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Previous >>503250986

This thread is dedicated to all games about building machines and systems, in space or otherwise.

List of commonly discussed /egg/ games:

Voxels, blocks, and vehicle builders
>Avorion
>Besiege
>Empyrion - Galactic Survival
>From the Depths
>Machinecraft
>Robocraft
>Scrap Mechanic
>Space Engineers
>Sprocket
>Starbase
>Starship EVO
>Stationeers
>Stormworks
>TerraTech
>Trailmakers

Aerospace
>CHODE - Children of a Dead Earth
>Flyout
>KSP - Kerbal Space Program

Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Mito
>Oxygen not Included
>Pajama Sam's SockWorks
>Workers and Resources: Soviet Republic
>Satisfactory
>Shapez

Programming puzzles
>Exapunks
>Last Call BBS
>Nandgame
>Opus Magnum
>Shenzhen I/O
>SpaceChem
>TIS-100
>Turing Complete

The full game list as well as information about these games, such as where to get them if they’re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw

https://fromthedepthsgame.com/
Satisfactory posts need to be spoilered

Games that are /egg/:
>Minecraft

OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter

Current /egg/ hosted servers:
>Factorio - ask in the thread
>>
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First for microtransactions confirmed!
>>
they should have given rocket silos a seperate inventory that just holds everyething the player has so I don't have to manually unload and load my stuff each trip
>>
I got tricked into going nuclear but now I've got waste I can't process yet.
>>
>>503370389
>in a similar way as to how Factorio is related to Minecraft.
...what?
>>
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>>503370389
>gacha? you're calling my quality mechanic gacha?
>I'll show you some real gacha
>>
>>503370805
if you could start making nuclear fuel in the first place, you have the centrifuges to break down the empty cans
>>
>>503370989
Not in the shitty 3D game.
>>
>>503370389
modded minecraft is a bunch of engineering autism like factorio

so the next game will probably be like
engineering but automating like fantasy units and shit and automating raids or something
>>
Linking
>>503371260
>>
>>503371356
He talked about it in an interview
It will be an RPG, probably 2d, with heavy stat-building autism. Maybe some rogue-lite shit.
>>
Ladies and Gentledmen SPECIFY which fucking GAME youre talking about
>>
>>503371356
>>503371535
factorio xianxia?
>>
>>503371763
lol I can imagine crafting immortality pills and feeding them 12 per second to some aspiring young master
>>
>>503371858
>cultivation automater
>>
>>503371707
Factorio
>>
>>503371707
Fagtardorios think they are all that matters, I might just make another general this shit is pissing me off.
>>
>>503372165
Bake your own general concern troll.
>>
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I'm a noob at this game and I'm just starting to try to expand and build bigger. I know that I need to basically wall off a chunk of the map so that I can be harassed less with my buildings. I'm a bit intimidated by the prospect of building that big defensive wall though. My southeast corner is what intimidates me most and I've been trying to explore in that direction to see if there are any more convenient choke points down the line to take, but I haven't been happy with what I've seen so far.

Anyway, before I start killing all of these bugs, are there any technologies that I really should have first? Right now my assorted outposts are adequately defended by a few laser turrets. I'm concerned that an offensive war will prompt the bugs to evolve to a point where they'll surpass the laser turrets and then start bleeding me to death with a thousand cuts before I can finish establishing a full perimeter around all potential routes to my little chunk of land.

A quick question about perimeter walls. I know I want bots present to provide maintenance, but should the defensive wall logistics network connect to the logistics network at my base or should I isolate their networks and just keep the satellite logistic networks supplied with trains?
>>
>>503371535
>stat autism
I might pass
>>
>noooo why are people not posting about other games? This has to stop reeeeeeeeee
>doesn't talk about another game himself
peak retardation.
>>
>>503372670
I'm not even the same anon but I'd rather have a dead general in the middle of the day than sharing a general with people bitching about games outside Factorio.
>>
>>503370805
it's so slow, set a few steel boxes and you have like 40 hours of gametime to think of something or put down more boxes
>>
>>503372762
*100 circuits per second per wagon, sorry
The powerup is just too big lol
>>
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>>503372878
what I do is connect any outposts that are nearby eachother into a single logistic network and have a train carry a bunch of stuff to a passive provider chest and slap a few buffer chests across any long gaps
>>
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This seems like a pittance, even for a starter patch
>>
>>503373096
Sure, sure. Guess all trolls type the same. Must be unbearable that people are actually talking about games instead of reacting to stale bait.
>>
>>503371707
retard
>>
>>503373096
>Bake your own general concern troll.
Bake your own general concern troll.

is there something you don't understand about this?
>>
>>503373335
Maybe they will add quality to cargo/fluid wagons soon, or we will find something else to make it work.
>>
>>503372878
>I'm concerned that an offensive war will prompt the bugs to evolve to a point where they'll surpass the laser turrets
Just make sure you always do damage upgrade research whenever possible and you'll be fine. Also it won't hurt to add some gun turrets and flamers to your defense to avoid getting overrun when a brownout happens. Turrets and flamers are cheap af anyways, so don't feel bad about overbuilding them.
>should the defensive wall logistics network connect to the logistics network at my base or should I isolate their networks
Personally I always isolate them to make sure the bots don't travel across half the map just to repair something, but I don't know if this is still such an issue with the new bot pathfinding.
>>
>need to kill a demolisher to even start making tungsten miners
>uranium ammo is heavy as fuck to import
what the heck man
>>
>>503373842
Red ammo is literally for free on vulcanus, just place fifty turrets and lure the worm into them.
>>
>>503373404
Yeah, that's why I didn't bother making green belts.
>1000 belts, 100 undergrounds and 50 balancers is 31k tungsten
I'll wait for a proper train network on vulcanus
>>
>>503372878
>death by a thousand cuts
I promise you that won't happen. Factorio is very well balanced around biters, so much so that most veterans find normal presets way too easy.
Consider placing walls at chokepoints, not making a dumb box.
>>
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>>503373404
Nevermind, game's just clowning on me
>>
>>503374581
baby worms are fairly easy to beat by abusing poison capsules.
Everyone else needs walls of turrets, buckets of ammo, and maybe a lightning gun or two for good measure.
>>
>>503373842
In my case, red ammo was complete garbage against worms, only tank shells worked.
Don't import, make it on vulcanus directly.
You don't even need the nuclear kind for small wurms
>>
>>503374728
not him but what do you mean those are just babies
>>
>>503374798
there are bigger worms out there anon
you're gonna need to be a bigger fish
>>
why can't we all be frens...?
>>
>>503374780
>red ammo was complete garbage against worms
You are supposed to use more than one single turret, anon.
>>
>>503374969
Because that would be boring? Don't get in the mosh pit if you don't want to get hit.
>>
>>503374780
worms have molten physiology so their wounds simply melt over and heal. Tickling them won't work, they heal up too quickly. You need overwhelming firepower to take them out in one encounter.
>>
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>>503374969
>>
>>503373842
make radars and keep track of the worm in its little territory
when its out of range drop down a blueprint for mining, when it starts coming closer pick up and run, repeat until you kill it
also you are supposed to start off vulcanus by breaking down all the rocks on the surface for stone and ores and build up from there
>>
>>503373842
there's thousands of tungsten in rocks waiting to be looted. You remember rocks, right?
>>
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the bugfucker 4000 is operational
(it fucks bugs)
>>
Going to go to Vulcanus as the first planet, what should I prepare for killing the big fat bugs?
>>
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>>503376469
all planets can be completely developed from scratch, just go
>>
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>>503373635
I'm hoping they don't, because that would force players to adapt a bit, not just mindlessly make everything legendary and forget about it. Also, legendary nuclear fuel does increase train throughput substantially, so it's probably not even necessary to add more cargo capacity.
What are the other train network killers now? I found an old base planning I did, and introducing molten metal basically removed half the throughput of a normal base. I'm not complaining, this shit was mind numbing.
guess Gleba will be the new battlefront for scaling issues.
>>
>>503376469
here's what i take every planet so far (fulgora/vulcanus)
just take like 400 belts 100 inserters
5 of each logistic chest
50 construction bots and 50 logistic bots (I took like 200 for fulgora)
10 assembling machines
10 chemical reactors
5 oil refineries
>>
>>503376621
aqulio can't
>>
>>503376469
just b urself
>>
>>503371763
Amazing Cultivation Simulator already exists, though
Arguably it even falls under the /egg/ aegis, though I personally wouldn't say so.
>>
>>503376469
50 gun turrets with piercing ammo
You can blueprint ammo now, so you just slap them down next to the worm and it dies instantly
Doesn't work very well on the medium ones, doesn't do shit to the big ones
>>
>>503376715
Rocket capacity and throughput seems to be an issue too. We will see.
>>
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yep. first try. I'm thinking it's time to game a little.
>>
>>503378230
roll for a rare one ... uncommon just lets you fit some extra solar panels
>>
>>503378656
my feeble and sickly fulgora setup doesn't have the industrial capacity for such a task right now
>>
>need an entirely seperate line for quality stuff because you can't use it for regular assemblers and they completely fuck up the regular line

I exclusively use quality quality modules so I can just slap them on turrets and nuclear bombs
>>
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#ImmersionRuined
>>
Ref concrete setup, scalable.
My only problem is to not clog the smelters with stone I'd need some buffer, but a single inserter just can't handle 25 items/s to fill a chest.
Any ingenious ideas? No I don't have legendary fast inserters yet.
>>
>>503373842
2 rocket per 5 kills I think? At low tech 10 uranium cannon shots should be a kill while not missing shots
>>
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>>503379705
I'm retarded and didn't include pic.
>>
>>503376469
50 turrets
500 belts
100 splitters
100 undergrounds
10 chemplants
150 green inserters
100 red inserters
100 substations
50 power poles
50 medium poles
100 assemblers
20 steam turbines
50 mining drills
50 eff1 modules (wish I brought 150)
20 pumpjacks
landing pad
cargo bays
50 electric furnaces
100 solar panels
50 accumulators
200 pipes
100 underground pipes
You'll need more shit down the line, but with this you should be able to kickstart everything nicely
Oh and bring a stack of red chips too if you can, it'll help you with the big miners
>>
>>503379969
Bruh 3 rockets of 1 tank and 50 uranium cannon shells will kill like 5 small worms. You don't need jack shit besides a cargo landing pad and those 3 rockets for tank kills, vulcanus is fast as shit at crafting from zero
>>
>>503373096
>>503372165
schizo bitch
>>
recyclers are kinda retarded when you recycle stuff that has multiple recipes. you can make infinite fuel out of thin air with the aquilo recipe.
>>
>>503379952
why aren't you directly casting the iron sticks?
>>
What should I bring for my first trip to Aquilo?
An extra nuclear plant and a shitton of nuclear fuel? Anything else special?
>>
>>503379705
more direct insertion
>>
>>503381039
Just land and get everything you feel is missing shipped.
>>
>>503372165
Don't call it /fag/

Or just make another thread for "egg that is not factorio". You're like asking everyone to leave the party cause they are having too much fun.
>>
>>503380989
Because foundries are 5x5 not 6x6, too large to fit, too small to direct feed the concrete assemblers.
>>
>>503371260
Last post about it hopefully, I made a silly mistake, sorry.
The T2Q1 scenario numbers are wrong, it's a ~3x multiplier from "No module Q1" to T2Q1, not ~4x. The numbers about legendary gear are right.
So that's a 15x multiplier from T2 modules to full legendary T3 module buildings.
Your trains better have some legendary nuclear fuel.
>>
>>503373404
starter patch is tiny to force you to fight more worm
>>
>>503376382
Kino setup
What are those crab things on the ground? Next to the stompers.
>>
>>503382642
stompers drop their shells when they die. then the next stompers crush them as they move. it's very metal.
>>
wow this aquilo place really sucks!
>>
>>503383914
I think it's cool
>>
Wow nuclear cannon shells really fuck up demolishers.
>>
>>503383914
I don't dislike it but I would've liked some way to make it completely autonomous in-planet.
Having to import circuits and LDS to launch rockets is a bother.
>>
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What ever happened to shift-dragging pipes creating undergrounds to get past obstacles, like underground belts do?

Was I imagining this? Was it a mod I had in 1.x? Did 2.0 remove it? Can I get it back?
>>
>>503384670
*small demolishers
>>
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I jumped through tons of hops and still don't a decent iron output. I can barely craft belts, I am importing everything.

I think I am starting to understand why people hate gleba.
>>
>>503385090
Why are you outputting a thing that has a very low chance and spoils fast into somewhere it can get stuck for who knows how much?
>>
>>503385090
BREED! BREED YOU FOOL!
>>
>>503385327
what thing? jelly? iron?
>>
>>503385557
I know, I will do that next. I was setting up a basic production of jelly and iron bacteria before making my bioflux and breeding area.
>>
>>503385576
The bacteria.
You are supposed to get some bacteria then breed it forever on several machines. Having several spawners is very dumb (and a waste of jelly) since you only need ONE bacteria to kickstart the entire process for any number of machines if you have it set up so they feed themselves.
>>
how do you beat space age? i'm at the point where i have all static tech leading up to aquila. but i dont want to attempt (anything even close to) a megabase before starting a new game and applying all the lessons ive learned
>>
>>503385030
It works but you gotta select the underground pipe, not just pipe. Then drag to place or shift-drag to place blueprints
(For belts it works to just drag the belt so I guess it's different? also angry ghost building doesn't do pipe undergrounds properly, fix it wube)
>>
can i still make prod 3's for biter egg transport?
>>
>>503387457
reach deep space
>>
>>503387741
Overgrowth soil has 250 biter eggs per stack when recycled
>>
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>>503388134
thats kind of what i want to transport biter eggs for
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>>503388265
Just ship them raw in that case, I thought you were going for the promethium science packs.
>>
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Why would you think to ore sushi at the start. This would've saved me so many long arm inserters when I first played
>>
>>503388265
Cant you transport biter eggs to gleba, let them hatch in a controlled area and let them make nests there?
>>
>can't place biolabs in space
okay, that makes sense, the organic biter components would die
>biter eggs can spoil in space and the biters will happily eat your spaceship like nothing's wrong
what the fuck
>>
>>503388935
They will do that????
>>
>>503388930
That's not sushi belting, that's just being efficient with the belt lanes. Sushi belting refers to multiple types of items on individual lanes that go in a loop.
>>
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>>503388996
Your ship should have so many guns they pulverize as soon as they spawn though. Do the weave this shit can store 7k promethium or whatever else by itself and you can just add more
>>
>>503387515
The way you can shift-drag belts across obstacles and it automatically makes undergrounds, I could swear it also works with pipes. But in space age at least it does not work.
>>
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OK, Gleba Take 4. Getting ready to rape this planet and it got me thinking, do you figure you could make booze out of yumako mash?
>>
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>>503371260
>pen and paper
You probably enjoyed that, but factory planner works as well.
>>
>>503388731
Nice cheatmod
>>
>>503390775
thats vanilla cheat you noob
>>
>>503389524
Why not just make cargo extensions?
>>
>>503390941
Asteroids store at 1 per that'd be pretty bad
>>
>>503390941
Asteroids store at 1 per stack, and each cargo extension at legendary quality (let alone lower) only adds 50 storage slots.
A single cargo extension is 4x4 and each tile of belt can hold 8 items, so a place where you put a cargo extension is a place where you can't store 4x4x8=128 asteroid chunks.

