Guide to DLC

Guide to DLC

Hello Engineers!

Since i had trouble trying to find few answers to my questions, after spending some time and finding solution on my own, i wanted to share with you some tips and tricks that can help you.

Note: I transferred my old save into the new game version, so if anything I mention is inaccurate, let me know! Converting a save works well, but a few processes/technologies can be used before they are researched (e.g., coal liquefaction). New planets are generated using a new algorithm, however, Nauvis remains the same.

General Tips

You should ensure the ability to construct remotely on each planet—this is crucial for dealing with unplanned situations. Make sure to bring solar panels and batteries, even if they aren’t the most efficient on the designated planet. They provide a reliable, albeit intermittent, power source. Always set up roboports with construction robots for remote building.

After deploying to a planet, you’ll need to build a rocket silo to leave, so be prepared. Everything will have to be provided from Nauvis.

Craft and transport spidertron to Gleba, Aquilo and Vulcanus, it is great backup plan and it can do many things remotely.

Connect your rocket silo to all planetary resources for backup support.

Ensure your Nauvis base is self-sustaining, as you won’t be able to assist it for extended periods.

Make sure to enable “Automatic Requests from Space Platforms” in the rocket silo for easier resource access.

Power armor with roboports, shields, lasers are crucial for your survivability and for easier base building.

Radar coverage is extremely useful on all planets.

Elevated rails and mech armor are valuable, especially on Fulgora and Aquillo.

Building cargo landing pad is for drops from orbital platform, it allows you to request resources from platform (another step into automation), but also your drops will always land in this building. It has limited space but it can be expanded by "Cargo bay".

Vulcanus


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Vulcanus offers unlimited lava, some coal, calcite, tungsten, and liquid sulfuric acid.

Lava Gathering: You can gather lava using a standard offshore pump!

Foundry Production: The Foundry is your friend. With it, you can produce Iron, Copper, Steel, and Low-Density Structures.

Big Mining Drill: Vulcanus has new miners called the "Big Mining Drill," which must be manufactured there but can be sent to other planets later.

Metal and Circuit Production: With easy access to metal and copper, you can produce basic items like green circuits.

Tungsten Processing: Tungsten ore can be smelted into tungsten plates or tungsten carbide—both very useful later, so it’s wise to increase production.

Solar Power Bonus: This planet has a +300% solar power bonus due to its proximity to the sun, so solar panels and accumulators should support a medium-sized base.

Acid Neutralization: Later, you’ll unlock "acid neutralization," which combines acid and calcite to produce steam, which can be converted into water (useful for concrete production and if needed power generation).

Circuit Production: You can easily make green circuit boards and, using simple coal liquefaction, produce heavy oil, light oil, gas, plastic, red circuits, and blue circuits. Now, 1/3 of the rocket parts are automated!

New Enemy - Demolisher: This enemy defends its territory. If tungsten is within its area, well… it has a problem. Uranium ammo, lasers, or robots don’t deal much damage. The easiest way to defeat it is by transporting a tank and using uranium tank ammo. Alternatively, you can craft an atomic bomb on Vulcanus, which will take down the Demolisher in one hit.

Closest to your base are only small demolishers (30k HP, 80% resistances to most things), further away medium(100k hp) and even further big demolishers (300k hp). I have atomic bomb with +580% damage so i was able to kill small and medium one with one hit to the head, but big demolisher needed 3 hits with atomic bomb to the head(head is weaker than rest of the body). But it has low physical resistance so railgun can be great choice here.

Red boxes you see on the map are territories of each demolisher. Once demolisher is defeated, this territory is yours.

This is how demolisher teritory looks like.

What to bring on your first launch to Vulcanus:

100x Assembling Machines

500x Solar Panels and 500x Accumulators

100x Substations

300x Bulk Inserters (or any inserters)

50x of each type of Logistics Chest

500x Pipes and 100x Underground Pipes

100x Electric Mining Drills (optional)

500x Logistics Drones

200x Construction Drones

50x Roboports

To prepare for a return rocket:

1000x Steel Plates

200x Processing Units

200x Electric Engine Units

100x Pipes

1000x Concrete

300x Rocket Fuel,

300x Blue Circuit Boards,

300x Low-Density Structures (these can be crafted on the planet if researched)

With tungsten plates and tungsten carbide, you can make Metallurgic Science Packs—useful for late-game research. Transport belt crafting has changed, so now you can make all transport belts here, including the new Turbo belt!

