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interplanetary logistic bots when edition

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

List of commonly discussed /egg/ games:
>Factorio

List of other /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
>Oxygen not Included
>Satisfactory
>Shapez
>Workers and Resources: Soviet Republic

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/

Games that aren't /egg/:
>Minecraft

WebM for physicians: argorar.github.io/WebMConverter

Current /egg/ hosted servers:
>Factorio
>Stationeers

Previous: >>506521790
>>
Remember to mind your cum throughput anons
>>
>>506824553
Is ten 3 packs of cum bubbles on the regular /egg/ approved?
>>
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>>506823598
>>506824404
>>
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This V2 is still a little finicky. There aren't rocket turrets far enough forward and it sometimes takes a little damage right at the prow on the Aquilo run. I'm gonna try to push beyond with it when I build up the nerve.
V1
https://factoriobin.com/post/qcnxf4
V2
https://factoriobin.com/post/gp3kex
Pls mock
>>
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Lets see you fucks get past this, FUCK YOU.
>>
>>506825626
just make the wall wider so stompers can't go over it
>>
>>506825626
Why even bother with walls on Gleba
>>
>>506825752
wait are you serious
>>506826052
aesthetics
>>
>>506825626
bro your arty?
>>
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>>506824771
>>
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>>506826386
You know, I removed my arty on Nauvis to let them creep up for Biter Egg farming. Idk why I neglected Gleba. Considering how everything deserves to be purged. Also this is fucking annoying.
>>
>finally get fusion power just 10 mins ago
Holy fuck this is powerful little thing, Aquilo is pain in the beginning but now its much easier with getting 100MW of power. Goodbye steam turbines, hello nuclear fusion!
>>
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>>506826687
>>
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>>506824771
>Filtered slots in personal inventory
what
>>
>>506825493
Haha faggot
>>
>>506825326
You should, its pretty great. The most easy of Zach's shit but also the most aesthetic
https://files.catbox.moe/3xj84t.mp4
>>
https://store.steampowered.com/app/2779120/Modulus/
what do we think /egg/heads
>>
>>506827586
I do this. cars, turrets, other things that I manually place go in the bottom row so that I can quickly open the inventory and grab them
>>
I beat the shit out of Factorio already including deathworld marathon, all achievements, bobsangels. Should I play space age on default settings or will it be too easy/boring? Otherwise I'm thinking deathworld
>>
Is Fulgora really the best planet to go to first?
>>
>>506828079
This feels like a "should be /egg/ but doesnt fit the vibes" kinda game
>>
>>506828079
looks like shapez. hopefully it'll be more interesting than a shapez clone.
>>
>>506830815
vulcanus is best first, you'll need to build the shit out of your factory there to export shit like green belts, foundries, big mining drills etc
>>
>>506827712
No (u)
>>
>>506830270
Default settings first.
Regardless there's far less to do than B&A, which I was using as well and quite enjoyed.
>>
>>506830815
Vulcanus doesn't have to deal with iron, copper and stone logistics from trains so getting the basics up and running is trivial even if the starting scavenge hunt for rocks before you reach critical Foundry mass gets a bit annoying closer to the finish line
>>
>>506830815
Mainly for the mech suit.
>>
>>506830815
fulgora first is easiest for rushing all the sciences. fulgora science production basically comes with rocket ingredient production as byproducts, so that can be shipped to other planets.
by comparison, vulcanus and gleba science don't really touch any rocket ingredients, so you save the most time importing rocket parts on those planets.
>>
>>506830815
Vulcanus is nauvius but easier
Fulgora has tons of good stuff but has a learning curve.
Gleba is gleba.
>>
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You do use Dynamic Train schedules, right?
>>
>>506835389
nope. I always have 2+ trains dedicated to each resource type parked with full bellies. and 1 train of each intermediate (plates/chips/engines/etc).
im a control freak. dynamic is chaos.
>>
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>>506836507
Same thing here with my dynamic trains. Just set the dropoff stations to have 2 or however many trains max. Dynamic trains will fill all those slots.
>>
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Not just me right?
>>
>>506835389
i name every station either pickup, [item icon] drop, depot
and only use interrupts.
if low fuel, depot
if empty, pickup
if empty but nowhere to go, depot
if not, [item] drop

also similar schedule for fluid trains.
>>
>>506835389
of course. two train groups, one for items and one for fluids, with 1-1-1 trains is the intended way to play space age.
>>
>>506837683
Why does this remind me of the Ocean Floor Palace?
>>
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>>506836663
drop off stations for me have only 1 train limit when their chests can unload 1 train worth of items.
my trains sit at depot, and interrupts refuel/pickup/dropoff their item. it's working well.
>>
>>506835389
only for fuel
i'm too dumb and lazy for more
>>
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What am I doing with my life
>>
>>506843415
Things you enjoy doing.
>>
>>506824141
Two of these are 404
>>
>>506825326
>>506827981
Also has the best protagonist of any zach game
>>
>>506843415
rookie numbers
>>
>>506840035
why do some of your stations have Station in the name (but only some)
and why do all your train names start with Train
>>
>>506807087
Trains obviously? How do you even play Fulgora without trains? The fuckhuge deposits are all on tiny islands so trains are mandatory. My quality scrapper takes up almost an entire fuckhuge island by itself and then there's science, recycler, and EM plant export. Not to mention the holmium plates-for-Aquilo and superconductors-for-Aquilo community outreach programs. Even if three of these things can share an island there's no way they all fit on even the largest island. A mall that can bootstrap bots and whatnot wouldn't fit on every single island I'm using and wouldn't be able to bridge the gap over the oil ocean to the other islands if it were placed on one island.
I'd ask the reverse question: how is your Fulgora base so small it fits on one island/one archipelago of nearby islands?
>>
>>506843604
More like things my autism got me stuck doing

>>506843939
My condolences senpai
>>
I decided to build spaghetti gleba and it is awful. It's the worst thing I've ever built.
I do have everything except biter eggs automated now (but I still don't know how I'm going to do this securely).

On the bright side I'll have a trickle of gleba science, on the un-bright side I think I'm gonna have to rebuild everything from scratch to make a "proper" base.
>>
>>506844284
More like ADHD.
>>
>>506825626
Mines are too good against stompers, hopefully they will get nerfed and become completely useless again.
>>
>>506844112
loading stations are straionIcon[item].
dropoff stations are [item]<- arrow.
>>
>>506844284
20 hours launching one rocket

1967 hours unfucking gleba
>>
How do I make a game that kids would enjoy?
>>
>>506835389
No. Each train picks up and drops off one thing. Fuel is so abundant on every planet that they just refuel at either the pickup or dropoff. Dedicated fueling station is a waste of time.
>>
>>506828079
Looks like assembler internals are completely freeform with no restrictions, so the only actual gamepaly is laying belts between them. Not impressed so far.
>>
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Decided to bite the bullet, will deal with the consequences. Going from rare to legendary.
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>>506844676
Something with live grooming on Discord.
>>
>>506844127
Ah yes the tiny islands don't get bots for me either. But I've never had to change anything there so far. It's literally just a bunch of miners loading a train and accumulator spam in the free spaces.