Using cargo extensions is literally already over 2 times worse than just using belt storage, *BEFORE* you factor in underground weaving allowing you to effectively use the same space no less than EIGHT times: Once for each tier of belt horizontally; once for each tier of belt vertically.
>>
HOW IS FIVE GREEN BELTS OF GREEN CHIPS NOT ENOUGH
WHY IS THIS FUCKING MODULE FACTORY SO HUNGRY
GODDAMNIT
>>
>>503391789
factories exist to produce red chips anon
everything else is just a side job
>>
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This is so stupid. Why am I doing this.
>>
>>503391789
because without factoring in productivity, a single t3 module takes over 700 green circuits
>>
>>503392004
>green modules
okay, why DID you do that?
>>
>Vulcanus elf
>>
>>503391180
>>503391786
I didn't know you had to use prometheum in asteroid form, that's insanely retarded.
>>
>>503369976
anons, my heavy oil production keeps stopping because I cant get rid of the light and petroleum

how do I solve this? i cant really make more shit with the other materials
>>
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>>503392232
I did a quick check and there was no way I could keep up coal production and already fucked up by partially copying my Vulcanus liquefaction so I just threw whatever in there.
This big space station thing is not going well.
At least it moves.
>>
>>503392397
When in doubt, everything can be cooked as cube fuel. But do try to use plastics and rocket fuel, they're kind of nice to have.
>>
>>503392397
Only process heavy oil to light oil if heavy oil is over x and light oil is under y
Repeat for petroleum
>>
>>503392397
Make big rocket fuel production and shove it on an active provider.
Come back 20 hours later to add more logistic storage chests.
Problem solved.
>>
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>>503392004
>Knows about flipping refineries
>But didn't do it with chem plants
You were so close to greatness.
>>
>>503392671
>>503392735
>>503392642
i havent even unlocked those things yet, just need the heavy oil for lube for the electric motors

right now im being ultra retarded and made a lot of storage tanks for the byproducts because like i said im retarded
>>
So... I just did the calculations on what it would take to produce enough rare quality materials to straight up create a mech armor at rare quality, rather than gacha'ing the thing.

Conclusion; I'll take my chances with uncommon components; a pack of uncommon tier 3 quality modules; ... and save-scumming.

Good lord ...
>>
Starting my base over from scratch is my least favorite part of Factorio, and the main focus of the expansion content. This sucks.
>>
>>503392871
If it's just a transient thing, then redirect the overflow to a secondary tank, hook up an alarm when it reaches 75% full, and use remote view to manually flush it. (yes; it's cheesy and annoying. But it'll serve as a stop-gap just fine.)
>>
>>503392871
This would still fix your problem assuming you had done it from the start your petroleum and light oil wouldn't have overflowed. Right now you should just set it up and you need to flush your current light and petroleum by making rocket fuel and plastic and if you setup the circuit it'll eventually fix itself
>>
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>you can't barrel thruster fluids because... you just can't, okay?!
>>
>>503392735
oh this sounds like a plan i can actually do this, thanks
>>
Do the Shai hulud recapture territory or are they permanently dead?
>>
>>503393071
how do i set up an alarm? i havent even touched on circuits
>>
>>503393346
> https://wiki.factorio.com/Programmable_speaker
These bad boys. Wire them into something, read the resource, and make them go beep beep when
> petroleum <= 1000
or something like that.
Take a few minutes figuring them out, they are pretty simple devices.
>>
>>503393235
seems like it's permanent
>>
Bus babies do I just do iron, steel, copper plate and green circuit or is any of those a bad idea
>>
reminder Factorio used to be a 10€ game, and even 7€ for early bakers, for the longest time
https://web.archive.org/web/20140218130923/factorio.com/preorder
https://www.indiegogo.com/projects/factorio#/
then the price bumped to 20€ while being released to Steam
https://factorio.com/blog/post/fff-124
and again to 30€ once out of pre-release
https://factorio.com/blog/post/016-price-change
>>
>>503394012
that's how early access works
more finished project costs more
>>
I hate all these trees I spawned next to fuckem
>>
>>503394012
Worth it if it was 100€
>>
>>503379316
I tend to build taking clipping into consideration too, also pipes are awful.
>>
You must construct additional circuits
>>
>>503394012
I pirated it back when the buildings graphics were all made in paint and you needed alien purple balls for research and bought at full price when 1.0 hit. Worth my money.
>>
did anyone calc the numbers for stack and bulk inserters on green belts yet
>>
>>503394430
does wood have any purpose outside the early game?
>>
THE BUS MUST GROW
>>
>Hall of Fame allows mods
>Steam Achievements do not
getting mixed messages here
>>
how do i move a captured spawned?
>>
>>503397761
you don't
>>
>>503397761
you don't
craft a new one and force-shoot the old one dead
>>
>>503397497
the steam achievements are just for the normies that think they prove anything
>>
>>503397497
plenty of other games have systems where they approve mods for regular use and still allow achievements
why couldn't wube set up something like this?
>>
Anons, what's the chest-to-chest throughput of normal and legendary stack inserters?
>>
1300 hours into this game I am more inexplicably proud of my box art where's waldo spaghetti bases than I am of my cleanest bus or blocks base.
>>
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>>503398597
Max chest-to-chest throughput (with all techs) is:
36.92 items/s for normal
96 items/s for gigagambled
>>
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>>503399664
Thanks, man.
>>
>>503400391
No problem. I was glad to post anime porn.
>>
>>503399664
>image
>chest-to-chest
kek
>>
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>>503398118
this desu, they don't mean shit
>>
>1600 hours
oh...
dios mio...
>>
>1:30 to setup 60 green and red spm
Good, bad, awful, terrible?
>>
>>503400743
okay unless doing no-spoon
just don't worry about it
30spm is plenty to get you to oil
>>
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Rate my first (and shit-tier) platform. how do I make things not retarded?
>>
>>503401076
you could just have all those belts loop around the whole thing and run it off of like 1 grinder for each recipe
>>
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You know you're going big when you need big power poles on a space station to send signals. They keep connecting with copper wire which is annoying.
>>
>>503401076
Why is it so biiiiiiiiiiiiiiiiiiig
>>
I'm not getting enough batteries on Fulgora, am I supposed to be actually making these things?
>>
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I've been trying to get this thing dialed in. I hate waste but I finally caved and just added a vent at the back to release excess carbon. Is the necessity for carbon exhaust some kind of meta commentary?
>>
>>503401665
Yes

Shit my Fugg setup makes processors and advanced circuits too. It siphons off from belts just before overflowing things go in the voiding recyclers
>>
>>503401076
It will be retarded at first, don't worry about it. If it doesn't deadlock and produce more than like 30spm it's a success.
Here's my first platform.
>>
>>503401749
You can use asteroid filters on the grabbers to prevent needing to dump stuff.
>>
>>503401749
you either dump extra or don't collect so much in the first place
>>
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Retard here. I have learned filter splitters do not work how I thought they did. I guess it will be better to just destroy all extras. I thought they would cycle back through the belt.
>>
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Trying to regain control of my Nauvis base. Haven't made it to space yet. Just got my fire turrets up but a lot of weird shit is happening. What does fire deal friendly fire damage to? It doesn't seem to burn my train tracks but it kills the fucking rail signals on the tracks. Also, the bugs are getting to be fucking insane. Getting hit on all sides and shit. Big ass waves will break a turret and then I gotta go fix and reload the fucking bullet turret. Flame turrets have been shitting on them but the flame has been causing its own problems I guess. Also, should I not be putting my turrets like right next to my walls? Should I put them farther away from the walls?
>>
>>503402126
You need a bit of the carbon to make the fuel otherwise I would just blacklist the asteroids I guess
>>
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>>503402307
If you processed 8 compressed turbobelts of trash for 100 hours, you wouldn't make a dent in your trash reserves. Resist the urge to store shit you don't need, destroy it.

SA is about learning to let go. Kovarex's farewell gift.
>>
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>>503402307
You gotta manually route shit back in
>>
>>503402307
You can't put "overflow lane" and "item filter" in the same splitter. You can use 2 splitters each doing half the work. Put the item filter in front, and have the overflow lane behind to go around when it's full.
>>
>>503403006
make sure to connect more scrap mines so that it can go for 1000 hours, got it
>>
>>503403006
>destroying it
Don't destroy your trash, run it in a quality upgrade loop to stockpile piles of blue/purple/orange shit.
>>
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Will it make the trip to Aquilo
>>
>>503269000
wtf is happening at 0:45-0:49 on instance (2, 3)? what's that red thing getting zoomed in?
>>
>>503402537
A base is a living thing. You need to feed it an care for it and love it the way it needs or it will wither and die. But sometimes when it seems all is lost a tender word can be worth more than a nugget of gold
>>
>>503403562
Idk, i have never built something so wide
>>
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>>503402573
I mean with circuits like this but it's more complexity, and works best with a sushi belt.
>>
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>>503403620
one (1) piece of behemoth (big)
>>
>>503403562
Is that an Nvidia or AMD GPU?
>>
>>503403992
oh you mean a slug piece
right that makes sense
>>
>>503403562
Nah it will turn 360 and walk away
>>
>>503403996
if it crashes half way through the trip, AMD. If it self immolates, Nvidia.
>>
>>503403846
Oh, OK. This is a much better design if it can actively control what is grabbed in the first place based on the reserves. Do you have every section of that belt wired up to get it to have that yellow underneath?
>>
>>503403752
Thanks Sun Tzu, now help me defend my base from bugs trying to FUCKING KILL ME!
>>
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>>503403779
With how wide it is I've no idea if 300 rockets/m for 36 turrets is enough but only one way to find out.
It peaks at 60km/s so not sure if that's good or bad in this case.
>>
>>503370389
Sounds like AK Endfield, which will be a team freeroam gacha rpg with base building elements.
>>
>>503402537
>Big ass waves will break a turret and then I gotta go fix and reload the fucking bullet turret.
Bro, your bots?
>>
>>503404606
Not sure if you played factorio 1.0 but they added a new feature to read the whole belt, "read whole belt - hold" or something.
>>
>>503404606
>Do you have every section of that belt wired up to get it to have that yellow underneath?
connect red/green wire to belt
click on belt
click on "hold (all belts)"
it counts everything on that stretch of belts, including undergrounds, but it stops at splitters
>>
>>503404646
It's an incredible speed considering the beast.
>>
>>503404610
Like other anon said. Feed repair packs and everything you need into the logistics network and let your small friends do the work
>>
>>503404646
>600 plates per minute is 3 calcite
wew
>>
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anyone got a link to the recently updated complete factorio OST?
>>
>>503385090
I have the same problem, saying that. You should get some iron bacteria then you use the iron cultivation recipe. The jelly one is just as a starter to generate some iron bacteria
>>
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Stuck the landing. I declare it good enough. Time to find space to make LDS and start dropping them.
>>503405285
It's got 18 thrusters but I'm throttling them to save on carbon because I'm a wuss afraid to run out of rockets mid-flight even though the main asteroid belt has like 1.8k of each.
>>
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>>503405085
>>503405161
Interesting. Yeah, I don't remember seeing that in the game before, but I haven't really kept abreast of all the stuff they've added. I had this set up so they just grab everything and the products get successively blacklisted as they move along the crushers. It hasn't backed up yet, but it's definitely a dumber solution, which is my specialty
>>
Please tell me Space Age has some lategame mechanic that lets you just genocide all the Biters, like the biovirus in Krastorio
I'm going insane, they keep killing my trains
>>
>>503385090
>make single bacteria producer per ore
>set up a line of bacteria cultivators
>make a looping belt around cultivators
>filter out ore and spoilage
>read whole belt loop, set bacteria producers to turn on when ore = 0
You could use a combinator to turn on the producers when ore && bacteria are equal to zero, but I was lazy.
>>
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I did it! I made gleba science!
>>
>>503396842
soak pollution during your expansion phase and buying you more time to automate robots and trains
>>
I'm gonna belt some copper wire.
A pretty short belt, but not direct insertion.
>>
Why is this request not being met?
Also, these don't count as logistic requests?
>>
>>503408227
they are not logistic request, they tell the roboport how many bots it should hoard if they are available. I make sure the ports around my mall always have some bots this way
>>
>>503406891
Build enough artillery outposts to cover your whole pollution cloud and a bit beyond and you will never see a single biter again.
>>
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I'm dreading refactoring my Gleba base, it's been limping along for dozens of hours and every time I look at it, suddenly a whole lot of other tasks start seeming more appealing
>>
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>>503406205
>>503406920
I am working on my cultivation. I thought it was worth setting up the basic recipe first, at least to get enough plates for the fully automated biochamber production.

I am thinking of using simple straight belts (no loops), one inserter picks the bacteria that the output inserter just left on the belt and every bacteria that makes to the end on the belt goes to the smelters, but as a fail safe, I will keep some biochambers with the basic jelly processing in the begging, to kickstart the first chambers of the line, in case they run out of bacteria for whatever reason.