My complete base:

Fulgora


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Fulgora has oceans of heavy oil and frequent thunderstorms, which can damage or destroy your base but also generate power with lightning rods/collectors.

Power: The best way to generate power is by using lightning rods/collectors with many accumulators. One setup of 1x Substation, 1x Lightning Rod/Collector, and 79 accumulators works well—duplicate as needed.

Starting Out: You can’t build over oil oceans, so look for a large landmass with scrap nearby.

Recycling Scrap: On Nauvis, you crafted items from raw materials; here, you’ll recycle scrap to reverse the process. Blue circuits to red circuits, red circuits to green circuits, and so on. Note: Recycling only returns 25% of the original materials.

Rocket Fuel: Blue circuits and Low-Density Structures can be made from scrap, so you’ll only need to produce rocket fuel, which is easy due to the heavy oil ocean. Water can be produced by processing ice.

Holmium Solution: Produce plenty of this for holmium plates and electrolytes, essential for crafting superconductors and supercapacitors.

What to bring on your first launch to Fulgora:

50–100x Lightning Rods (later upgraded to Collectors)

500x Transport Belts (useful for transporting scrap on islands)

100x Underground Transport Belts

100x Balancers

100x Assembling Machines and 50x Roboports for the main base

1000x Robots (both construction and logistics) to ensure recyclers run smoothly

50x of each type of Logistics Chest

50x Substations (can be crafted locally)

Since you can easily access blue circuits, Low-Density Structures, and rocket fuel here, bring materials only for the rocket silo.

I've divided my base into 3 smaller ones.

Main one for rocket, science pack, supercapacitors and superconductors production.

Second base is just big recycler

Third one is just miners.

Gleba


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Gleba offers iron and copper from bacteria and new ingredients, but you will encounter enemies here. Laser turrets are highly recommended in large quantities.

Power: Solar panels only work at 50% efficiency here, so it’s better to use nuclear reactors and transport fuel. But you must start with solar panels.

Spoilage: Almost everything here spoils (typically within 3–5 minutes), after which it becomes “spoilage.”

Biofuel: Convert spoilage into nutrients (used as fuel here) in a biochamber. Assembling machines can perform this for free.

Agriculture: Build bases in bright green and violet biomes, using Agricultural Towers to produce plants for bioflux.

Iron and Copper Production: Iron and copper are obtained from bacteria, which can be cultivated using bioflux.

Pentapodd Eggs: Be cautious with pentapodd eggs needed for science packs, as unprocessed eggs turn into enemies after 15 minutes.

470MW power is just enought for small/medium base

Be ready to defend yourself

What to bring on your first launch to Gleba:

100x Assembling Machines

50x Solar Panels

50x Accumulators

100x Substations

300x Bulk Inserters

50x of each type of Logistics Chest

Components for a nuclear plant setup

Laser turrets (the more, the better)

Prepare materials for the rocket silo and parts of the rocket. Low-Density Structures and rocket fuel can be crafted locally, but bring blue circuits.

Aquillo


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Aquillo is challenging, with limited resources and extreme conditions.

Power: Solar panels work at only 1% efficiency, so bring them just to start. A nuclear plant with heat pipes is essential to provide power and heat for your base.

Heat Pipes: Heat pipes require concrete on ice, which must be transported from other planets.

Ice Storage: Ice can accumulate and fill your storage quickly. Use recyclers from Fulgora to discard excess ice.

Cryogenic Science Packs: Produce at least 2500 Cryogenic Science Packs and research the fusion reactor.

Logistics Drones: Drones consume 5x more power than on Nauvis, but transport belts must be heated.

My Aquillo base:

Final Journey


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For the Solar System edge and Shattered Planet, you’ll need a self-sustaining ship with a fusion reactor, multiple turrets, and resources for asteroid defense.

Endgame platform - im still in process of testing few things, but it is possible to build self almost sustaining platform.

Resources: use advanced asteroid crushing to get metal, copper, sulflur, carbon, calcite and ice. Thats almost everything you need.

Fuel: advanced thruster processing - water, iron ore/carbon and calcite.

Ammo:

Piercing rounds - Steel + Copper + metal

Rockets - Metal + dynamite

Railgun ammo(for huge asteroids) - Steel + copper cables + dynamite

Power: Bring fluoroketone (cold) and fusion cells. This is the only thing you need to bring with you.

