game without that. Don't get me wrong, once I've tired of the sandbox, I might want to try some defense as well, but I don't want that to be the only way you can play it once they implement it.The developers of DSP have said they're planning to add enemies to it. Whether that just means creatures you fight on planets, or enemy civilizations you compete against I'm not sure.
Hopefully they realize that it should be an option, not something they force on people, because they've already got people loving the game without that.
I just have long ass rings of receivers + graviton lens + splitters. I built it on my south pole and have it totally encircle the area. You could build the same concept anywhere.Anyone got a good layout for a critical photon farm? I just seem to end up with a random mess of crap that doesn't line up in any way and it really annoys me. It works, but what is a working layout without good symmetry right ? ;p
Are you talking about the ray receiver part, or the particle colliders?Anyone got a good layout for a critical photon farm? I just seem to end up with a random mess of crap that doesn't line up in any way and it really annoys me. It works, but what is a working layout without good symmetry right ? ;p
Yeah I reached the 'it's a waste of time to even consider using mk1/mk2 belts' this week.One thing to add about photons and other slower end game production; you don't really need belts/sorters higher than mk1. Unless you're approaching Tuco levels of 1k science/min it's most efficient to use cheap belts. I am terrible about this because I'm lazy once I get mk3 production going. I figure it's easier to tap a new planet once resources start to dwindle but some people play for those kinds of efficiencies.
I'd probably quit if not for the planet copy mod. Building a ~1/10th planet sized mega-factory that's balanced and space-efficient is just about the perfect scale for the end-game, and being able to copy it to the rest of the planet / other planets is a good answer to scalability.I only play now when I see a new idea on youtube or here and look what I did for comparison. Thoroughly enjoyed my time but once you find a "solution" to production it just gets repetitive scaling everything up for no reason other than scaling up. Almost the same timeline of interest as I had with factorio, satisfactory, and ONI. I should go back and replay some of those since, just like DSP, I played them in early release and I'm sure many things have evolved since I played them last.