I had the issue with nutrient producers running out of nutrients as fuel, cause eventually they would get some nutrients that would spoil before they could make more, so now I keep a simple assember with the spoilage>nutrient recipe close tho first nutrient biochamber in a line, they take spoilage directly from the biochamber and insert nutrients directly in the biochamber back again. Spoilage from the nutrient biochamber only goes to the disposal/heating tower belt if said assembler already has enough spoilage to make new nutrients. My idea is to use something similar in the cultivation line, I only need to get some jelly in there.
>>
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IMPORTANT QUESTION: What do these fans on electric furnaces do in space?
>>
Module ratio is cursed as fuck
>>
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>>503403094
>>503403123
I ended up looping it in after my logistics area. I initially wanted the excess to do this anyway, i just didn't realize I would have to do it after the buffer chests instead of the main line.

>>503403534
I'll set that up once I learn the planet more.
>>
>>503409437
Yeah the spoilage to nutrients assembler recipe is vital as a backup since it's the only way to get nutrients from a shelf-stable source in a machine that doesn't also need nutrients to function
>>
>>503409728
Shut up

That's why
>>
post spaghetti
>>
In factorio, how the fuck do I clean out a pipe with the incorrect fluids in it? Somehow my entire crude oil system got flooded with light oil. Now I can't get the crude back in. Do I have to manually pick up every pipe and put it back down? How the fuck does this even happen? I I thought fluids couldn't mix? My base is semi-fucked because of this.
>>
>>503409728
They go around in a circle.
>>
>>503410204
click the pipe
click the red X on the felonious fluid
>>
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If I have an interrupt on a space station that says "uranium fuel cell <15 go to nauvis and don't leave until you have the request satisfied 50" why is it that it won't trigger?
It had 0 and had to tell it to go manually there to refuel because it was in transit to Aquilo and running out of steam would be disastrous.
>>
>>503409728
they use centrifugal force to throw heat energy into space
>>
>>503409728
They spin.
>>
>>503410426
interrupts only trigger when leaving a planet and while on the path to the shattered planet.
>>
>>503410204
Attach a pump onto the line and select the fluid you want to filter out of the system as the filter. Then put down a tank next to the pump and then delete the tank when all the fluid is pumped out
>>
>>503410598
See I was under that assumption but this motherfucker just did Vulcanus > Nauvis > Fulgora > Aquilo on 0 fuel cells and I had to tell it to go back.
It had 3 chances to trigger, one of them being on the planet that's supposed to send the fuel, but it didn't and I don't understand.
>>
>>503410598
NTA but wait so if I install AAI Signal Transmission I can't use it to simply control spaceships using signal condition interrupts because they just won't work most of the time?
>>
Did I miss something, or was Aquilo really easy?
Kind of underwhelming for a final planet
>>
>>503411163
You did it wrong if you didn't encounter the enemies there
>>
Does the railgun kill big demolishers easily? or should I ship a bunch of spidertrons to Vulcanus?

Also, it's kinda stupid that I can only send up 2 personal roboports per rocket, but I can drop a spidertron from space, pack it full of like 20 personal roboports, and then send the spidertron back up again in 1 rocket
>>
>>503411368
What are spidertrons gonna do against demolishers when their means of attack are the ones that worms are nearly or outright immune to?
>>
>>503411368
>I can drop a spidertron from space, pack it full of like 20 personal roboports, and then send the spidertron back up again in 1 rocket
FUCKING DELETE THIS BEFORE EARENDEL SEES IT!!!!!!
>>
>>503411590
>fish are powerless against worm
pottery
>>
>>503411368
artillery doesn't work well on the big ones? honest question
>>
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Nice, I'm gonna hold so much stuff.
>>
Anyone have a webm of running with Legendary mech armor fully stacked with Exoskeletons?
>>
>Turn everything off in Gleba then abandon it
>Visit the other planets 3 times each
Maybe I should go back
>>
>>503409728
space is jelly so they actually work even better than on a planet
>>
What's the best way to quality? Do I run quality all the way to the ore and have parallel production chains for each quality level? Or do I just run a recycler loop at the end of a normal base for each item I want qualitied?
>>
>>503411368
2-3 manual railgun shots in the back will kill a big demolisher. Same on the front but you'll get hit by the aoe lava and potentially die if you have no shields or low shields
>>
>have 50 biolabs producing iron/copper bacteria
>puts out 1/10 of the stuff 2 foundries next to some lava does and I don't even get stone
>the stone on gleba ran out in 30 minutes trying to make landfill
buff gleba
>>
>>503412602
Why did you turn it off? Just let it run, you aren't loosing any resources anyways.
>>
>>503412110
if you're using nothing but legendary ingredients to make a legendary cargo bay, doesn't that mean the quality modules have no tier to bump it up to, and they'll do nothing but slow the machine down?

>>503412678
There's no wrong way to do quality. There's a lot of inefficient ways, but no wrong way
>>
>>503412898
I just started shipping landfill to Gleba
>>
>>503401076
embrace the retarded
>>
>>503412678
It's better to make quality plates/bricks/other raw materials used in large quantities, because you get more chances to roll for quality compared to the final product.
>>
>>503412898
You can just travel far away and make a mining outpost
Enemies will only attack your farms
>>
>>503413094
No

I'm going to make platforms that look neat regardless of how much less efficient they are
>>
>>503412678
I think it depends on where you're at in your save. If you just unlocked quality 2 mods, putting them at the beginning of your production chain (miners, plastic) is a good way of stocking up on raw materials. When you unlock recyclers you can start recycling the finished product over and over again to more efficiently gamble. Once you have stupidly oversized production chains, you can then recycle intermediate components to better guarantee epic and legendary finished products.
>>
>>503412984
Thought it would help with game performance and I before I left I was trying to set up a second base that used a completely different set up.
>>
Is this So Long and Thanks for All the Fish achievement bugged?
>>
>>503413068
Yes but I copy-pasted it from the ones doing the normal ones and was too lazy to remove the modules.
This thing is temporary anyway, but I could make it pretty convenient blueprint if I make it so I can set the recipe and input the materials.
>>
>So mindbroken by how much steel plates you need for reactors+silo+platforms I have a chest with 3k steel before even having the research for blue done
>Going to make that 10k and it'll still be the limiter
>>
>>503412898
Bullshit. 25 biolabs running iron cultivation gets you 60 iron ore per second.
Getting 60 plates per second with foundries takes 5 foundries doing lava=>molten iron plus another 16 casting plates.
Maybe you're using the non-cultivator recipe for the bacteria
>>
>>503413283
based
>>
>>503413964
just install Tiered Gas Generators
>>
>>503392004
What are you even trying to achieve
>>
>>503392004
You're right, it's stupid. Keep going, I want to see the end result.
>>
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Launching my first starlink mini satellite, only 109 tons and a dream. Will it survive the trip to the other planets?
>>
Are there mods that disable the platform width speed penalty yet
>>
AW YEA NOW WE GAMING
https://www.youtube.com/watch?v=Xp8Fo575dGo&list=PL06112D86093C634D&index=14
>>
>>503414896
yes
I forget the name since I want to finish space age with it first
>>
>>503414867
Side turrets will rape your ammo counts.
>>
>>503373842
Can get a fair chunk of starting tungsten really quickly by mining stones with construction robots.
>>
>>503414867
>Tiny weenie platform
>No collectors up top
It's fine you're fine enjoy
>>
>>503406835
They added a ton of great stuff in SA

Your solution looks like it will work fine.
>>
>>503414867
mod for brilliant pebbles when
>>
How do I manage bugs regrowing inn areas on Nauvis? I feel like I am surrounded and I wanted to make an outpost for a stone patch. If I made an outpost, will the bugs try to raid it immediately? The area seems pretty polluted. but I guess the outpost itself wouldn't make a lot of pollution.
>>
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>>503414867
Turns out it was way overkill. A ship on a leisurely stroll doesn't need much firepower to get by.
>>
>>503415378
>great ballistic missile defense project killed by post-cold-war naivete
very sad
>>
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Fulgora is interesting. Might start on a new base though, my initial idea for sorting all the stuff from scrap feels like it won't be viable for long-term use.
Trying to think of a way to ensure near-endless running of all the output from scrap, while not having to rely on a bunch of chests as a buffer.
>>
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>chose to go to gleba first before any other planet.
>temporarily stranded
>planet is ass.
>unlocks are ass compared to what you get from vulcanus apparently.
>>
just take what you need and delete the rest. it comes from trash and returns to the trash.
>>
>>503415970
Good job.
I'd open up the editor and test it with full fuel to see how fast it goes.
If it can still handle the asteroids, and produce more ammo than is consumed, then you're good.
You might be able to shift that lower area downwards to make room for cargo bays.
>>
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>>503414590
I want a ship that goes constantly, without pause, from one planet to the other gathering the quantum processor materials and ends up in Aquilo while also feeding it enough Blue chips and LDS to launch a few rockets without needing to import anything else from other planets. The round trip is long enough that I should be able to get a nice stock of them from start to finish.
>>503414830
Right now I have this absolute fucking mess.
I still need to set up the LDS and send them to the supply belt (marked green) that goes all the way back to the Hub, where I have a CC where I put what I want and it will let me enable/disable the belts that feed into the supply one with as much as I ask for to drop it on Aquilo.
I'll probably also add Steel and the other circuits later if I think I'll need them, but feels like overkill.
>>
>>503416303
If you mean to reply to my fulgora post - is there a decent way to delete stuff? A friend showed me how you can effectively delete solid fuel if needed by recycling it (since you can't get materials from it). Less effective for some other stuff though.
>>
>>503416303
For Gleba?
But what about the spores?
I think it's better to only produce on-demand.
>>
We need rods from god, already got tungsten in the game.
>>
>>503415975
spacex will launch it
>>
Took me forever to get this little circuit working. Recipe switcher for asteroid reprocessing. Continues processing a recipe while >10 in the crushers are processing. When that is not the case, it randomly selects from recipes that actually need to be processed. I would say the headache may not be worth it.

An anon suggested something like this but not sure if they implemented.
>>
>LDS off a foundry only need quality plastic
>Consistently making quality fission reactors never was easier
>>
>>503416493
I did mean to respond to that one, my bad. just more recyclers is the simplest way. two recyclers pointing into each other will delete things that only have 1 recycle output. concrete is a pain in the ass but just takes more machines.

>>503416540
I agree until late game but now I just let it all run
>>
>>503416435
it looks like you're routing belts for steel and copper for LDS. why not just cast LDS directly in a foundry?
>>
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>>503415895
You clear them out and you wall them off
>>
>>503416558
no need for tungsten
if you're going to launch something from a rocket, especially IRL where it's super expensive
then sure, use tungsten because it's a bit better
(although it's still a dumb meme weapon, target will see a very hot projectile coming down from orbit, and assume it's a nuke)
but you've got infinite iron, so just use that
slight penalty to accuracy and damage is no big deal when you're carpet-bombing with free resources and there's no civilian towns or infrastructure to preserve
>>
>>503416067
If you start a new base, make sure it can support quality modules.
Fulgora is the best planet to start quality production, and you don't want to miss it.
>>
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>>503416712
>>
>>503417550
>Retarded amount of thrusters
Based
>Retarded amount of empty space
Debased
>>
>>503416945
I'm not, I plan to use Foundries because obviously free 50% prod. Already have halfway there the copper pipeline, just need to send the iron too.
I started with some big ideas to also craft railgun ammo in there (that's why those teeth are growing out of the front, the railguns were supposed to go there and share a belt with the rockets) but I gave up on trying to take this ship to the end of the system.
>>
>research a bunch of scrap productivity
>now each full belt of scrap outputs more than a full belt of random bullshit
>have to completely redesign everything
FUCK
>>
>>503415895
Bugs will attack anything in the way of an expansion party.
Killing nests only makes space for your expansion, and delays the inevitable.
You need THE WALL.
>>
>>503401749
nice ship
>>
>>503416371
I mainly wanted to see if a ship could survive with less than 100tons. Vulcanus was smooth sailing, fulgora was power hungry half way. They're still a bit too fat and need to lose weight, probably 2 smelters can go.
>>
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I have enough quality modules to consistently make a trickle of tier 3 starting materials and I keep going back and forth about whether it's best to use high quality ingredients to guarantee high quality products, or just make thousands of products and trash them until I get a good one
>>
>>503411163
The "challenge" was the fact that you need to stock it by space platform with resources from all the planets. But yes it was very easy
>>
>>503417625
Yeah I finally realized that this is the way to be efficient with fuel and it's really simple to do with a pump and a tank. But I should probably just make a massive fuel factory and gun it.
>>
>>503418063
my dad works at wube and he said if you supply aquilo with any items from other planets other than concrete, you didn't beat the game
>>
>>503418420
I get the feeling that fuel efficiency just exists to help if your platform fucks up midtransit
>>
>>503417272
>(although it's still a dumb meme weapon, target will see a very hot projectile coming down from orbit, and assume it's a nuke)
rods from the gods is a penetrator weapon.
>muh kinetic energy equivalent to blah blah blah tons of TNT
think about it, a tungsten telephone pole does what when it hits the ground? expends all of it's energy creating an atmospheric shockwave to level a city or military supply depot? No. It spends most of its kinetic energy penetrating the ground. And what could such a weapon be useful for? Killing government bunkers. It's a weapon meant to decapitate a government, and given that context, appearing to be a nuke isn't relevant because you're already in the sort of conflict where nukes are flying anyway.
>>
Can quality end lower than the base ingredients'?
ie. crafting with legendary parts but throwing in speed beacons
>>
>>503419994
no it cannot
speed only lowers the chance of a quality upgrade
>>
>>503420104
Thanks, bro
>>
>>503418595
It does kinda resemble real life, though I think a real rocket would shut off below a certain fuel amount, so like you can run at 50% to 100% but anything below 50% it can't work.
>>
>>503418036
If you trash them with quality modules in the recycler, the answer is both
>>
Anons, how do I calculate how many wires I can make from 28 electric furnaces burning copper from 30 miners on a yellow belt?

im confusing myself

the furnaces output .62 copper a second, the copper wire is 1.5 plates for 3 wire a second

i cant wrap my head around this
>>
>>503420725
TEACHER! ANON IS TRYING TO COPY OFF MY HOMEWORK
>>
>Processing unit productivity 13

Finally, time for infinite legendary blue circuits.
>>
>>503420725
It's 0.625 which is an important distinction because 15 is divisible by it to a whole number.
The belts in the game have speeds that are multiples of 15

divide 15 by 0.625
That's how many furnaces you need to completely saturate(both sides) of a yellow belt, which at maximum can move 15 items per second.