>how is your Fulgora base so small it fits on one island/one archipelago of nearby islands?
I will confess that my Fulgora base is very schizophrenic right now, in that it's two bases: one being my first one before I realised that the ocean only prevent rail placements in SOME places and I could build in others, so it's on a shitty medium-sized island. However despite that it still fits three red belts' worth of recycling, a mall, science production, a rocket silo, the scrap unloading station, and accumulators, and it's not like it's packed with no free space left - for example my accumulators are all in one big rectangular blueprint, not shoved anywhere between machines. The one thing it doesn't have properly is space for overflow recycling, what I have now is half-assed and trying to fit in more would be possible but annoying. Still, despite this bottleneck, it's been feeding my 60spm starter base perfectly fine.

Then I have a second base which, having learned my lesson, I built on an actually large island. It's completely independent and feeds off of a separate tiny scrap island. I set it up entirely for quality recycling, and there I've got again a full second mall, and absolutely overkill amount of accumulators, like 4 or 6 red belts of recycling I forgot, a proper overflow recycling system this time around, and a ton of free space left over of which I've used parts for ad-hoc quality factories (for modules and for circuits), an extremely overbuilt oil processing section for some reason, just random assemblers strewn around from my manual efforts trying to get some quality equipment, and still a bunch of free space left over. I haven't been to aquilo yet but that factory is producing a shitton of holmium so it'll probably give me enough of it.
>>
>>506830815
Fulgora first is my preference for two objective reasons and one subjective reason.

1. Automating rockets on a new planet is typically more of a hassle than automating the local products, and on fulgora you get all the rocket parts for free. Rocket automation is also less interesting than the local production chains since it typically involves duplicating a lot of nauvis builds. For example on gelba, you basically need to duplicate the entire ore -> rocket production chain, which is tedious if you haven't unlocked anything to expedite the process.

2. Fulgora rewards are the most immediately useful, with the fewest dependencies on other planets or on interplanetary logistics. Being able to immediately accelerate production on nauvis means a faster and smoother progression onto the remaining planets. Green chips are what consume the overwhelming majority of your raw resources in the early game (usually around 70% of your copper and 50% of your iron), so it's by far the most important place to have extra productivity.

3. Fulgora just has the best vibes of any planet. It's chaotic but not in a way that's stressful or analysis-paralysis inducing. It's just comfy, like being wrapped up warm in bed while a storm is raging outside. Being messy feels ok since it's a literal garbage dump planet.
>>
>>506844127
If you scout around for a big island you can usually get several million scrap without needing trains. It won't last forever, but it lasts long enough to get science and rockets running and research all the important tech.

If you are doing the no yellow/purple science and go Fulgora first then you won't have elevated rails or bots (unless you abuse tanks), so you typically use the small scrap patches on the big island for a science/rockets base, then do yellow/purple science, then go back and make the real base with rails.
>>
>>506844284
>More like things my autism got me stuck doing
This

I even told myself once I beat SA I was going to start a project I had been kicking around for years but now I'm putting the breaks on hard just before Aquilo like I don't want to start it
>>
>>506835389
I don't like having to name different resource stations the same name just to make this thing work, so I only use interrupts for refueling. Maybe one day I'll build dynamic dispatch depot using radars and resource signals.
>>
>>506846116
>I don't like having to name different resource stations the same name just to make this thing work
I don't either but I decided to suck it up because just slapping a 10 trains down and not needing to set FUCKING ANYTHING is too good to ignore
>>
>>506831734
Tried starting a game and quit after a couple hours because it's boring as fuck
>>
>>506849036
Have you done Seablock?
>>
>>506849182
No, was considering it but worried it would be too samey after bobsangels
>>
>>506849762
You may want to give Dosh's playthrough a try then, to see if you like what you see.
https://www.youtube.com/watch?v=QnLds7KHbpE
>>
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If I stand right here, my screen shakes.
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>>506846116
The dropoffs need to be named, but the pickups can be all the same.
>>
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>>506851026
Cute.
>>
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>>506828079
>
>>
>>506851285
THE ULTIMATE CURSED WORM DODGER BUILD DOWNLOAD BLUEPRINTS ON MY PATREON
>>
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>>506851504
>>
>>506851285
Hmm
I tried it
I think it shakes less violently? It might matter that I only have yellow belts.
>>
>>506851569
faster
>>
>Manufacturing science from scratch is a gigapain
>Have to build rocket and export Vulcanus science back to Nauvis
>Need lots of plastic for red chips and low density shit
>Entire chemical setup will be upset by the new chemical process science unlock down the line
T-th-thanks...
>>
>>506852104
It only takes 500 science packs to research gooderer Coal Liquefaction. That's half of a single rocket.

Scrape together some plastic, send the rocket, and while you're waiting for it to research set up your new (old) coal liquefaction setup
>>
>>506852104
I sent a few stacks of blue chips, fuel and plastic, and it was enough to research every vulcanus tech before I finally got around to make everything locally.
Start from nothing can be a fun challenge, but nobody forces you to do it.
>>
>>506852104
Bootstrap the science, ship it out, use the spare time to build more foundaries or power or go worm hunting. There's plenty to do, no thumb twiddling required.
>>
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Harder than Isshin in Sekiro
>>
> Wrigglers will no longer proactively attack pollen emitters. However, they will still respond to artillery.
> Attack groups containing stompers or strafers will now contain fewer units.
> Large egg rafts will try to have at least one stomper or strafer spawned at a time.
Some bizarre balance changes.
> Small egg rafts no longer absorb pollution because they will never produce stompers or strafers.
Goddammit, I've been abusing small rafts to reduce attack strength of nearby nests. I guess they are still good to prevent bigger nests before artillery.
>>
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Do you think God stays in heaven because he, too, lives in fear of what he's created here in spage?
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>>506857173
just have a main bus in space at that rate
>>
>>506858849
No need. This is a dedicated shipyard.
>>
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Making new space platform fleet.
Wanted to supply everything it needed in a single extra rocket launch.

So, here's exactly 1 extra ton which should, with some circuit logic, create space platform foundation for itself while I do other things.

Means I only pay 2 launches per platform., until I need stone later.
>>
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>>506824196
So what the difference between space engineers one and two?

Pic not related.
>>
>>506859926
There is no way in hell that's time efficient. You're gonna get, like, 2 or 3 metallic asteroids/minute. Even if you have productivity crusher tech you'll be getting, what, 5 steel/minute max? You'd be lucky to get 10 platform foundation per hour. If you're speedhacking maybe, but cmon.