Quality


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This is a new mechanic you can explore or ignore entirely. Here’s how to check the bonuses associated with higher quality items:

View Bonuses on Items: Look at an item’s attributes. Those with a blue square indicate attributes that will improve.

Assembling Machine View: In an assembling machine, select the item you want to check, choose the quality level (at the bottom), and see the outcome.

Pros:

All items can have Normal, Uncommon, Rare, Epic, and Legendary quality.

Legendary quality items can offer impressive bonuses.

Quality modules increase the chance of crafting higher-quality items. Using uncommon ingredients increases the chance of producing uncommon items, but can also yield rare items and so on.

Modules themselves can be legendary to provide even greater bonuses. For example, a Level 3 Normal Quality Module increases quality by 2.5%, whereas a Legendary Module increases it by 6.25%.

Legendary speed modules offer additional speed boosts to machines.

Cons:

Speed modules decrease quality!

Consider a setup where a miner has two Level 3 Normal Quality Modules (+5% quality). This setup will mostly produce normal quality items, with some uncommon and rare items.

If you refine uncommon ore in a furnace with two Level 3 Normal Quality Modules (+5% quality), you’ll likely produce uncommon iron plates, with a small chance of rare iron plates.

However, processing higher-quality items can be challenging. For example, if you’re crafting with iron and copper, an assembler set to produce normal items won’t accept higher-quality materials. An assembler set to rare will only accept rare ingredients.

Tip: Using quality modules inside recycler does give you chance to get higher quality item as output! Meaning if you provide normal iron plate to recycler with 4x quality module lvl 3, there is a chance even for legendary iron plate, although keep in mind that recycler is giving you back only 25% of resources.

Is it Worth Playing with Quality? Definitely, yes! Is it Worth Rebuilding Your Base for Highest Quality? Not necessarily.

Having legendary items like Legendary Armor (more inventory, module space), Spidertron, or Lasers (increased range) is highly beneficial. Legendary furnaces, for example, are 2.5 times faster than normal ones, and legendary radars have a larger range. However, not every building benefits as much—some items like transport belts (which only gain more HP), chests, trains, and pipes are unaffected.

Lets assume you want to try quality, here is more tips how to start:

1. Build small independent base.

2. Make sure to put Quality Module Lvl 3 to miners, furnances, assembling machines.

DO NOT put quality modules into refindery, chemical plant (while doing liquids). Liquids does not have quality! Ok, but acid is done using sulfur which can have quality? It doesnt matter, end product is still a liquid.

3. Bring alot recycler from fulgora.

4. Depending on your goal:

A) Legendary only - recycle normal quality ore, you will get enough uncommon, rare and epic ores which can reach higher quality while processing.

B) Rare/Epic items - then no need to recycle anything, while processing stuff, your items should easly reach rare/epic quality.

5. Craft Quality module lvl 3 Legendary and replace every normal quality module lvl 3. This will significantly improve your chances for higher quality items. WIth 4 slots, quality module lvl 3 thats 4x2.5% chance so 10% increase in total. With Quality module lvl 3 legendary its 4x6.25% so 25% increase.

At this point everything should be within your reach.

Tip for main base: Use legendary quality buildings (furnances, assembling machines, turrets even roboports!) but ignore things like pipes, transport belts, circuit boards, iron plates etc. Thats why you need small independent base, to make sure that quality ingrediants do not mix up with normal quality ingrediants.

Legendary items that are just OP:

Miners - consume only 16% of resources.

Roboports - can charge robots at higher speeds

Mech Armor - 15x17 eq. grid and +125 inventory slots.

Automation


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Our job is to make our life easier so lets automate moving stuff from one planet to another.

1. Build dedicated platform, for example small platform with lasers, solars and accumulators to get tungsten from Vulcanus.

2. Enter planets that this platform would have to visit and set condition "All Requests Satisfied"

3. So our request is to get ammo and repair packs from Nauvis

4. And tungsten from Vulcanus

Note that you can request here anything and select planet from which platform should request it.

5. Make sure your planet is producing stuff you need, so in our case, Vulcanus - tungsten. And make sure to check that box "Automatic request from space platforms. Having that once platform is in Vulcano orbit, it will request tungsten from planet, rocket silo will request it from logistics network.

6. On second planet, in our case Nauvis inside Cargo landing pad, on right side add request:

And thats it! You have automated transfer process of tungsten from Vulcano to Nauvis.

End

Thanks for reading my guide. If there is anything i have missed or you have question let me know in the comments and i will try to provide answer or guide.

The factory must grow!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3358742561					

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