So your yellow belt maximum will be 15 items per second anyway, 1.5 to 3.0 is just doubling so 15 copper plates will make 30 copper wire, or two yellow belts
>>
>>503414867
No shot
>>
When would you use the blue(speed), red(productivity), and green(efficiency) modules in factorio? I am having a hard time figuring out when to use which type and for what purpose.
>>
>>503421642
Probably when you want more of what the modules enhance
>>
how do you get more coal in valcanus?
>>
>>503421642
Prod in assemblers (when possible) and furnaces.
Speed in beacons.
Efficiency in miners and in space.
>>
>>503422297
spend less :)
The big drill gets efficiency upgrades with tier.
Mining productivity research, of course
Orbital platforms can drop carbon early game, and more shit late game.
>>
>>503421642
Efficiency have been the ugly one out for a long time.
They are nice to chuck out if you're having issues with power or more importantly, pollution and explicitly have a purpose on space platforms.
That's about it.

Productivity then goes in every intermediate it can.
Speed goes in everything productivity can't go in and is what you use in beacons.

Speed is also toxic(cancels out) quality, if applicable, so don't use those two together.

When you first unlock modules, other than efficiency it isn't the best to just jump into using them, making a bigger factory is better at the start.
>>
>>503422297
Find more ore patches and use higher quality big miners. Or make coal in space.
>>
is coal really that rare on vulcanus? I found 2 7m patches in one medium worm's territory
>>
>>503421642
Efficiency is really good early game when you are still concerned about power usage and pollution. And also on space platforms.
Speed is self explanatory, and production is for intermediates and basically gives you free items. You'll want to use it in furnaces for one. They do slow down any machine though, so you would want to speed it up with a speed beacon.
>>
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Do biters ever glitch through walls? I have no idea how this guy got in here.
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going to try and make a promo screenshot style factory
>>
>>503423012
That's a fairly big deposit, mine are between 500k and 1.5m, and every single one other than my starting one was in medium demolisher's territory.
It isn't that sparse but it is the single limiting factor on Vulcanus, which is why people note its (relative) scarcity.
Also hot tip for fucking medium demolishers to anyone having trouble. Quality module your uranium cannon shell production.

>>503423209
A bit too schizo with the steam pipe I think.
Good orderly disorder concept is like have two steam turbines but have them a bit offset, or perpendicular. But don't cross the entire base in spaghetti for no reason.
Also consider tree and cliff and water coverage, weird builds look less weird if there might be a reason to build around shit.
>>
>quality modules can't be used in Kovarex process
This is nonsense
How am I supposed to make my legendary biolab now
>>
>>503423012
There's more than enough coal to get a lot of shit done. Skip regular miners and go directly to quality big drills to get the most out of them.
There's not enough coal to go full big dick megabase, it'll need to import oil products from somewhere.
>>
>>503423012
Coal patches don't get more rich as you go further out.
Which is bullshit, because demolishers get harder as you go out.
Big "you must go to gleba and get advanced asteroid processing" vibes.
>>
>>503423012
It's not that rare but you the consumption rate can be pretty hardcore
Vulcanus is seen as the "infinite ressource lol" planet but when you start to really scale things up you realize that the Coal and Sulfuric acid throughput required are actually pretty high
>>
>>503423438
Kovarex into nuclear fuel or nuclear fuel cell recycling loops probably
>>
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>>503423638
>sulfuric acid
>>>>>>Shortages
h-how much do you need?
>>
does aquilo's robot energy usage multiplier mean they expend energy 5x faster, or does it mean they take 5x as much energy to recharge?
>>
I GOT THE RARE MECH ARMOUR
I should probably have just gone to gleba to unlock legendary shit but I wanted to build up a bigger factory on vulcanus first and to get some proper armor and shit for that

Also next time I quality gamble I'm doing it on vulcanus or some shit, I tried to set it up on fulgora and I was absolutely constantly short of basic shit like plastic. Having a huge factory to back up my production should be helpful. Though vulcanus isn't great for plastic so maybe I'll have to see either what gleba is like or if I can import it.
You can't get legendary coal from asteroids, can you?
>>
>>503423607
the moment you plop down epic/legendary big drills any of those coal patches will last for hundreds of hours
>>
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>>503424346
>Does 5x robot energy usage mean they spend more energy
>>
WHY CAN'T I USE ROBOTS IN SPACE
>>
>>503424753
What do you think bots use for propulsion?
>>
>>503369976
>Games that are /egg/:
>>Minecraft
wtf /egg/ is based now?
>>
>>503424753
they would just float away, be reasonable anon
>>
>>503424929
fans, but they *could* use chemical thrusters
there's more than enough asteroid material to periodically load up the bots
however:
>>503424753
the ship is constantly accelerating
they would have to be tethered, and that would get all wound up
space robot attrition
>>
>>503424929
Electricity obviously, they don't consume any other resource
>>
>>503425331
anon
they use the electricity to push air
there's no air in space
>>
>>503425464
>There's no air in space
then why does the steam turbine work
why does our ship slow down when the thrusters are shut
wake up sheeple
>>
>>503425750
>then why does the steam turbine work
anon...
>>
>>503425750
>then why does the steam turbine work
heat turns to power
there's no relation to air, besides a convenient means of heat convection
but it's a giant platform, good enough
>why does our ship slow down when the thrusters are shut
is a good question
it's because that just works better for a game
>>
>>503397959
>>503397972
god i want to kick earendel's teeth out
>>
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I should have picked a bigger island
>>
>>503427312
soul
>>
>>503397761
Picker Dollies?
>>
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How do I solve this issue of the bottom half of the belt being frozen?
>>
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>>503417890
Thanks. It's been extremely satisfying to build this thing and I've spent more time than I'd like to admit just staring at it watching it do things. Building spaceships in video games is only catharsis I get to sooth my lack of ability to actually travel through space
>>
>>503428202
https://mods.factorio.com/mod/ChangeInserterDropLane
should be vanilla btw
>>
>>503424753
Of all the immersion breaking things Wube did explicitly for 'balance' in the expansion, the lack of bots in space isn't one of them. Would have been nice to get some EM Bots from Fulgora, though. Or else spidertron-esque bots from Gleba.
>>
>>503428284
imagine the flexing
>>
>>503428202
instead of the t junction just plug both of your belts into the splitter you already have, ditch the pointless lane balancer and upgrade the whole thing to red belts
>>
>>503428638
ah thanks, no idea why i didnt see that
>>
>>503428202
Sideloaded belts will always prioritize the back lane. Having a lane balancer isn't going to help the issue since the T is upstream.
>>
>>503427760
>install a mod to fix earendel's niggery
figures
>>
i demand an updated seablock this instant, i'm finally feeling ready
>>
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>>503429571
>Seablock but all your water comes from ice melting oxide asteroids
>>
>>503428589
Any retard can copy the Enterprise
>>
>>503430693
Stop I can only get so erect
>>
>>503370837
Factorio was inspired by Minecraft mods that added automation to the game.
>>
>>503431004
Did he say minecraft mods?
>>
>>503431150
I find your comment rather shallow and pedantic
>>
>>503431150
Yes.
https://forums.factorio.com/viewtopic.php?f=5&t=3026
>>
>>503425750
Physician bro...
>>
shapez 2 worth it? enjoyed the first one.
>>
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>>503432417
It's fine, as casual as automation games can go.
>>
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Oh yeah, its gaming time.
>>
i fucking hate getting plastic so much bros

i need like 3 oil refineries for 2 chemical plants of it and the yield is shit and all the pipes and nonsense takes up so much room
>>
>>503432636
Your glebus plastic that's completely free?
>>
>>503432697
ive never even left nauvis
>>
Very early game 60spm I can't keep up with all the new shit I'm unlocking at once lol
>>
>>503432697
>BRO, YOUR FREE PLASTIC?
>BRO, YOUR INFINITE RESOURCES FROM GLEBA?
>BRO, why are you not taking the time to make all of your plastic on Gleba to ship to Nauvis even though it is piss easy to make it on Nauvis?
>>
>>503432941
>Not making 1 million science per minute
NGMI
>>
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finally unlocked the space platform, this is the farthest i've ever been in factorio, had the game for like 4 years, im so happy /egg/ anons
>>
>>503369976
You guys are fucking nerds
>>
>>503433461
You should go to Gleba first
>>
I heard you can remote drive tanks now, but I have no idea how?
>>
>>503433621
Go to your map, go to the tank, hit the gigantic green DRIVE REMOTELY button
>>
for all the QOL stuff they added like squeak through and fluid visualisers, I wish they'd added vehicle snapping
I don't think it's worth being ineligible for achievements because I want to lay walls by driving a tank in a straight line
>>
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and it's done, didn't craft a single quality module/item so yes it's 100% optional :^)
>>
>>503432548
What must the devs think when they see stuff like this
I'd be furious
>>
>>503434419
>buy DLC
>skip DLC
I wouldn't care
>>
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Slightly rebuilt my coal powerplant taking as a reference a powerplant some anon posted here, placing the water extractors directly behind the generators. Also upgraded with 6 batteries and 3 containers.
>>
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>>503435151
Made the whole surface slightly bigger so it even has a nicer entrance for the tractor.
>>
Get ready to go to volcanus
> bring drills, arms, assemblers, belts, lots of chips, power lines, pipes, all that jazz
> head over and start building, decide I need a bit more stuff
> space platform got hit in a tiny turret blindspot that broke a single pipe feeding the thrusters
> I sent all the spare pipes on the platform down with me to build the base
> I don't have a rocket silo on volcanus to send one back
guess I'm living on molten lava death world now
>>
gleba is such a dirty fucking asshole of a planet, the sooner I can haul in freighters full of nuclear bombs the better
>>
>>503436208
comfy
wish that happened to me but it didn't
>>
>>503436208
if you make yellow ammo you can just repurpose that assembler to make a pipe?
>>
>>503436208
Didn't you set up remote control for your Nauvis base before setting off?
You should eventually be able to make a new platform and take the components for a rocket silo and rocket with it to Vulcanus
>>
What the fuck is the difference between the red logistics box and yellow logistics box in factorio?
>>
>>503436676
red is for short term storage
high priority the bot will take from box and low priority the bot will put in the box
yellow is for long term storage
low priority the bot will take from box and high priority the bot will put in the box

i think
>>
>>503436676
>red
robots will only ever take from here, at a lower priority than yellow and purple
>yellow
robots will take from here at a priority between red and purple, any unrequested items your bots pick up will be placed here
>>
>>503436676
The yellow logistics box is used to store crap that the robots are holding or pick up from deconstruction, trash slots, etc. If you use yellow boxes to store machine output, they'll fill up with other shit instead, I guarantee it.
>>
>>503436676
If only there was some way for the game to provide information on what they do.
>>
>>503370389
>wow
>fresh
is this part of the riddle?
>>
>Copypasta whole fluid setup accounting for beacons
>Find out I have to use baby oil processing first because I don't have the good one unlocked
Vile
>>
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I think I was like 50 hours in when I learned you could flip stuff
>>
>>503436676
real question is what is the purpose of the purple box?
>>
mirroring buildings is disgusting, an affront to god even
>>
>>503437553
fulgora
>>
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Guess building like this is kinda neat costs a lot of belts though
>>
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>>503437713
why not do this
>>
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>I guess our Rollercoaster Tycoon just became a real... Banana Republic
>puts on sunglasses
>falls asleep in chair
>>
>>503437713
>Both side of a belt with bricks
>Only one copper belt
lol

lmao
>>
>>503437935
I like trains but I feel like that distance was not enough to justify trains

Gleba just straight up doesn't appear to need trains
>>
>>503437936
It's not like it can't grow when I need it how I need it
>>
In factorio, How do I get robots to fill a empty gun turret? I have bullets in my logistic network but the robots never bring it to the empty turret. Why is that?
>>
>>503401665
Make your accumulators for science in EM plants for that sweet 50% bonus
>>
>>503438196
you need to put a request chest and an inserter
kinda retarded since we alreeady have a vehicle logistics tech that lets you directly fill vehicles
>>
>>503438196
need blue chest
>>
>Promethium haulers running with no issues for dozens of hours
>Suddenly DING DING DING DING
>Huge asteroid somehow got through, whatever just reload the autosave
>Happens again randomly 3 times within a 10 minute timeframe, reload each time.
>Goes back to running fine for hours
God I fucking hate this retarded science
>>
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>>503437936
That any better it was kind of in order of when I made it and I had just made stone bricks
>>
>>503434107
>achievements
lel
>>
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I have never used trains and just make belts everywhere
>>
>>503438080
Honestly I feel like the trains justify themselves, but I'm still feeling out what the hell is going on here. What I see is patches for these plants like the ore patches, but rather than carting it all back to base you wanna do some processing on site to get the seeds to replant and whatnot. Might still rip up the whole thing, but I like the idea of a fruit train
>>
>>503438909
i have never not used trains
even in my very first playthrough that got abandoned fairly quickly
>>
>>503438501
>>503438503
Whats weird is that if you put "ghost ammo" in a turret they will actually bring ammo it would seem but once it fills, they don't do it anymore. I wonder if that is a gameplay choice of some sort. Why would the devs implement it that way?
>>
>>503439371
I just set up shop close to both biomes and had belts bringing seeds back to the agricultural towers with a simple circuit condition so I could grab seeds to make soil
>>
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Upgraded fuel supply more like a real factory and added a safeguard that disables the thrusters when the accumulator power <60%.