Comparatively, you could just send, like, six rockets of shit and make something with a hundred or more times the production and save yourself literally weeks of waiting.
>>
>>506857173
>making space platform in space
They should let you send this shit directly to other space platforms so you can construct one platform from another.
>>
>>506862125
making a big ass shipyard was my fantasy
>>
>>506862125
https://mods.factorio.com/mod/orbital-transfer
>>
>>506862125
It would make way more sense to have orbiting depots you could transfer items between platforms with. From a realism angle at least. Want to put a foundry from Vulcanus on a new platform you're building in orbit of Nauvis? Better drop it from Nauvis orbit and then launch it back up again.
>>
>>506861880
That's the plan.

I won't be using it for some time. I have no plan for this platform, or the other 4 new ones, and so no rush.
Wish I did it earlier.
>>
>>506862672
>need ice on a ship above vulcanus, not getting enough asteroids
>Somehow most efficient route is a ship doing 60k round trip to bring it from aquilo
>>
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>>506863056
>not getting enough asteroids
You should consider religion.
>>
>>506825493
too small too slow not enough of everything
>>
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>>506863294
Nice space cross, would be a shame is something happened to it…
>>
>>506865523
Can't. It won't ever leave Nauvis' orbit.
>>
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>got factorio at the start of dec
>already 278 hours
>not once have I used the hotbar
>>
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>>506866041
>14 hours per day
>>
>>506866408
id play more but I have to raid for 12 hours a week in WoW as well
>>
>>506866041
Just stick in it what you use for certain task, such as laying down conveyors, piping, power grid elements, rails and signals, and so on.
Everything else you either need rarely, or have bots placing it while you only have to place down the blueprint.
>inb4: bp downloading is for plebs
I mean the one you designed, of course. Hence the "toolbox" of a hotbar — to plan things, then copy-paste, or even save it for later use.
I actually built my own rail network blueprint book and slowly build a second one for two-way specialist tracks and keep adding stuff, be they small unaligned elements, or entire chunk-aligned sections.
It's a fun creative process, downloading premade blueprints robs you of that satisfying eureka moment when you finally figure things out.
>>
>>506866893
I dont use the blueprint book either, if I want something again ill just copy paste it from elsewhere and then delete the annoying blueprint after. im animalmaxxing my first playthrough
>>
>>506862919
Have just launched the stuff, so here's a timestamp.
>>
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>>506867119
>>
>>506835389
I don't see the point.
>>
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The Duality of man:
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>new shipyard produces 40 space platforms per minute
>requires only one rocket full with copper cables every five minutes to maintain full throughput
So how's your night, /egg/ers?
>>
>The handheld railgun can one shot big demolishers
Holy fuck, this is KINO and POWERFUL. I AM A GOD NOW!
>>
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Factorio biters turn into nothing. DSP foggy biters will run almost your entire factory. It's like fulgora but the scrap is violent.
>>
>>506869541
>he hasn't played with the islamic biters mod
>>
>>506867990
What's up with those "meticulously crafted" descriptions? Is this AI or just some copypasta?
>>
>>506867529
Trains will automatically balance between the different types and it's a simple copy and paste for any train to add more.
>>
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>>506867119
Same
>>
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Made this to just loop around the galaxy dropping off key items at each planet but i don't like it. Probably should just speed run the end at this point
>>
>>506870695
Your platform takes a few million years to make one round trip?
>>
>>506870896
It travels at around 210km/s which doesn't seem that bad, i thought it would be way worse
>>
>>506870695
I hate having to put up power poles.
>>
>>506835389
bloat
>>
>>506870695
what quality thrusters are you using?
>>
>>506854204
I'm really annoyed the picture isn't the ship you used to beat the game.
>>
>>506869759
That plex guy probably uses AI to translate from chinese or something
>>
>>506871940
They're normal, i think i'd run a fuel deficit with better thrusters and i can't think of a way to duty cycle the thrusters

>>506871604
You can click on the hub if you want electrical information but yeah, it's annoying to use them for circuit stuff. I'd prefer it looks neat than just link from a bunch of random things
>>
I think my problem with train clogging, is that two+ trains can both try to go to the same spot.
The only way to prevent it (with any system) is to simply make a multi-train buffer for every loading/unloading stop.
So that a few trains all lining up at one station, won't clog anything.
Which means about double the space usage.
>>506835389
I figured out dynamic trains with signals and radars, but I just use Cybersyn now.
1. I wanted to try and figure out why my trains were clogging, so I tried something different
2. IIRC, it's more work to adjust the system for different train sizes
3. Has more potential, according to someone who's used the system for more advanced stuff, that I probably won't bother with
>>
>>506872173
the picture didn't even show for me when i beat it lol
>>
>>506872902
Do you use train limits on stations? I never have a clog.
>>
>>506873172
Yep.
>>
>>506869759
I hope you don't think the second one is AI.
>>
>>506867251
And hour and 35 minutes, that's space foundation on each platform. It's an important milestone since electric satisfaction is in the negatives.
Time for save and sleep.
>>
>>506814320
>G11_reloading_mechanism.webm
>>
>>506859096
>This is a dedicated shipyard.
I wish we could transported resources between ships parked in the same orbit, I want to build a huge ass shipyard that can shit out more haulers
>>
>>506874752
>>506862528
>>
>>506870695
I love the streams of random shit leaving your ship on both sides
>>
>>506869759
It's ironic. That mod is garbage.
>>
>>506875175
lel
>>
>>506873862
.... 10 tiles
that was the whole point of the post and I just didn't type that part
>>
>>506875175
y-you should try out a good mod like that bulk rail loader one I hear it's really good
>>
>>506875983
I like it, but don't be weird about it
>>
>>506876132
sorry
>>
I want a Zachtronics-like /egg/ about designing a GPU and display (meaning hardware and driver software). Of course the representations of the thing will have to be abstracted. The gimmick of course is that the way you fine tune the result is to see what the output images / animations are in real time. Later levels go into shenanigans like anti-aliasing and "AI" upscaling.
>>
but how do the loaders get loaded
>>
>>506876623
using loaders
>>
>>506875175
>miniMaxiMe
ah, I see you are a fellow manlet of culture
always found it jarring how small every vanilla vehicle and building is compared to the engineer
>>
>>506876816
Nah, it was a requirement for the Judy Hopps mod.
>>
>>506876612
There's compressure which is about building a steam powered computer but it doesn't have gpu or visual stuff
>>
So, since there's no way to send signals between planets or between platforms, if I wanted to have two platforms alternate their place so that I could have two platforms synchronized to alternately be above Nauvis and Gleba then the only way I could do that is by timer specifically?
>>
>>506878039
You could pick a few rare but not valuable items and use them as information vectors.