Wondering if I should widen the collector, I think it may help collect more. Also need to upgrade the nuclear.
>>
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>got sick of the constant harassment from pentapods and finally imported a spidertron swarm to terrorize everything on gleba
>>
>>503439797
I need to do this
>>
>>503439797
>"I'LL JAB YOU GOOD, YOU FILTHY BUG!"
>>
>>503439775
Your ways are strange.
Might try moving the side laser turrets further back and adding more grabbers on the sides.
>>
>>503439797
>starting a proxy war between pentapods and octopods
that's some fine combat automation son
>>
>>503439775
For me it's that spiral belt
>>
>>503376382
so im on gleba for a while now and just not getting attacked at all. im actually disappointed. yeah I cleared out nearby stuff and have arty but surely something should be coming? they haven't even evolved.
>>
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>>503436247
>>503439797
Rare tesla turrets have gotten me far on gleba. They are exponentially better than normal quality due to 15% forking chance instead of 5%, just a pain in the ass to get and take a huge amount of power. They're also good against vulcanus worms.
>>
>>503440731
It's the big stompy fuckers that cause problems. Explosives do shittons of damage to them before they can break everything.
>>
Are flamer turrets any good on Gleba?
>>
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I only have to connect one reactor to the main line of heat pipes if the other ones are neighboring it right?
>>
>>503439931
>Might try moving the side laser turrets further back and adding more grabbers on the sides.
Yeah that would help some. I don't see a lot of missed asteroid chunks though.

>>503440483
Thanks, thought that was a nice thing to add.
>>
>>503441537
Yes but no.
The heat pipes have limited throughput.
>>
>>503441819
what the fuck is throughput
>>
>>503441913
how much stuff you can put through something
>>
>>503441913
Bandwidth
>>
>>503442183
>>503442351
ah so I should have MORE heat pipes so i have shove more heat through them?
>>
>>503439371
>processing on site to get the seeds
nah, fruit lasts a long while and seeds last forever.
>>
Why does it really seem like the logical order of planets is to go to Vulcanus first? Is Vulcanus WHOLE fucking gimmick just infinite free resources? That would seem very useful to prepping yourself for the other planets. Not to mention foundries being disgustingly useful.
>>
>>503442458
width vs. length is important
>>503442510
fulgora is the same
more complexity, but more rich in oil products
however, foundries are super useful for holmium, so it's still best to go vulcanus first
gleba would be a competitive first choice if it weren't for pentapods
>>
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>>503442929
Initially the Foundries for Holmium are attractive but eventually you're going to be venting the shit anyway. Holmium ore was the one thing I wasn't venting but...yeah

Still don't regret going to Vulcanus first because it meant I could use my autistic and soulless railplanner without having to account for deep oil ocean tiles
>>
>>503442510
Every planet has infinite ressource
I feel like the reason why vulcanus is so good first is because it has the tech to build rails on oil oceans
Without it your options are fulgora without train (lol) or gleba (lmao)
I dont understand why they didnt put that tech on Fulgora to begin with
>>
>>503443614
>fulgora without train
Bro I dunno what your map looks like but Fulgora seems to be just fine for training even without the ability to put supports on deep oil oceans

I easily could have done it without Vulcanus research I just didn't want to
>>
>>503441537
Yes, reactors will share heat nearly instantaneously.
The bandwidth memes are true but you won't notice for anything other than huge applications
>>
Deliver to me your most autistic game that even you can't understand.
>>
How to filter grabbers based on whether I have asteroids in storage?
I need like...
3 different combinators?
9?
More?
I don't know.
There's probably an extra-compact way to do it that involves the any or everything signals...
>>
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>>503444178
9 inserters
>>
>>503439775
sick
>>
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>>503443749
This tech is so weird.
>need vulcanus and fulgora science
>ONLY gives you the ability to place supports on the deep part
>but the fact that you need vulcanus science implies that you could place supports on lava
As always, blame E*rendel like God intended.
>>
>>503444054
Battle sperm egg impregnation simulator.
Do you regret asking now?
>>
>>503444054
Free Cities
>>
>>503444178
I figured it out.
>>
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>>503435398
I always liked building near the water.
>>
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>>503446043
>>
>>503446043
damn you're smarter than me
but maybe i'll figure it out too once i get to my space platform instead of rebuilding the base again
>>
>>503446043
damn japan for using the * symbol as a butthole all the time
>>
>>503447064
It's pretty simple.
To explain in exact detail:
Every signal from storage (belt or hub) passes into the combinator's input.
Those that are less than 24 get sent through to the output, which tells the grabbers they are allowed to grab that.
(Non-asteroid-chunk signals get ignored by the grabbers, so this can be wired to the hub just fine.)
The constant combinator makes sure that there is always at least a value of 1 for the input.
So an empty system will still pick up asteroids.
>>
>>503447770
that's pretty much how i imagined it from glancing at the picture but making it work myself would be a different story
>>
Targetting 60spm before beacons seems so silly
>13 red chip assemblers, 17 engine assemblers, 17 blue assemblers
>>
>>503448989
That's not even a lot.
>>
>>503448989
that's about what i always build by just eyeballing it
>>
>>503449068
It's a lot to me a single em plant shits on it
>>
>add heavy oil -> coal mod
>start on fulgora
>start with accumulator and em plant tech somehow (maybe the start mod takes care of this)
perhaps this will make the early game fast enough for me not to lose my mind next time
>>
>>503449508
whats an em plant?
>>
>>503448989
that's not that many, my shitty retard spaghetti base just ended up at 67spm through very little effort
>>
>>503421642
Green is great because it has no negatives except using module space. So you can make an upgrade planner to insert 2 greens and just drag it over your ENTIRE base and it never causes issues. (Look up how to do custom upgrade planners they're great)
In comparison speed and prod can make things worse so you have to actually think about where to use them. I put greens in everything and then go through and put blues and reds wherever I have a bottleneck. Like if you don't have enough engines, put speeds in the engines and reds in anything that uses engines.
>>
>>503451232
why even bother when power is never an issue
>>
>>503439562
Yes, same for things like vehicle fuel slots and even assembler ingredient slots.
It's because space age makes it a pain to travel around so you do a lot of stuff remotely, so they want you to be able to remotely do basically "hand feeding" assemblers or stuck trains. But they don't want to completely remove the need for logistics system by turning every machine into a requester chest
Also I just realized you could use vehicle logistics to make cars act like requester chests before you have the tech. Just checked, looks like vehicle logistics only gets unlocked with the advanced logistics tech
>>
>>503389524
>>
>>503450709
It's all setup though but I need more than the ones I'm using for blue
>>
>>503448989
That's not even saturating a yellow belt, objectively a very beginner base. I have never built a base that's smaller than that and I don't even use beacons, 1 item per second is the minimum amount of items I even bother working with.
>>
>>503403846
>This nigga gets by with 6 turrets
>Meanwhile I can barely drag half a platform to vulcanus with 12
>>
>>503442510
I went fulgora first, they each offer something and interestingly they have things that advantage each other. As others said they all effectively have infinite resources. A Fulgora patch can be 100million. You breed shit with bacteria on Gleba and Vulc has iron from lava. I liked Fulgora in concept but i don't think there are very nice unlocks there, except the mech suit which makes the game a lot more enjoyable. Vulc has foundries but they need calcite so its less valuable. If i wanted to go full retard i'd goto Vulc, Fulgora is limited by how much scrap you can eat and tiny islands (it's probably the most broken when it comes to energy though, i have like 2TW without trying)
>>
>>503454217
NTA but you only need like 4 in the front
>>
tried to scale fulgora up to 1k spm and realized how fucking annoying batteries are should I just import them or what
>>
>>503376469
Lube barrels and refined concrete
>>
>>503455151
Yes, import from other islands.
I have a constant combinator with the amount of items I want in my network and compare with what's in my network now, I send what's need via radar to outposts in other islands so they can bring the stuff by train.
>>
>>503423147
No, it got in while one wall was destroyed
>>
Wube should make a scent peripheral for factorio, like a little diffuser with a USB plug so you can smell smoke and sulfur while you're on vulcanus, ammonia on fulgora, etc. Gleba should smell like vomit and sewage
>>
>>503458598
Don't believe his lies. Biters are learning how to phase through matter with reality shifting
>>
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through the eldritch magic of recyclers that spit out more stuff than you put inside them, aquilo now produces self-sufficient power with ammonia alone
>>
>>503433295
*electronic science per minute
>>
>>503458698
*ammonia on aquilo
also Gleba should smell like overripe fruit like the time my freezer stopped working and I didn't notice until the frozen blueberries and beef liver defrosted and turned into liquid and started to stink
>>
>>503458698
mhmm yes quite pungent indeed
>>
>>503438080
>Gleba just straight up doesn't appear to need trains
To unlock basic shit, no. To make big bases, yeah.
>>
>>503441450
No, everything is dogshit on Gleba except the new stuff.
>>
>>503458819
I thought that wasn't supposed to happen.
>>
>>503455151
scrap excess blue chips/LDS into copper and make more batteries
>>
>>503458698
I just put a bunch of engine oil on my mouse for fulgora immersion
>>
>>503444054
COADE veterans scare me, as a vanilla ksp enthusiast
>>
>>503458819
Dude is playing Sea Block in vanilla
>>
>>503446043
Didn't see you post, I did this with one decider per grabber, using both red and green wires, and a constant combinator.
I set it to <14 so the constant signal doesn't count.
It kind of piss me off that you need a decider per grabber, but I don't know of anything more efficient.
>>
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>>503458698
Oh yes my dear
>>
>You can stack 240 items /s on a belt now
Holy fuck
>>
>>503459583
i'm making a new base around 1-1 trains just because of that, thinking about that instant unloading makes me hard
>>
>>503459394
I linked up all the grabbers to each other.
This doesn't stockpile anything in the grabber's inventory, but oh well.
>>
For moving platforms, should I bother with grabbers other than at the front and front-sides?
>>
>>503388935
Biters and spawners suffer constant health drain until death on any surface other than Nauvis.
>>
>>503401665
Yes. But you're supposed to be doing it on Vulcanus (because free iron, copper *and* sulfuric acid) and then importing them to Fulgora.
>>
I can't stand building remotely with items I have to plan out exactly how many I need.
I use Teleporters to go up to my space platform and build by hand.
If I get a good design, I'll blueprint and build new ones with rockets, but I'm not designing with ghosts.
>>
>>503460691
also hate designing with ghosts that's why the outside of my base is plastered with rail sections which i don't delete because there's always room for improvement
>>
>>503455151
so you scaled up your production but not your recycling?
>>
>>503460691
Same, I've decided to start designing things in sandbox instead of in-game. On main menu you can click "map editor" and then find the button that says "fill with lab tiles" to get a clean map. Then design stuff, put it in your blueprint library, and just paste it in-game. See pic

>>503455151
I guess but you'll have to import sulfur from space.
>but it's easy to get sulfur in space
Yes but you only have one cargo hub so you can only drop the sulfur to one island, then you have to schlep it to your other islands. Maybe not an issue at 1k spm, I haven't gotten there.
Me I keep having shortages of all circuits. I'm workig on pic for fulgora, it lets you set any max for each item, then the inserter filters are set to insert any item over the limit. Once I have this I'm going to start mining a lot more scrap because I can just import more scrap and recycle away anything that's too high.
>>
>>503411368
see
>>503432493
Just stand on its tail and shoot through, not across.
>>
>>503460006
I have two grabbers at the front and it's already too much.
Could have one but the day I make something not symmetric is the day I have a gf.
>>
>>503460006
quality grabbers have more arms. depending on your storage yea you can get rid of them.
>>
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>have nightmare
>wake up
>still on gleba
>>
do items stacked on belts have slightly different colors from each other or am I going insane
>>
>>503461814
isn't there a mod to do the same while playing the game so you don't have to reload the save
>>
>>503462404
Yes it's necessary for items in motion on belts to not look retarded
>>
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Why doesn't this set the recipe?
>>
>>503458819
doesn't the heat-rod take a lot of ups? how will it affect the performance compare to before the SA update
>>
>>503462570
Just send a copper ore signal.
>>
>>503389524
>>503391786
Important question, can you use the stacker inserters to stack the chunks?
>>
>>503462570
Output might have to be emptied first. That's what happened when I was messing with oxide asteroids anyways.
>>
>>503458819
>the eldritch magic of recyclers that spit out more stuff than you put inside them
I would like to know more about this. Do you ship asteroids from your platform and then recycle them? I've heard of people doing shenanigans with those.
Also that's a beautifully neat and compact base. Very clean.
>>
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This is from the wiki.
Shouldn't it be the other way around if you want to make sure that the split gets all the resources it needs?
>>
>>503464230
I'm not 100% sure but I assume this configuration is made with overproduction in mind.
>>
Trying to kill medium and larger worms but without touching infinite researches for anything but electric or artillery.
Are uranium tank shells still good for that at damage 6?

>>503464230
Yes, if you want the branch to receive an interrupted supply it has to be opposite.
Screenshot is probably showcasing how extracting a belt will remove a belt's worth of output or whatever.
>>
>>503463312
Yeah, that's the problem but considering how complicated it gets with removing leftovers and changing filters on inserters feels not worth the effort if I can just have two machines with different recipes
>>
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>want to start expanding Nauvis
>get in tank and start dispatching biters
>normal tank isn't enough
>start building an epic quality tank and gear on Fulgora
>remember I researched spidertron
>forgot to make rocket turrets
>forgot to make carbon fiber
>urge to rebuild Gleba factory rising
Do I? I love my all natural spaghetti factory.
>>
>>503464946
>3 big miners directly into an unmoduled landfill assembler
Gleba is full of surprises.
Also, Why?
You could fill them with prod 1s, put four of them surrouding it and still have space for an inserter to take shit out.
>>
>>503462162
Just make a flow-through bus, lol
>>
juggling all these planets is becoming such a slog. Constantly run out of blue circuits so I can't set up interplanetary deliveries. Getting bored of this game desu.
>>
>>503465790
A couple scrap setups on Fulgora literally gives you 300k+ blue circuits
>>
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these new icons are weird
>>
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>>503462162
Gleba filtered me, but on the bright side it has the easiest science to get if you do it last and don't give a shit about making it properly. This was honestly close to my final Gleba build, I gave up entirely on stuff like bacteria and just imported because the only cost to launching a rocket on Vulcanus is like 400 coal.

My current science build is basically just this but with the proper ratios, another couple biolfux pyramids, better belts, some rocket fuel squeezed into the middle, and more heating towers at the end to burn excess faster, as well as burners at the farms to deal with a seed overflow.

In the end a triangular route gets around 100 spm after spoilage, which is fine for now.
>>
>>503466135
>green wire symbol looks like a G
>red wire symbol looks like an R
>but copper wire symbol doesn't look like a C
why
>>
>>503466325
transphobia
>>
>>503466325
aren't they all copper wires technically, just one without insulation
should've made it a blue wire or something but guess that would've been too drastic of a change
>>
i still don't completely get the flow limits of the new fluid system. i read it's 6000/s, but is that per machine or for the pipeline?
>>
>>503466325
It's a b for beige
>>
>>503466973
no limit, it takes whatever you pump into it and spreads it into whatever is connected to its network, and a network has a maximum length/area size, and you can "extend" a network by creating another one with a pump (that does a maximum pumping limit, so you want more pumps if your production exceeds the pump's capacity)
>>
>>503466973
It's infinite. Fluid instantly teleports anywhere in the block it is presently in.
>>
>>503467625
>Something that I failed to adequately explain before is that while there is no limitation on the total flow through a pipeline in a given tick, there is a hardcoded limit of 100 fluid per flow operation (6000/s).
https://factorio.com/blog/post/fff-430

there is some limit somewhere, but i don't understand what a flow operation is. it also seems to make a difference now if you use one or more fluid inputs/outputs if the machine has duplicate ones. like the sulfuric acid recipe having 2 water inputs.

i guess it's per machine then? i'd just like to be 100% sure.
>>
>>503467739
so there's no point in that mod that adds huge pipes other than the looks?
>>
>>503466973
it's the throughput of the smallest point in the network, which is probably a single pipe. It can push 100 per tick, 6000 per second
I did get a bottleneck trying to push 4.8k fluids through a single pipe, but widening it to two pipes solved it
>>
>>503437553
Anything where you're recycling shit but also require fresh feedstock
>>
>>503439775
>aplenty of space left for additional chem plants
>Use it for a bunch of beacons and solar panels/accumulators instead.
>>
>>503437553
>>503436676
Red box: Bots will only take out, when requested
Yellow box: Bots will take out and put in
Purple box: Bots will take out instantly
Blue box: Box will put in
>>
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>>503466973
>>503467878
>>503468061
per machine. 4.8k/s per output/input. pipeline infinite. gotta use both outputs for things like speed buffed acid neutralisation.
>>
>>503459136
You don't have all the 'chevos? Just design your own shit, you'll get the hang of it. Lasers are confusing tho ngl.
The only difficult ones are speed running going to mars, because going fast makes the orbit planner shit itself, and low delta v mercury lagrange point. Cause skill issue.
>>
odds spend today pretending to make progress again
evens get filtered by vulcanus
>>
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free fucking power bros
>>
>>503469075
what about Green box?
>>
>>503470193
they'll take out AND put in (dun dun DUUUN)
>>
>>503470193
Like a blue box, but bots can also take out
>>
>>503470193
It's a requester chest that's only used by personal logistics and construction bots, handy if you're planning to expand and want to seed the area with materials so the bots don't need to go as far.
>>
>>503469075
blue box is the cooler purple box now
>>
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I had 80 hours before the expansion came out
Send help
>>
>>503468040
i suppose the use case for them would be the mod's pump having a pumping speed of 32k or something (i can recall it being absurdly high), so you won't have to place 20 pumps to a single pipe for a huge throughput and making it look like a hentai scene, unless it has been nerfed with 2.0
>>
>>503470847
I'd just cracked 1000 hours
>>
>>503469921
nice cheat
>>
>>503384948

?

You can drop iron and copper from a platform then assemble the rest on the planet.
>>
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I can't believe that this fucking brick at 18 thrusters only goes at a third of the speed of a 10 times smaller ship with 11.
>>
>>503469921
But is it efficient? I suppose a steam battery is more energy dense, but how long does it take to get enough acid for even a single run?
My napkin math says it's 50 carbonic chunks, and 20 ice chunks for the acid synthesis.
An xboxhueg platform may chew through as many regularly, but it doesn't seem very sustainable for a small and compact one.
>>
>>503470193
you can tick the box at blue chests to request from buffer (green) chests, then make the green chest request let's say 200 iron plates, and the blue chest with buffer request will first take iron plates from the green chest
the green chest first takes from yellow and then red
the blue with buffer request will take from green, then yellow, then red
>>
>>503471519
>non brick thrusters on a brick
makes no sense
>>
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>>503471519
Nigga build long, not wide. Use quality collectors for more grabbers and a longer reach.
>>
>>503446349
Near water is comfy because you have lots of space, other areas are more cramped (too much actually).
>>
>>503470847
no way you played 14 hrs a day for the past 4 weeks
>>
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Why can you set rocket imports from what's literally empty space or what is essentially an overtuned asteroid field?
>>
>>503466135
copper wire should be orange, wtf are they doing
>>
>>503472004
You underestimate the power of neets
Also, sometimes you just leave the PC running overnight to idle more resources
>>
>>503471710
It's a factory platform they are not supposed to go fast.
>>
The hl2 documentary is very good
>>
>>503472018
>...to unlock powerful technologies
>it is just 1 technology that just makes number bigger
>>
>>503472367
Yeah I liked the soulless gooks at Vivendi fucking up
>>
>>503472403
no that's all of them, ultimately
>>
>>503472018
either a remnant of something they wanted to do and ultimately cut, or its just there for everything to be "right"
or give the modders a way to do what they want
>>
Fuck it, FUCK IT, FINE! I'LL PLAY SPAGE!
>>
>>503469921
Could've sworn that acid-> steam recipe wasn't allowed on space platforms, well shit then. Well done lad.
>>
do you guys put gears on your starter base main bus? and which is better foundry or satisfactory?
>>
>>503473121
I just make gears locally and belt more iron
haven't played either
>>
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>>503471634
It's a PCIe
>>503471710
Every collector in there is rare though, I got some epic ones but I saw no need for them.
I wanted to make it so it didn't need to stop under any circumstance in it's round trip feeding quantum processor materials to Aquilo.
>>
>>503473121
Is the foundry building in factorio better than the video game satisfactory?
Uh... Yes.
>>
>>503473121
thinking of doing that for my retarded 1-1 train base
>>
>>503473237
belting iron is outdated now, one pipe is more than enough
>>
>>503471203
So it's not completely autonomous in-planet and I have to send shit from space like I said
I don't want to import shit, I want to be able to drop naked and rise up from nothing like you can do every other planet regardless of how difficult it may be
>>
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>>503473502
>bus on a platform
>>
>>503473982
they literally have infinite space nigga
>>
>>503474042
yeah i know. i was just surprised he didnt make a city block platform
>>
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>>503473982
Uh, um yknow... source n shit?
>>
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Forever enshrining the first legendary module I ever crafted.
Fuck.
>>
>>503464230
If you do this every time you split off a belt then the right most belt will have full resources, thus any split will get full resources.
If you do it the other way by carrying from the furthest belt in it works on the first belt but then you run into situations where items escape on the far belts due to 2 items being on the same slot at the same time.
>>
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>>503473982
You don't lay down your ingredients before making the pasta?
>>
>playing bog standard rss/rp-1 w/ kerbalism
>craft (using solar panels) has a net positive power gain when i'm controlling it
>exit out to space center to do some time warping
>it starts consistently losing power
is there any way to fix this or do i just have to play with infinite electricity for the rest of the game now
>>
>>503423012
You need a deceptive amount of coal. All rocket parts need it. Green belts need it. Even orange science needs it in carbon. You can easily hit 1k/min coal consumption which is "only" a full yellow belt of coal. But after Gleba you can drop in an unlimited amount from space so...
>>
>>503475227
Early on it's a good idea to drop carbon from space. It's already collecting in space ships, may as well use it for purple triangles.
>>
>Stuck on Aquilo
>My ship can't resupply itself enough rockets to make it back
>Slowly starting to die to asteroids
Uhhh, am I fucked?
>>
>>503369976
dear /egg/men, I have a question regarding fulgoratarding, how worth it is making a dedicated plant for quality rocket fuel over there? I'm considering train lines and simply building a recyclers loop to get rare fuel.
additionally, does the rocket silo give a single shit about ingredient quality?
>>
>>503476245
:)
>>
>>503476245
The game automatically makes an autosave when you start a trip to any new planet, just reload that.
>>
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>>503475653
Absolutely. Not sure if I have recouped the initial coal investment yet but whatever.
>>
>>503476245
make a blueprint of the ship if you haven't already, then either let it continue to get whittled down to nothing, or deconstruct it all yourself and jettison every usable piece down to aquilo and delete the platform, then find a way to die and respawn on nauvis
>>
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A little new to factorio. Trying to figure out what is available to me to sort of tighten up my train network. Is it possible to "activate" a train when lets say a certain object goes below a certain amount? Basically, I want a particular train only running when it needs to do so. Then when its not needed, I just would want it idling somewhere instead of doing non-stop runs for product the stations don't need. Like can a station across the map make a "call" and say "I need X of this item". Then an available train go get that item and bring it?
>>
>>503476696
yes
>>
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bros, how do I make a deconstruction planner that effects all trees, rocks, AND all cliffs?
>trees and rocks option
doesn't effect cliffs
>just select all of them manually
I tried but apparently there is a limit to how many I can select?????
>just use two deconstruction planners
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
gleba
https://www.youtube.com/watch?v=IRglRW_9HAc
>>
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>>503423012
I got two 3+ million deposits next to each other in a small demolisher's territory but I'm waiting until I get around to setting up real coal liquifaction before I tap it. Guess I got lucky
>>
>>503476696
you can set train limits at train stops through the circuit network.
so you could set the train limit to 0 if there is less than a trainload in the chests at the loading station or when the chests are full at the unloader.
then add an interrupt to your trains that triggers when no station has available slots and send them to a waiting area until one opens.
>>
>>503424929
roggets
>>
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>>503477126
anonette...
>>
>>503473982
>>503474248
Please! Please I'm begging you!
>>
>>503476696
very easy but i don't really see why bother instead of the usual train sitting there until it's unloads or loads up completely
other than maybe you want a base with as much traffic as possible
>>
>>503477379
wtf is that, a mod?
>>
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>>503476275
doesn't seem so, you can't change the recipe and it only accepts normal stuff to craft
>>
>>503476562
how were you allowed to make this by the game? it tries to complain about donut holes to me when just auto-expanding
>>
>>503476562
it seems to have no hole
>>
>>503474175
>tfw no platform trains
>>
>>503477583
Well, that makes shit a hell of a lot harder.
I'll need a prod boosted loop on navuis and vulcanus for my rocket parts alongside a quality loop for science, and I can't quality spam on my ores either
>>
>>503477537
https://mods.factorio.com/mod/Shortcuts-ick
>>
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>>503409437
My cultivation is now ready.
>>
>>503476275
Sure why not. Consider shipping legendary solid fuel instead. It gives an extra step to prod boost your fuel, and get more cargo from your rocket launch.
>>
>>503477126
just Alt-D? if you're clearing whole landscapes just use a blank one
>>
>>503478074
I'm clearing bullshit out from around my base, I don't want to delete my whole base (yet)
>>
>>503478049
tiny problem with shipping legendary fuel.
I don't have a base on aquilo, or gleba.
>>
>>503478140
then be surgical or use two deconstruction prints. it's literally two drags if you set it up. stop being lazy
>>
Factorio. Just got to advanced oil processing to get heavy oil and light oil and petroleum gas. I am getting filtered by fluids. If one of those 3 fills up, it bricks the entire setup. I am finding it hard to use the petroleum gas without spamming plastic. Like what else do you do with gas besides make either solid fuel which I don't need or plastic which I don't need a metric fuck ton of.
>>
>>503478232
you're not making enough circuits, start making more
other two liquids you convert into gas if there's an excess
>>
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>>503478232
a friendly anon posted this a while back and helped me not get filtered by fluid balance.
super easy, no deadlocks.
>>
>>503478232
Build a tank for each fluid, then wire up a few pumps. When
> Petroleum < 5k
turn on the light oil cracking pump.
When
>light oil < 5k
turn on the heavy oil cracking pump.
pretty simple.
>>
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Landed on hell in KSP.
>>
>>503478232
Place some storage tanks, add a pump at the end of them, connect the pump to the tank with a circuit, then make it automatically pump out whenever the tank is overflowing
It's easy to then add some chemical plants to use whatever oil is overflowing

For example, make some plants that crack heavy oil into light, and make the pump send heavy oil to them if it overflows