Spaceship A is above gelba.
Spaceship B arrives at gelba.
Spaceship B requests (doodad (epic)) from logistics.
Doodad is removed from logistics network by a robot, maybe needing to be launched into space.
Via circuit behavior, removal of doodad from chest triggers. an inserter.
Second rocket is full enough to launch.
Spaceship A receives arbitrary common object.
Spaceship A leaves gelba.

After that, either B leaves gelba whenever it pleases, probably when its job is done, or B leaves gelba when A returns to gelba. In either case, the same trick will need to be implemented a second time.

Above is a mechanism for (A leaves gelba when B arrives at gelba) and you would also need either (A leaves nauvis when B arrives at nauvis) or (ABeaves gelba when A arrives at gelba) to go with it
>>
>>506867990
I want to bulk load Judy Hopps desu
>>
>>506879201
I think that the rare object does not need to be launched, so long as the minimum rocket payload is larger than the number of that object currently available. That makes resetting the mechanism a bit simpler, since you can just pull it out with an inserter at some later point, probably based on the launch of the other rocket and whatever items are being moved in that process using a belt or chest circuit signal
>>
>>506872173
This. Why do they even have the picture in the first place? What's the point?
Give me back the statistics window
>>
>>506879201
The current described system has one ship deciding to move once its business is complete at a planet while the other one moves when the first ship arrives at the same planet. If what is desired is constant motion with no important must-complete task existing at either planet, you could just use 3 ships instead of 2. That way, one ship is always in transit and ships only ever move because of the arrival of other ships.
>>
>>506807389
post base
>>
you could just use AAI Signal Transmission
>>
why does spidertron need fish
>>
>>506884405
It has fish for brains.
>>
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>>506884405
>>
>>506824771
No legendary radars? No legendary turrets? No legendary nukes? Shame on you
>>
>>506865428
BIG
https://factoriobin.com/post/xi8mrl
BIGGER
https://factoriobin.com/post/709r9d
Also wide/wider, which is not so good for ships in this as far as I understand
>>
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>>506881901
Here's my nauvis
I'm almost out of iron in my small enclosure despite mining them with quality big drills and using prod steps for smelting
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Wonder what biters think about this one
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>gleba base ran perfectly fine for 100 hours
>then suddenly killed itself for no discernible reason
weird
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I should go to bed
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Is there a more compact design that would allow me to belt 3 items in and science out for the other science packs? With green belts and stacking speed mods I can get 1k SPM for red and green on a single side of belt. But I can't copy this layout for the other science packs because I can't cram in another belt that can reach all machines.
>>
>>506886224
are you leaving your base to run research overnight? where's all the production??
>>
>>506888409
eat some more flux bro you don't need sleep
>>
>>506889096
There is production, but its now much smaller as its all beaconed up. Or what production do you mean specifically?
>>
>>506889096
bro the x100 thing is a persistent shitpost from an attention starved individual
just ignore it
>>
>>506888409
>eggs on the belt
brave
>>
>>506886224
holy shit that spawn island makes me hard
id make a roach motel on the sea to slurp up pollution
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>>506889329
Easy if at the end of the belt they are burned off
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>>506889329
NTA but this system has been foolproof so far. still have guns pointed at it though.
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>>506889225
post a close up of this
i'm not seeing anything that looks remotely 1000x science-y
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>>506889929
What is this, Factorio for ants?
>>
>>506867119
>and then delete the annoying blueprint after
Copy-pasting doesn't create a blueprint though
>>
Sorry for posting such retarded shit in here for the last month or whatever. Probably be moseying along now. I always love the time I spend in this general though, and I love you all. See you next time
>>
>>506866041
My problem is that I can access keys 1-5 or maybe 1-6 easily, but the rest is annoying to reach so I never bother setting them up.
And then cycling the alternative slots with X also sucks because there's no way to build muscle memory, since it depends which slot is currently at the top. If it was something like "hold X to get the second row" you'd at least have a constant way to access it (but that would break for > 2 rows so I dunno).
>>
>>506869541
>Factorio biters turn into nothing
Yes but you can breed them to harvest their eggs
Earendel fears the indoor biter farmer
>>
>>506872860
>and i can't think of a way to duty cycle the thrusters
Standard way is with a super simple clock circuit to PWM fuel pumps
>>
>>506876612
TIS-100 has graphics levels
Well it's just bitmap black-and-white drawing but it does have them
>>
>268 gun turrets on gleba
>have a chest with over 2000 more
guess ive gotta ramp up ammo production
>>
>>506892049
Just import it from Vulcanus, you DO have a dedicated military production sector there?
>>
>>506889929
x100, not x1000
>>
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>>506889283
>posting about the game is now shitposting
Not even that anon, but come on.
>>
>Fulgora has power that falls from the sky and all the components of a rocket with just one step of processing
>Vulcanus has infinite resources and effortless production chains and some hostiles that never come back
>Gleba has infinite resources and relentless enemies
>Nauvis has relentless enemies and uuuuhhhhhh
>>
>>506893015
>not ignoring the schizo
come on
>>
I'm reaching the point where I'm annoyed that certain things CAN'T be made in the new buildings. Having to use regular assembly machines feels so wrong.
>>
>>506889551
I don't even bother with destroying the eggs, the biochamber that duplicates them is set to spoiled priority so they're endlessly multiplying, the science biochambers are permitted to scoop whenever there is more than 2 on the belt to ensure a baseline supply for duplication. Since gleba is just an infinite endless cycling of resources it never stops anyway.
But turrets are in place should it decide to get uppity when i'm not looking.
>>
>>506890846
you could use an MMO mouse that has a bunch of extra buttons on the side, but clicking on the hotbar or using Q to pipette from the hotbar is already a pretty big improvement over bringing up a menu to select an item, especially blueprints and planners.
>>
>>506893252
nukes and biolabs
>>
>>506893252
Nauvis is literally the easiest planet.
>>
>>506893457
just consider it factory beautification. if you weren't forced to not, you'd just make an endless field of identical foundries.
>>
>>506889329
>build a belt loop with eggs
>circuit reading all belt
>inserter somewhere at the loop aimed at a burner
>connect inserter to belt circuit
>stack size 1
>spoiled priority
>inserter activates only when egg count X> (eg. 20 eggs)
done
no more eggs hatching, ever
can do the same on chests instead of belts.
>>
>>506893457
No holmium solution in criolabs just feels wrong.
>>
>>506869541
did they introduce space platforms yet? I haven't played since before they added the enemies and was waiting for them to completely finish that aspect before I go for another round
>>
>>506893778
When I get to Gleba I'm considering using duty-cycled belts that halt for 30 seconds and then run for 30 seconds, continually feeding all contents into a burner to refresh without just instantly sending them through.
>>
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>>506893751
>you'd just make an endless field of identical foundries.
Yeah, so?
>>
>>506893252
Nauvis has the honor of being your science lab unless you're a complete madman
>>
>>506894159
>blue belts
Disgusting. And the ore isn't even stacked.
>>
>>506893252
>Fulgora
Infinite intermediates and oil
>Vulcanus
Infinite basic materials
>Gleba
A mix of above but infinite enemies
>Nauvis
Space to build, infinite oil, coal (rarity on other planets), exclusive access to uranium (to feed nuclear power on other planets)
After you finish Aquilo which is more of a challenge planet you don't need nuclear anymore but Nauvis still has plenty of space so you don't need to use foundations everywhere and biters aren't really hard to deal with. It's great for a hub for all other sciences.
>>
>>506894430
My designs will be iteratively improved.
I've got enough foundries to consume 4 saturated blue belts of iron ore. When I upgrade to green (and then stacked green) I can add more foundries in the line.
I like compact designs so I usually don't spam beacons, but I'm sure a max beacon foundry could eat a whole green belt by itself.
>>
>>506894159
all this could've reduced by like 3/4 if you used beacons
>>
>>506894850
Yeah I know, I just don't like beacons.
>>
>>506894909
Holy based
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>>506894909
I kneel...
>>
>>506894909
fair enough i used to hate them too but i love doing very neaty compact builds
>>
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Using beacons makes me do things which I consider to be a war crime.
>>
what's the best way to drain a shitload of iron very quickly? I never got the 400k plates/hr achievement yet, and it would also feel like a waste to just dump them into the lava
>>
>>506894159
magnificent
>>
>>506897082
If you're making them from lava then they're literally free, so dump away.
>>
>>506824196
So how does factorio handle fluids now?
Do you still need pumps to get throughput? I heard they changed things and now it's actually faster to not have a pump or something?
Please fill me in on the fluid dynamics now.
Do I need pumps or not?
>>
>>506897471
Pipes have a max length now after which you need to insert a pump, or else they stop working.
Apart from that, there is no need to place a pump, unless you want to have control over the flow through the pipes (shutting them off based on conditions for example)
>>
>>506897471
https://factorio.com/blog/post/fff-416
tldr: they nerfed water usage by a lot, pipes have infinite throughput up to a certain length
>>
>>506897471
pipes now have infinite throughput and no travel time, but a pipe system is now relegated to a "segment" which is a 10 segment diameter from it's middle point and in order to convince fluids to travel further than that a pump needs to get involved to create a new segment.

It's really simple unless you're building long lines of pipe to move fluid or making flamethrower walls over long distances, but now pumps only have 1200/s throughput so they are a bottleneck, but you can literally just build 10 in parallel to bypass it unless you're loading fluid on a train.

Trains can now carry 50k fluid instead of 25k, but they load 10 times slower because fuck pumps I guess.

And some dickhead figured out how to carry multiple fluids on one pipe if necessary due to the new fluid mechanics.
>>
>>506897471
Throughput is infinite within 320 tiles. Obviously it's limited by how much of that fluid you can actually produce, but there's no hard cap or diminishing returns. If you produce x amount of liquid it's instantly transmitted through the whole 320 pipe distance to all things that "consume" the liquid instantly and evenly.
At the 320 tile limit throughput drops to 0 and you need to use a pump to create a new section of pipe. Pumps have a base throughput of 1200/s, and 3000/s for a legendary quality pump. Obviously you can easily saturate that and be bottlenecked by a pump. So you can place pumps in parallel to pump with several of them at once, but if you want to really churn out a lot of something you'll probably reach a practical limit eventually.
Basically it encourages small networks where you produce and consume a liquid within 320 tiles.
>>
is there any way to swap the currently active research automatically based on circuit conditions?
>>
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>>506897750
>which is a 10 segment diameter
I meant chunks.
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>>506897750
Dont forget the usage of quality pumps that can use more liquid per second.
Legendary pumps are great to load trains. You won't ever need more than 1 legendary pump per wagon as it's still pretty damn fast
>>
>>506898195
A legendary pump is still way slower than an old pump.
>>
Feels wrong to burn the eggs right next to the hives but I can't feel bad for those fucks after the amount of times I had to rebuild my early base due to the constant attacks of those little shits
>>
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Is the biochamber pollution consumption fixed or scales with modules? It doesn't show it on the tooltip so I can't see how much pollution consumption increases/decreases and which modules affect it.
>>
>>506898253
stop being stuck in the past
its unhealthy
>>
Is there even a real scenario you need a fluid load as fast as the old one?
Even on megabase-tier I can't see how you're going to chug half a fluid wagon per second nowadays
I'm starting to use fluid trains to transport iron and copper now, due to fundry fuckery and never had any problem with fluid input, although my base is only at 2k SPM
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>>506898514
The fluid revolution and its consequences have been a disaster for train logistics.
>>
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>>506898428
Unless they fixed it, biochambers have negative pollution, which is increased by modules.
In theory you could have a bunch of those in nauvis all moduled/beaconed and it could remove pollution from your base altogether
Kinda like filters from SE
>>
If I have a reactor output 160mw.
And 16heaters that and produce 1648 steam.
How many storage tanks do I need to store the entire value of 1 nuclear fuel cell? (assuming no steam is used up for powering things)
>>
>>506899453
Yeah but which modules do what?
Does speed increase absorbing?
Does efficiency decrease absorbing?
>>
>>506898790
so have been single machines that shit out full belts
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>>506899453
>Filters from SE
That's actually from Krastorio, but I understand many people play Krastorio and SE together.

In order to make those biochambers filter pollution correctly they'd need to be operating 100% of the time, so that's a serious logistical challenge and would probably generate more pollution to keep running than it could possibly scrub.
>>
>>506899529
>using tanks to store steam
who cares
>>
>>506899529
I don't think you need steam storage tanks anymore for nuclear reactors
>>
>>506899453
>Kinda like filters from SE
i think you meant greenhouses from K2, i can't recall air purifiers having module slots but to be honest i haven't really used them much either

>>506899578
speed and productivity because they have a positive pollution modifier, efficiency modules have a negative modifier
>>
>>506899873
>>506900016
I can't move on
>>
it takes approx 30-40 poison capsules to kill a small demolisher if you make it run circles in a poison cloud. protip for anyone looking for the easiest way to clear early vulcanus territory. beats making turrets and ammo
>>
>>506899578
I think as long the chamber is operating it will absorb pollution. Use speed/prod modules, as it increases the power consumption (which is negative, resulting is a higher negative value)
Efficiency does the other way around in that case, a more efficient chamber makes it absorb less pollution per second
>>506899687
>>506900035
Yeah, I meant Krastorio. It's been ages since I played that modpack.