With this you should never have overflows
>>
>>503478232
your petrol is getting backed up? how?
>>
>>503478232
>plastic which I don't need a metric fuck ton of.
you poor misguided new soul. you forgot you also need to mass produce sulfur for use in major items and to turn into acid for other important ones.
anyway, the way to be doing it is convert it all to everything possible to maximize what you're getting out of it. you will need lubricant, so convert a lot of heavy into that. you will need an ungodly amount of rocket fuel ahead of you, you will need a lot of solid fuel to turn into that. solid fuel is also an easy way to replace some older parts of your factory. use it instead of coal for fuel sources for power generation, trains, your car and tank, and you'll have some uses for it way later.
>>
>>503478497
>pumps here strengthen the flowrate
oh no no no no
>>
>>503476696
I initially tried setting train limit to 0 but it doesn't work because of the schedule system, so instead i disable the station until it needs a delivery as determined by the fluid count in the local tank, this doesn't work either because of the schedule. So instead i opted to disregard the schedule and just use interrupts, sort of works but not really.
You'd think it would ignore a station if its disabled and move onto the next one in the schedule but apparently thats asking too much.
>>
>>503478678
i didn't make it, i think it's dumb too.
>>
>>503478738
disabling a train stop post 2.0 has the same effect as setting the limit to 0.
>>
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It seems like theres way to many signals here but I dont know how to simplify it.
>>
>>503478738
what's your problem with interrupts
schedule is entirely obsoleted by them
>>
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I love that the ships slow down significantly as they get wider :)
>>
>>503478949
it's an adequate amount, all the intersections of track are covered
it'll look neat with 50 trains rolling over it all orderly like
>>
>>503478949
just look at the funny colors and make it so there's less of them
also fuck off with you lhd shit
>>
>>503479041
it also means that their fuel efficiency is heavily ruined by width. A tall ship can spend much less fuel, compared to a wide ship.
>>
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>>503478949
should be fine
>>
>>503478949
signals are cheap, roll with it
>>
>>503469921
fusion energy is literally free
>>
>>503479542
it's also post-game
>>
>>503479608
aquilo is not post game
>>
>>503478531
Graphics are looking decent, surely that's not KSP2?
>>
>>503478738
I see what you mean. Thanks for the info. I just am bothered by having to use timers everywhere in my train schedule because timers seem to be consistent and not cause weird unforeseen issues. A practical example, I want to send repair kits to a outpost when the outpost repair kit box is at like 25 kits left or something. I only want the train to move to bring the kits when that condition is true. However one thing I have been bumping into that is sort of causing me problems is that I have stations that are multipurpose. So one station may have many trains going to it which may not be good practice.
>>
Is it better to ship calcite from Vulcanus or just make it on a space platform?
>>
>>503479821
you'll need a platform regardless, how about one that moves and makes it at the same time
>>
>>503479821
one calcite is worth about 50 billion iron, may as well ship it.
>>
>>503479935
>50 billion iron
Might as well make a platform for less and it will pay for itself infinity fold.
>>
Fuck, I realized I underprepared for Aquilo
Gonna reload a save and build out all my bases first
>>
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>>503479041
yep just build a long ship
>>
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>Bugs in factorio KILL A MOVING COAL TRAIN ON THE TRACKS
>Main base runs out of fuel for the boilers
>Have to hand load and get the base running

Was I just victim of a fucking terrorist attack? The bugs killed my coal train when it was in fucking transit? How is that possible? Shouldn't trains plow over bugs? Now I am scared for all my other trains. What can I do to protect my trains while in transit? nothing right?
>>
>>503480290
Use that anger
Go commit bug genocide
>>
>>503480290
trains need enough mass and speed add more locomotives
>>
>>503480203
>hammerhead
ya dun goofed
>>
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>>503479720
It's the volumetric clouds mod.
>>
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>>503480684
>anon's not hammerhead pilled
>>
>>503480515
Fuck. All my trains are 4 cars total. 1 locomotive and 3 wagons. All my stations are structured around that too. Am I fucked? I guess it was a freak occurrence. That train even had rocket fuel in it too.
>>
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>>503480684
good enough for me
>>
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First time playing factorio in years, how do I stop redesigning everything every ten minutes?
>>
>>503480914
baby trains gonna get nommed
go big or go home
>>
>>503480879
in factorio its a hindrance
>>
>>503478232
>plastic which I don't need a metric fuck ton of
you absolutely do need a metric fuck ton of plastic
it goes into red (and by extension blue) circuits, and it goes into low density structures. all of these are consumed in large amounts by rocket launches and by science production
you also need a substantial amount of sulfur (from gas) to make batteries and blue circuits
>>
>>503481057
you don't. once you start unlocking better machines and realizing how you can skip belts for some things or realize you need to move stuff because you didn't give an upgrade machine enough space, you will be doing it constantly
keep in mind the second tier furnace is the same size as the one you're using, but the next tier is larger
>>
>>503481061
How big is big though? I don't use double headed trains either.
>>
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>>503478976
My problem was i didn't understand them but i think i've solved it.
I've deleted my schedule, made a refuel one to return to the depot when its running low which works fine and then an experimental one where i once again switch to train limit system (so instead of disable/ enable its a train limit of 0/1) and the interrupt specifically checks 'station not full' as the condition. One thing i also needed to do was to jiggle the automatic/manual switch since the interrupt did not immediately kick in like it should have.
I imagine if you have multiple same-name stations you'd instead +1 the limit or something and each train to be summoned would have the interrupt but 'not full' isn't that great of a condition.
>>
>>503481057
iterative factories
don't can it, build something new
>>
>>503480914
you can also secure the train tracks with turrets
>>
>>503481057
just build bigger if you need to redesign until you get bots
>>
>>503481057
spaghetti it up until bots. way less painful to rebuild stuff then.
>>
>>503480290
this is a very rare occurence
in my opinion it's not worth changing your trains to make them biter proof. better to clear more nests.
>>
>>503480290
Burn the coal pay the bitter toll
>>
>>503480290
my suggestion, find an oil well, make sure it's properly defended and turn oil into fuel to boil right there.
don't have to worry about fuel lines then, and biters will ignore the power poles connecting it to home
>>
>>503479041
It's fucking retarded.
Ship speed should be tied to weight even calculating cargo so you can't just zoom metric gigatons of stuff over planets on a dinky dual engine twig ship.
>>
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>>503478023
>cultivation
Are your meridians aligned? Have you balanced your wood and metal elements properly?
>>
I have designed the CHUNK-class near-solar transporter. Heavily optimized for making all trips between the starter planets including Fulgora, without running out of power or having any turrets run out of ammo. 147 tons, 30 unused cargo slots.

I'm going to pump out a fleet of these to fly a circuit Nauvis-Fulgora-Gleba-Vulcanus-Nauvis, or the other way round for half of them. At each stop they pick up only like 1 shipment of the local exports like carbon fiber and sciences. Then I can request anything on any planet's cargo hub and I'll get steady shipments automatically. Only exceptions are spoilable Gleba exports for which I'll have a separate dedicated group only going Nauvis-Gleba and back.

>>503476245
Sounds fun. You should go in remote view and try to make a new ship to come rescue yourself
>>
>>503469921
holy shit the sulfur to steam thing is hot enough for turbines???
>>
>>503482667
My engga, your Vulcanus power?
>>
>>503482667
anon that's one of the main ways to get power on vulcanus
>>
>>503476245
I speed limited mine to 10 km/s and it made it to gleba with no ammo. Then I sent a resupply ship to gleba to repair it.
>>
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>>503483214
>>503483219
I saw that solar panels get a bonus so I used solar panels with power modules on my foundries
>>
>>503483532
a base quality turbine gives more power than most solar panels of any quality
>>
>aquillo start mod
>nauvis starts with a roboport and some starting supplies
Would be fun. Not sure how you would get oil. you would probably need 10 roboports to start.
>>
>>503484029
2 roboports can leap frog, if there is at least a blue chest.
>>
https://youtu.be/SujeCZcMpGU?t=9059
>don't worry because we'll come back to this at some point and not fix any of that
I now repeat this out loud whenever I complete building something
>>
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I tried to make my own blueprint for concrete.
Anything I can do to make it more compact?
>>
>>503482623
I like the idea of a fleet of small ships like this operating more like trains cycling resources around
>>
>>503484705
I would belt concrete since its used in a couple recipes
>>
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anyone having map download issues in space age? I've had issues like picrel for years but it got 10x worse with 2.0. when googling all I find are posts like "yeah same thing happens to me idk how to fix tho"
>>
>>503485690
I never played multiplayer, I couldn't tell you.
>>
>>503485690
yeah same thing happens to me.
Idk how to fix tho.
>>
I wish there was more use for trees than just the early game
>>
>>503478497
>>503478514
>>503478567
Why are you people so obsessed with pumps
Just wire the storage tank directly to the chem plants.
You don't need pumps, in fact putting unnecessary pumps inside your base only limits the flow rate. Pumps are only for train stations and for when you decide to build a long-ass pipeline instead of a fluid train
>>
>>503486313
>run wire once to two pumps
vs
>run extra wires every time you expand
>>
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>>503486313
>Why are you people so obsessed with pumps
>>
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>>503486175
>low-quality wood
ngmi
>>
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>>503486740
Erection joke.
>>
>>503485690
One of our players has it on factorio.zone while everyone else has 10mbit/s+. AWS is niggershit.
>>
>>503486740
>shredding entire trees to make a small pile of legendary wood pulp held together by glue
That's some real IKEA tech.
>>
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>>503480914
just secure the train tracks
>>
>>503487668
Your flamers bro?
>>
>>503487921
haha no im not gay
>>
>>503488329
at least put some rail signals in from time to time
>>
>>503477618
>>503477658
There is a 1 tile wide gap in the bottom right. To the right of the solar panels.
>>
I'm getting filtered out by Fulgora and it's tearing me apart.
I recreated the main bus I had on Nauvis, but I always end up with not enough water (ice) and too much fucking solid fuel and I don't know how to use it.
I'm supposed to make Electromagnetic science and bring it back to Nauvis, but wouldn't that block the loop even more?
>>
>>503489805
RECYCLE MORE SCRAP
VOID THE OUTPUT AT THE END WITH MORE RECYCLERS
>>
>>503484029
Start with a spidertron on Nauvis that doesn't have any weapons, just personal roboport.
Or a tank, but then you'd have to build radars, would be easy to softlock yourself by driving out of radar range. Maybe give it equipment that acts like a radar.
>>
>>503489901
I already have 3 trains of scrap constantly coming in. Space in Fulgora is an issue.
>VOID THE OUTPUT AT THE END WITH MORE RECYCLERS
Tried, but in the end I get something, recyclers don't erase permanently and I got SO MUCH solid fuel
>>
>>503489805
>not enough ice
Just recycle more scrap. Scrap recycling productivity research also helps a lot.
>too much solid fuel
Void it in a recycling loop.
It's important to completely ignore the urge to not waste ressources on Fulgora, if you have to void 90% of things just to get the stuff you want, then so be it.
>>
>>503490291
>Tried, but in the end I get something
Then you did something wrong. Either build a sushi belt with recyclers that pick up and output the items on the same belt or build recyclers that constantly feed each other. When you use enough recyclers, everything that goes into there will eventually disappear as stuff that can't be recycled only has a 25% chance of comming out again.
>>
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NOOOO REMEMBER THE ALAMO!!!!
>>
>>503490291
you have to basically double up the recyclers at the end
>first set recycles the main output
>second set (which is the same size as the first set) recycles the first set's output (which also feeds back into itself)
>>
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>>503490505
you can just chain 30 recyclers and it will void any input. also I built 3 space platforms on fulgora so I can cast iron, copper and make coal. you can turn fulgora into a giant factory anon.
>>
>>503491050
and by feeds back into itself I mean the output of the second set feeds back into itself using priority splitters
>>
>>503490291
Two recyclers feeding into each other annihilate items
>>
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Just a small infodump on the results of my silo testing, on build 2.0.20. It's a bit on the meta side, so feel free to ignore me if you don't care about that.
>the best silo setup has a throughput of one rocket capacity every 27 seconds, because of that damn animation
>that's 37 spm, 222spm if legendary science.
Using a hundred silos for megabases makes sense even if I don't like it. I don't know if legendary science is a good idea for ups.
>platform hubs can serve 9 silos concurrently, quality doesn't increase throughput.
>each additional cargo bay can serve 3 silos concurrently, quality doesn't increase throughput, just storage
I guess it's manageable, I just need to make humongous platforms that can store millions of science in hundreds of legendary cargo bays. If asteroids are the new ups killer, then you want to minimize the amount of ships, I guess.
>Increasing quality of the surrounding beacons, or silo, or speed modules, doesn't change anything because a silo crafting speed superior to ~3 is useless. Anything more than that is wasted material that will not increase throughput.
Please tell me I'm wrong, that I made a mistake, or that it will change. This is really bad, there is something terribly wrong with this approach. You bait players into using quality but there is no reward on throughput?
In the FFF, Kovarex was using lots of beacons around the silo for nothing?
What about cargo landing pads? Can you even increase their size in a way that make direct train unloading scalable?
I assume it was a rush job, they focused on the average player first, and they're waiting for the acoustic people like me to complain. Maybe I'm completely wrong, please tell me. I hope I'm wrong.
>>
>>503490058
A tank with radar would be the best option. It would also need to be modded to be able to be deployed directly onto planets.

Although at that point, it's just a normal run, but your character is more annoying to control.
>>
>>503491840
with enough rocket part productivity research, you won't even need beacons to hit the animation cap.
>>
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>>503492039
That's even worse
>>
>>503481112
how so?
>>
>>503486976
>AWS is niggershit.
This cannot be understated.
>>
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After slightly more than 200 hours in-game and slightly less than 20 days IRL (that's almost 10 hours every day, holy shit) I'm finally done with this horrible game.
Pic related is my Phase IV base, total floating platform supremacy.
I really fumbled hard on my main bus design: I tried to make it vertical but turns out third dimension doesn't really help with logistics at all. My initial design had a bottleneck of 5 belts, so I tried to make it more dense and ended up with bottleneck of worst-case scenario 1 (one) belt instead. Should've stuck with original plan, 5 belts is just enough to feed a manufacturer.
This base also spent the rest of the game idling and drawing power after I was done with Phase IV and I pushed through Phase V by rocket-jumping around map and hand-feeding a handful of machines like a human drone. I wish Satisfactory had a special type of nobelisk just for demolishing old factories.
Anyway, blueprints are terrible, trains and cars are a distraction and nuclear power and alien stuff like sloops, spheres and SAM ore are mostly facultative. Also anons weren't kidding about passive-aggressive condescending writing.
For anyone else still playing, don't ignore metal beams in the shop, they're really great for building bridges, laying down belt routes in the wild and also doubles as a measuring tape. I discovered this too late, after covering the map in foundations and pillars.

I will take a break from gaming for a while and really wanted to play something winter-themed next, so I will probably get to Factorio expansion only when everyone else will be done with it.
>inb4 Aquilo
Didn't keep up with the details but It seems to be end-game only with not much to do on it.