You're right about the logistical part, I think it's easier to just make a tree farm and plant them everywhere around your base
...Or just add more artilleries
>>
>>506899529
Fuel cell = 8 GJ
Reactor output = 160 MW
So a cell feeds the reactor for 50 seconds.
16 heaters produce 1648 steam a second. 50x1648 = 82400 steam/cell
Fluid tanks store 25k.
You need 3.296 tanks per cell consumed.
>>
>>506900807
Doesn't neighbor bonus multiply the power generated per cell rather than multiple the power per second consumed?

Their base production is 40mw for 200 seconds. If a single reactor is generating 160 that means it's operating with a 4x neighbor bonus which means the actual total power output of a nuclear fuel cell is 32 gigajoules
>>
>>506900807
What about the time taken to heat the water? Some of the fuel cell's joules are being wasted heating up the water without actually producing steam.
>>
>>506900807
>>506902023
>>506902336
you are all wrong in your math, but luckily I figured it out and got the ratios right
>>
>>506902023
neighbor bonus is free real estate. It literally copied the mechanics from that minecraft mod where you put nuclear cells in a reactor grid
>>
>>506903401
how helpful that you didn't explain at all
>>
>storage tanks don't have rarity
I'm furious!
>>
>>506903523
Well you didn't have the problem, I did, so I fixed it, for myself. I'm glad everything worked out in the end :)
>>
>>506897082
Legendary EM plants making green circuits. You'll probably need these anyway.
>>
Need so much stone for military science. 1K SPM is 3 full green belts of stone.
>>
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Warm up times in seconds based on neighbor bonuses.

Note that all reactors in a configuration hit max temp at essentially the same time (only a difference of 10 ticks over 4100 ticks in the 10 reactor set-up) due to conduction between reactors.

Without a neighbor bonus, the single reactor needs 2 fuel cells to hit 1000c.
>>
My gleba base just randomly imploded
>>
>>506905271
>want to make steam storage for my reactor
>storage tanks have no rarity
>have to use ABSURD amounts of storage tanks for a legendary setup, normal setup is okay but this means I can't scale up my blueprint to legendary or even each quality tier in a smooth seamles manner, as one component lags behind and needs more space with each upgrade of the system
FRUSTRATING!
>>
2.1 will fix it
>>
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>You can tell logistics bots to place uranium fuel cells into a reactor that is buried beneath 4 other reactors with the maximum neighbor bonus
>You can tell logistics bots to remove the spent uranium fuel cells that it generates
>But there's no way to automate it
So close...
>>
>>506905716
>have effectively infinite nuclear power
>wasting time storing steam
you have only yourself to blame
>>
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How do I request stuff from Gleba to Nauvis?
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>>506906986
I want to have 100% efficient use of nuclear fuel cells. Regardless of what is happening with the factory.
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>>506905716
>>506907678
Get with the times already, you can directly read reactor temperature.
>>
>>506907837
back in my day.....
I dont trust you young wippersnappers to not fuck up and waste the fuel with your fancy temperature measurements.
No sir, good ol steam power is the old reliable
>>
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AI is a blight
>>
>>506907647
Seems like you already know how to request supplies to the space platform so not sure what you're asking but "add section" with the Gleba stuff you want then add either "all requests fulfilled" or "stack inserters > 500" or whatever to the wait condition for Gleba. On Nauvis set the cargo bay to request 500 stack inserters or whatever.
>>
>>506909785
Oh, I forgot that you can select where to import from.
>>
>>506909735
This could have been made good looking with a bit more effort. Reduce saturation, pixilate it, look at how existing trees look.
>>
>>506910964
I'm wondering if we can get a nice LORA or something by feeding it all the factorio sprites to inspire a sort of style consistency.
>>
>>506869759
It's translated from Chinese. That uploader has that awful description for all of their mods.
Doesn't help that none of the assets he has uploaded was made by him.
>>
>>506911313
Totally. It's just a style, and there are a lot of sprites in Factorio, so it should work. I can't be the one to do it, though. My PC can't handle image generation, let alone model training.
>>
>>506894697
>I like compact designs
>so I usually don't spam beacons
???
>>
>>506898790
Yeah nah fuck off, loading a wagon in 2 seconds instead of 0.00007 seconds is not a fucking disaster
>>
>>506893778
>>spoiled priority
Read the tooltip again.
>>
>>506912214
>28,000x increase is not a disaster
Get a load of this engineerlet
>>
>infinite fluid throughput
Help me understand this. https://factorio.com/blog/post/fff-430 says:
>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). This limit is multiplied with the fullness ratios of the source and sink to produce the actual flow value...
What's a "flow operation"? How can a pipeline throughput be infinite, if "flow" maxes out at 6000/s?
>>
Oh for fuck's sake I HATE THE SPLITTERS HAVING A BUILT-IN POST-SPLIT BELT SECTION
It's not possible to have a filter splitter remove spoilage for an inserter to pick up into a machine, because if the line ever halts, the single item sitting on the "unspoiled" lane will spoil and then the inserter will never be able to pick up unspoiled items again. I've literally had to add a second filtered inserter taking spoiled items out of the splitter to unblock this.

I guess I have to design everything so that inserters only pick up from belts, never splitters, and any spoilage splitting happens downstream of the point where you pick it up. But that's bullshit, I hate how splitters work. If I'm saying "filter only unspoiled items on this lane", the splitter should never be holding a spoiled item on that lane. Fucking garbage.
>>
>>506900319
Meh I just dropped uranium mags from the sky. Poison is probably cheaper but also feels like more of a hassle, trying to make it run in circles without ever getting hit by its lava geisers and shit.
>>
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It has begun.
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>>506911889
Beacons are cheating. Compact (real) is better than compact (cheat).
>>
>>506912429
You have to take into account overhead. The train pulling into the station and pulling back out, even with max braking power and nuclear fuel, alone takes a couple of seconds, for a tiny train. So it's more like a 2x increase at most.
And this matters only for continuous-unloading stations where you will always have a ready train queued up right behind to unload more. If you're operating at a scale where you need 50k fluid every 4-5 seconds, you are most likely going to want to use trains larger than 1-1 or 1-2 anyway (just as you do for ore). Then the overhead of entering and exiting the stations dominates
>>
Eggs are the easiest spoilables to handle. You just place some turrets nearby and a roboport in range with some bots and repair packs, and the spoilage automatically clears itself off. No danger of belts or machines ever getting clogged.
>>
>>506873210
Do you have parking? I set an interrupt that if there is no place to go, while at a dropoff station or refuel station, the trains will park.
>>
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>>506912389
???
>>
>>506915294
Belts aren't inventories
>>
>>506916546
Belts have an inventory.
>>
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this single little fuckstain came out of seemingly nowhere and has been on the warpath in my deactivated gleba base while im trying to get shipping set up on aquilo. last autosave was 14 minutes ago. hes too close for artillery and apparently I need guns in the MIDDLE of my base as well. my egg hatching farm is two sectors over and untouched so like what
>>
>>506918614
power was completely turned off because im so sick of babysitting this shitpit. so far no stomper raids but ay the planet always finds a way to make me hate it by spawning ayyliums out of thin air for fun
>>
>>506918156
belts are moving ground, they don't have an inventory
>>
>>506916546
For this purpose yes they are. If two eggs passes in the same section at once the inserter will remove the most spoiled one in that case.
>>
>>506918156
I'm pretty sure the belt handling is different enough that that's not the case. If it was, this tooltip would be absolutely useless because the only time the spoilage sorting wouldn't apply would be picking up items on the ground, which either would be phrased explicitly ("does not take effect for items on the ground") or even ignored entirely because how often does that even come up in automated usage - is it even possible to automatically place several items on the ground in range of an inserter's pickup?
>>
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>sets up Artillery in Vulcanus
>>
>>506918427
>>506918752
See >>506913832
>>
>>506919331
they spawned nowhere near my egg factory though (which has guns and burners). like 20 tiles away. I have genuinely no answer on where they came from as there was no chest or anything near there either
>>
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presented without comment.
>>
>>506919815
My guess would be that an egg got put into storage, it hatched, wandered around, got stuck on something, then started to freak out.
>>
>>506919983
Based
>>
>>506919983
Ah, such finely crafted graphics, made for those who crave the most ultimate visual experience. A true feast for the eyes with its peerless existence.
>>
>>506919983
Nice cock bby
>>
>>506884521
im a lazy bastard and proud. you cant shame me
>>
>>506920542
exquisite
>>
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I have illuminated the entire area around me. Now I can build remotely everywhere so I don't have to do any planning in situ.
>>
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>>506922994
friend your borders are undefended and open to invasion
>>
>>506925169
your mom is undefended and open to invasion
>>
>>506925169
Don't be antisemetic.
>>
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>>506925169
I'm not polluting right now.
>>
>>506925350
You will be
>>
>>506925350
>gleba first
why do you hate yourself?
>>
VGL man here, we're not playing for a couple hours yet (set for 21:00 UTC but I do not guarantee it'll actually be then) but a heads up ahead of time - I'm out being a normalfag tonight so won't actually be ahold of the wheel when we play. We'll be trusting the Omnissiah for the first time in years.
We don't actually know who we're against yet, it'll either be those weirdos from /hanny/ or those weirdos from /hsrg/. In the meantime, I've fixed up a shitload of the player models since last match including that bug where everyone's hands were a weird colour. Turrents is once again a turrent.
>>
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Now to wait.
>>
>>506926121
>he can't multitask
not a true /egg/man

just like install a mobile IRC client and watch on your phone in split mode while in a bathroom or car or something
>>
is there any way to get the electricity production stats for my space ship?
>>
>>506926797
with lua
>>
>>506926797
click the lighting icon above the planet travel section
i couldn't find it either for the first 50 hours
>>
>>506926989
That's indeed a bit hidden
Thanks
>>
wtf, why is the Space Age expansion not on sale? The steam winter sale is going on but no discount.
>>
>>506928962
Factorio devs are Jewish, they don't celebrate sale.
>>
>>506928962
wube thinks sales are bad for consumers or something
>>
>>506928962
wube respects you too much, they won't de-value anyone's time or purchase by putting the game on sale. don't listen to third worlders crying about it
>>
>>506928962
engine limitation
>>
God i want to make a mod so bad but I refuse to use somebody else's sprites or some AI shit, I need to learn blender. Maybe kitbash some shit from SA and Hurricane's models.
>>
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Babies first coal liquification spaghetti is done, it's working with no halts in production so i got the ratios right at least.
Yeah i know there's space for one more Oil Refinery but i want to get the fuck way from all these pipes
>>
>>506931136
why so many simple coal liquifications though
you only need one if it runs out
>>
>>506931339
Vulcanus told me to crank the production lever so i'm doing just that
>>
>>506893252
space
>>
Biter eggs received from a recycler deconstructing module3s have 100% spoilage-time.
How significant.
>>
>>506931012
I try to reuse vanilla sprites as much as possible for my mods.
>>
last connection to the serb was 2024-12-06 09:29:25 (2 weeks ago)
suggest mods / settings for another run
>>
>looking at some other people's space stations for inspiration
>see foundries with a full set of prod3 modules
is there even any point to that? you get so much iron ore in space, seems pointless to crank your energy consumption up so heavily
>>
>>506932348
I will have the first release of my mod done soon. I've been working on it since a while, so if you wait a bit longer you could use that to start a new serb
It's a light overhaul, mostly focused on nuclear and power generation.
>>
>>506933452
You can run out of iron if you spend too much time on Gleba or Aquilo and don't have your reprocessors set automatically. Foundries with no modules already take so much energy that if you have multiple foundries you probably have fusion. Then you can afford prod 3 anyway.
>>
>>506851569
Put a "Logistics intensifying" caption on it, and it's perfect.
>>
>>506898281
Eggs remain fresh indefinitely as long as you don't take them from the nests. Just direct-insert into a rocket silo.
>>
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https://store.steampowered.com/app/1457320/Techtonica/