Thanks for reading my blog.
>>
>>503492929
for whatever dumb reason, wider ships have drag and makes you waste more fuel when traveling
>>
>>503486494
you need to run wires everywhere anyway.
>>
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I just did a shitload of testing with 2.0 loaders because I'd heard they'd been optimized a lot and I saw a bunch of people arguing about them recently, here and elsewhere.

long story short, loaders are SIGNIFICANTLY more UPS efficient if you're dealing with fully saturated belts. like moving iron ore into a wagon. I can literally move double the items per second for the same level of UPS impact compared to inserters
>>
>>503491840
This definitely seems like an oversight on their end. The door animation should speed up alongside the silo's crafting speed or something at the very least. If I were you I would make a thread on the factorio forums about it (if somebody else hasn't already).
>>
>>503494125
Understood. I will take the time to make sure it hasn't been already raised. Thanks.
>>
>>503494125
>>503494852
IIRC they made animation shorter in the 2.0 so they are aware of the issue.
>>
>>503493779
Which loaders?
Also, you can remove your name from mapview there's a toggle.
>>
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Trying to make the trains cybersyn style. The idea is that the requestor station will request trains and set train limit based on how much stuff it needs.
The problem is, that I dont know whether it will request more trains that it should. Does train limit is established for all stations en route or only for the one train is going at the moment? How does requestor train knows that provider is on the way?
>>
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>>503493428
>>
>>503493428
Mind sharing a bit more of your base?
So you could theoretically make a phase 5 base?
>>
>>503477198
good lord, why did the paint unpeel?
>>
>>503495119
I did most of my testing with loaders modernized. any other loader mod built similarly should have the same performance though. All testing for inserters was done with maxed out stack inserters
>>
>>503495215
trains only count towards the train limit of the station they are traveling to.
have requester stations broadcast the number of open slots and supplier stations broadcast the number of trains on the way times -1.
>>
>>503495215
why not just use cybersyn at that point?
>>
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>>503495215
>>
>>503494125
>The door animation should speed up
it does, if the next rocket is fully ready in time then the hatch will stay open. Each silo is limited to around 2 rockets per minute no matter what, so you have to build more silos to go faster.
>>
>>503496006
So I will have to use radars at provider station then and do it like this i assume?
- Train cargo size lets say is 8000
- Every provider stration has a combinator that divides number of ressources by 8000 and sets it as train limit, later multiplied by -1
- It outputs into radar the number of trains that are on the way, as signal I for iron
- Requestor station outputs number of trains it wants that would give enough cargo, lets say as signal I for iron

or do it all with condition station not full
>>
>>503496385
The hell does this signal do?
>>
So what do I do with the ungodly amount of stone in Vulcanus? I hate waste but I could already pave the planet with refined concrete and barely dent the supply clogging my foundries.
>>
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Hammerhead Mk II complete
>>
>>503498035
Based and Star sectorpilled
>>
>>503498035
Very nice, sir. How much redesigning does it take when you unlock the advanced asteroid processing?
>>
>>503496835
it gets replaced by the signal
read the mouseover
>>
>>503498416
I don't get it. Explain me like im an idiot, preferably with an example
>>
at what point do you consider science per second to be a viable metric?
also
>tfw can't park platform in deep space and use it to endlessly research damage up because military packs need stone
>>
>>503498550
anon, I just explained it simply. if you still don't get it then just use a train manager mod like cybersyn or whatever. nothing wrong with that
>>
Nuclear on space ships are the epitome of souless
>>
>>503498034
Kinda seems like the game just wants you to chuck a lot of products, but you could always keep it in a secret, heavily fortified area in an array of storage chests like I do
>>
>>503498035
Yamato cannon online.
>>
>>503498034
turn the overflow into landfill and dump it into lava.
>>
>>503498034
Purple science
>>
>>503498282
On its own reprocessing just for thruster fuel/oxidiser isn't that big but if you go in for foundries, red ammo and rockets it's a major rebuild
>>
>>503498708
Can't use boilers or heat towers. Leaves nukes or solar right?
>>
>>503498034
Turn it into landfill and ship it to Gleba to construct a grand glorious "no dumbing here"-zone around your factory.

(Pentapods can't create raft expansions on dry land; only on shallows.)
>>
>>503499238
acid neutralisation, anon
>>
>>503498642
It gets replaced by which signal?
>>
>>503489805
>not enough ice on fulgora
Wtf how? My lines backed up because I couldn't get rid of it fast enough
>>
>>503499258
Gleba doesn't have stone?
>>
>>503499405
Are you the same anon who told me to pack charged batteries on the Gleba trip? Because that sounded like a really good idea at the time...
>>
>>503491840
>>that's 37 spm, 222spm if legendary science.
you mean sps right
>>
>>503500003
It has, but only tiny patches that are spread out pretty far.
>>
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i love bots so much
>>
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le fishe
>>
Volcanus megabasers, how much coal do you use.
>>
>>503500829
How many do you have in that network?
>>
is there a mod with a roboport that has a very small logistics area?
maybe even a rectangular one that can be rotated?
>>503500829
better to use trains to deliver supplies to separate logistics networks
but if you want to wait for bots to do their thing, go ahead
>>
>>503501359
Science consumption is a pittance, you may as well have unlimited coal for that.
The biggest coal consumers are modules and rocket launches. Prod max all your cracking steps to cut down coal demand by a ton.
>>
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>>503495461
I don't want to start up the game for more screenshots, but here's a prototype I used during phase 3.
The idea was to make 40x40x16 blueprint modules of each crafting machine and stack them into towers grouped by machine type. I have constructors (5x3 per floor) tower, assemblers (2x4 per floor) tower and manufacturers (4 per floor) tower. I had modules for smelters and some drafts for foundries but design limitations started to show themselves before I got to making their own towers.
Each tower connects to it's own vertical bus and each vertical bus is connected to a shared horizontal bus at the bottom. As such, resources travel in all three dimensions, south<->north, up<->down and east<->west. Unfortunately I allocated to little space for the busses and had to rely on belt clipping for direction transitions in the end.
Liquids are hard to move vertically so anything involving pipes is done off-site.

Phase 5 mainly uses both huge buildings and "liquids" which don't fit into this design at all.
>>
>>503501710
https://mods.factorio.com/mod/MiniRoboports
>>
>>503501109
what's this from?
>>
>>503498708
fusion power is the only proper way to power your spaceship
>>
>>503501892
>1.1
nooo...
>>
>>503463364
aquilo's ammonia to rocket fuel recipe takes 3 solid fuel. you can recycle this rocket fuel into 2.5 solid fuel, because recyclers calculate based on the default recipe. so if you add a little productivity, you're effectively making solid fuel out of nothing, no oil required.
>>
how to I save whatever ammo a turret has to a blueprint?
>>
>>503502392
Lots of mods like to add alternative crafting chains for items.
What are mods going to do to prevent recycler-alchemy?
>>
>>503502384
Whoops, didn't see that, sorry.
>>
>>503502790
you can't, you have to set it up as a ghost in remote view
>>
>>503502948
honestly, no need to
if the player wants to exploit, let them
as long as there's clear intention behind a mechanic, the player can self-limit where it makes sense
>>
>>503476696
There is this blueprint book called the AutoRail if you want to see how to do it
>>
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>0.2% achievement rate
do people actually play the game or just jerk off to some retarded min-max when basic resources are literally infinite
>>
>>503503905
Your mistake for expecting me to play without mods for even one playthrough. I suspect that most players agree.
>>
What's the new strategy for early game bug clearing? I haven't played in a long time, and it doesn't seem like turret chaining works very well anymore.
>>
How many base quality efficiency module smelters are enough for constantly sustained inner planet ammo?
About 32 tiles wide and 2 thrusters.
No yellow science yet, but will get it soon.
>>
>>503504424
Same as always, shoot bugs with the car while throwing grenades at the nests, later use the tank.
Turret creeping still works but isn't really necessary on standard settings.
>>
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>>503503905
I type in some random console command on every fresh save just to deactivate achievements.
>>
>>503503905
Like the other anon said. I turned on my mods once I hit the solar system edge

You don't understand. I NEED my concrete to be clean.
>>
>>503504424
>What's the new strategy for early game bug clearing?

In-and-out with an SMG.
Biters were rebalanced quite well, making it less dangerous early game to do so.
By the time you're going to get your shit kicked in for foot-loose gunplay, you'll have reached the point where you can have modular armor with a shield. And that makes you strong enough to keep going until you get the tank.

You can literally skip 'nade-chucking from the car window now.
>>
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>503503905
I can't speak for anyone else, but I got the basic inner planetary sciences working, took a look at Aquilo, got bored and switched games. Maybe when a mod comes out that adds anything interesting to it I'll come back.

ATM I'm playing Dyson Sphere Program on the 5% resource setting, trying out a cheese strategy for the first system of nuking the fog bases on the other planets, and clearing but not closing them on the start planet, to keep them spawning in areas where I have missile production and coverage while I mine the other worlds in safety.
>>
>>503504424
Rapid turret spam
Even Distribution inventory cleanup with low minimum ammo request in logistics
>>
>>503503905
the consequences of making a game that disables all achievements if you so much as sneeze at it
>>
>>503502392
Deloghtfully devilish.
I'm pretty damn sure that is going to get patched, but I appreciate the craft nonetheless.
>>
>no major overall for space age
it's over... the game's officially dead...
>>
>>503505273
I use a car early game. And a few hours clearing a very wide perimeter with a tank lasted the entire rest of my 100 hour playthrough. I expected to have to set up artillery at some point, but I never did. I just had a few turrets with yellow ammo to kill expansion parties. Once or twice an area was experiencing heavy attacks, and I went out and recleared the area.
>>
>>503505983
space age is an overhaul's worth of content, it would make more sense to just tweak progression and difficulty a bit
>>
>>503503905
bro I haven't even gotten to aquilo yet
>>
>>503503905
I made it to the solar system edge, but i am going to have to spend 50 hours straightening out my spaghetti factories before even THINKING about collecting a single promethium.

I probably won't leave nauvis for the next 50 hours. (Yes I am too much of a coward to main base volcanus. Plus I don't want to mass produce foundations.)
>>
>pipes have infinite throughput unless they're too long
>pumps have finite throughput
>parallel pumps fed/feeding a single pipe increases throughput linearly
Is this really the way it works now?
>>
>>503506720
Yup.
Pump stations ahoy!
>>
>>503506720
your legendary pumps bro?
>>
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Gleba heating towers finally on rocket fuel.
>>
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>>503501990
Kerbal Space Program
>>
>>503507686
expensive, no reason to use them unless space-constrained
>>
Isn't Vulcanus better for early research than Nauvis?
Piping iron and copper is so much better than shitty busses.
>>
>>503507686
What's the point, if they work the same way with a higher but still finite throughput limit?
>>
>>503507967
nta
gib modlist pls
>>
>>503508093
Yes, Vulcanis has everything you need for Nauvis science anyway. The only issue is needing to use coal liquifaction and coal being finite, but you can make it eventually and Nauvis resource patches are finite too anyway. Vulcanis is King.
>>
>>503508093
I would ship plastic from Nauvis, but otherwise yes.
>>
>>503504757
anybody?
>>
>>503486740
>not legendary
ngmi
>>
>>503508861
What are you even asking for? Efficiency modules don't affect speed/productivity.
>>
>>503507967
comfy
>>
>>503498035
Damn, look at the hips on that thing.
>>
>>503509717
Yeah, I meant as in not having speed/productivity.
How much ammo do you typically consume with a platform that size?
>>
>>503509892
I really depends on what damage level research you have. I find that having just two assembler 3's and enough furnaces to supply them is more than enough for an early platform.
>>
>>503498035
>legendary tier 2s
>>
>>503505983
mod devs are still playing the game. you need to wait for them to get burned out on the game before they start modding.

This may take a while because I can see myself putting a few thousand hours into space age before i feel like ive exhausted the content. There are so many viable strategies, I want to try main basing each planet.
>>
Make a fresh bread or I'll make another /fag/
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>>503510092
So 10 iron per second, alright.
>>
>>503508552
I have no plastic problems since I built my liquification plant either.
>>
>took a design someone posted here for their aquilo ship and remade it myself without the blueprint
>didn't take a single bit of damage to and from aquilo in its test flight
ha ha yes time to suffer in the cold piss this week
>>
>>503508353
Downsides of vulcanus
>use more cliff explosives (this is a non issue)
>Use lots of coal for coal liquifaction (this is no different than iron on nauvis)
>foundation is more expensive than landfill (this is a big problem. but if you are making a megabase that requires you to pave over the lava lakes, you should have the ability to make lots of foundation. Before this point it isn't THAT annoying to just avoid the lava)
>water is slightly more annoying to get ( essentially a non-issue)

The choice is clear.
>>
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137 KB PNG
>took a design someone posted here
and I bet you smiled at a job well done.
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>>503510918
and before someone brings it up, the worms arent a downside. they are less annoying than biters because they don't expand.
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>>503510965
what design?
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>>503510965
meant for
>>503510819
>>
How exactly do biters expand / use pollution? I have cleared an area like 3 times now of biter nests and they always seem to reappear with more of them. Help. Maybe I am supposed to leave them? But if you don't clear them, won't they get much stronger and fuck you?
>>
>>503498035
>paste blueprint
>UMM I CANT BUILD THIS! YOU NEED 30 RARE GUN TURRETS AND I ONLY HAVE 10 EPIC, 20 RARE, and 100 UNCOMMON TURRETS!
Bravo wube, bravo
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>>503511359
>How exactly do biters expand
https://wiki.factorio.com/Enemies#Expansions
>use pollution?
https://wiki.factorio.com/Enemies#Defense
>But if you don't clear them, won't they get much stronger and fuck you?
Technically.
>>
>>503511359
You get way stronger unless you ignore them and ignore military tech and buildup for 60 hours.
>>
>>503510376
I don't bake anymore since you niggers started calling me a trannyfurryniggerfaggot for trying to improve the OP and remove all the garbage from it
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>>503512052
Typical trannyfurryniggerfaggot post.
>>
>>503511708
>https://wiki.factorio.com/Enemies#Expansions
>Destroying nests significantly increases the evolution factor.

FACTORIO BROS?! HOW FUCKED AM I?! I've been dunking nests to get some fucking breathing room.
>>
>>503512052
Sounds like trannyfurryniggerfaggot behaviour, yes
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Electric Furnaces Revamp my beloved
>>
It is time once again to ship 20,000 green belts to Nauvis to upgrade the entire base
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>>503512346
>He destroyed a nest
Oh no no no no
>>
>>503506720
Yes.
It's weird as fuck but I still prefer it to the old way



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