anyone played it? Gabe shilled it to me in my queue, I think I recall seeing a trailer for it a year or 2 ago, was like DRG meets satisfactory or something
>>
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>fusion generator prototypes have yet another, completely separate form all others, graphics API
>it somehow manages to break everything when changing the number of pipe connections to the generator
>the folder with the lua code responsible for setting up those graphics holds 24 files for each cardinal direction
>100 files I will have to trawl through to figure out what the fuck is going on for this single prototype
Bravo earendel. You have truly outdone yourself. I'm legitimately impressed how you managed to fuck up the whole codebase and simultaneously make kovarex approve each change.
>>
>>506937441
They're equally (in)competent, that's how.
>>
>>506938026
Kovarex might not be the best engine dev, but all the old lua stuff is alright. Lots of options in the API and the code documents itself. The new stuff is hot garbage and I can clearly recognize Earendels shit crusted paw prints on it. I remember parts of his SE lua code, it was the same shit. No customization, things outsourced to dozens of files with like 3 lines each for no reason, schizophrenic interfaces that are all different from each other despite doing almost exactly the same.
>>
Aquilo is hard not because of heat management but lack of space and slow ice platform production. Though once you have enough space then its easy.
>>
>>506928962
3 cents per gameplay hour is too much.
>>
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>>506939074
>but all the old lua stuff is alright
If only its memory management wasn't a complete and total garbage waste of cycles either ...
>>
>>506939391
That nigga used the boost library unironically. He's clearly a boomer who swallowed the OOP pill, give him a break. It could have been way worse.
>>
Why would anyone take code advice from anyone who uses windows though
>>
>>506939628
>That nigga used the boost library unironically
That I don't know. What I do know is that I/O is being done through the old C FILE API (fopen/fread/fclose) at one point, rather than using zero-copy file mappings.
>>
>>506939943
sirs, our response?
>>
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>>506940123
>>
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>>506939943
Because Windows is still the number 1 platform for gaming, like it or not. And it's going to stay that way as long as the retards over at Linux won't get their heads out of their arses.
>>
>>506940348
>Because Windows is still the number 1 platform for gaming, like it or not.
Not for factorio.
You can be silent now.
>>
>>506940419
>Not for factorio.
Alright, I'll bite.
Post trace that shows they use mmap on Linux, that they actually care about performance on that kernel.
>>
>Spemgies 2
So... what are the likelihoods of it being worse, equal or better than 1?
>>
>>506940348
where's android?
>>
>>506941470
You already know.
>>
>>506937441
Perhaps now is a good time to put the new free tier of copilot to work in vs code, have it parse that mess for you.
>>
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>>506941751
Oh yeah, I can't wait to read more hallucinations and apologies.
>>
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It's so lame that automatic launches can't mix and match cargo. I have to do this shit manually.
>>
>>506942671
yeah, that sucks a lot in the early space game.
Eventually you get so much shit that wasting most of a launch doesn't matter.
>>
>>506936760
It sounds like the devs shat out a v1.0 and abandoned it.
>>
Is there a simple way to make an inserter pulse once but regularly without using combinators ? All my ideas end up overcomplicating the issue.
>>
>>506943882
stack size one and then use a series of chests & inserters as your timer with 1 item insert conditions and the first arm wired up to the last chest
>>
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How do you keep your outposts supplied? I came up with this complex circuit where it reads a constant combinator and is able to request for a supply train that will fill with the desired contents, and then deliver them. Only problem is the supply train can't make multiple drop offs per trip, it always has to return to the supply depot.
>>
>>506944249
Nah, that's what I thought about overcomplicated, I wanted to read the item pulsing through an otherwise empty belt but the result is 2 for 1 and it'd just end up eventually running forever
then I might just use an arithmetic combinator
>>
>>506943664
But enough about Satisfactory
>>
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>>506944262
I just use defense grids at strategic gaps.
>>
>>506944262
Constant combinator with requests. Compare value against what is in the logistics network (I keep sections of my walls separate) and set the deficit to the stack filters into purple chests. I tell the train to go when the station is low on something, mainly ammo or flamethrower fuel.
Loading station is just a train with a filtered wagon.
>>
>>506945091
I've not really kept up with Satisfactory; have they said what they're doing post-release yet?

Techtonica is a much more straightforward case of the devs outright stating that they weren't getting enough Early Access sales so they released what they had and don't intend to develop it further.
>>
>>506945761
Nah, they shat out 1.0 but from what I can tell they're doing post-launch support for now.
>>
>>506926121
We're up in a few minutes, vs /hanny/.
https://cytube.implying.fun/c/vgleague
>>
>>506944262
outposts?
>>
>>506942671
>create blueprint
>drag and drop to inventory, name the group, load group to requester chest
>inserter goes to rocket launch thingy
still have to launch it manually though. saves time when duplicating ships tho
>>
>>506861536
>Unified grid (different size blocks on a single grid, no more large/small)
>300 m/s speed limit
>Visual updates
>UI updates
That's it. It's releasing creative-only, I think surivival is way down the line
>>
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>solar panels that can be sent up with one rocket: 50
>solar panels that can be sent up as copper plates and green circuits: 80 (steel is free)
Please tell me you make considerations like these.
>>
>>506947465
only for the first platform
afterwards I am already shitting out so many resources I don't care if I have some waste
>>
>>506947465
Really depends on how lazy I'm feeling. For example, I send artillery shells pre-made even though it's horribly space inefficient.
>>
>>506926121
It is time
Enter
https://cytube.implying.fun/c/vgleague
>>
>>506947779
>60% is "some waste"
You should start working at Wube, you're definitely channeling their spirit.
>>
>>506947465
>Please tell me you make considerations like these.
Sending up solar panels is free for my brain. That is not.
>>
>>506948132
now compare the waste to the amount going into your science.
>>
>>506947465
>steel is free
What kind of retardation is this? Then iron and copper are free as well.
>>
>>506948253
My entire Nauvis steel production goes into productivity research, while the platform produces its own steel.
>>
>>506947465
A food stamp is less valuable than its equivalent in dollars, a solar panel is a solar panel
1.2k green chips and 400 copper could be a whole bunch of things of MUCH greater value than some Solar panels
>>
>>506948132
and now you have to start creating steel up there and building your solar panels on a limited amount of space instead of just stamping down your blueprint to copy your ship once and then doing something else till it's done
>>
>>506948815
It's faith-based, you wouldn't understand.
>>506863294
>>
>>506949042
It's 850 steel plates by now by the way.
>>506868059
>>
Do you just slap down more chests to fill up with inserters in their corner or do you have it run until it's 3 full chests and then shut down the operation?
>>
>Rainbow colors were removed from legendary asteroid collectors
What did Wube mean by this?
>>
>>506944795
Wait, I found it.
Red inserter #1 into nuclear reactor is set to only activate when #cells = 0, stack size to 1, inserts 1 cell.
Inserter #2 carrying spent nuclear fuel is also set to activate when #cell = 0 for the amount of time it takes for a red to swing and add another cell. Stack inserter, stack size 4, outputs spent fuel on belt to be recycled in the moment between when the cell value in the reactor is between 0 and 1. Effective pulse.
>>
>>506940750
I can't be bothered but I do know they implemented stuff like async saving which linux-exclusive, and entire feature that only works on linux
>>
>>506944262
I load the train with a pre-set standard load.
I also have on a supply -> outpost schedule so it does return to the supply depot after every station. How often do you really need to supply multiple outposts in a row, anyway?
>>
>>506947465
Rocket launches are practically free
>>
>>506952000
That has nothing to do with file I/O; they just fork the current process, which is horrendous overkill.
>>
>>506952403
My point being that they do care about linux and probably use it in the office, too.
That was your argument, right? If it was specifically about file IO being more optimised on linux then yeah as mentioned I can't argue on that topic sorry. I did think you were just talking about linux as a gaming platform in general though.
>>
>>506940084
https://web.archive.org/web/20170330004722/https://www.factorio.com/credits
I think they might have phased it out at some point, because it disappeared from that site a year or so later, but they did use it in the beginning.
>>
>>506952596
>My point being that they do care about linux
No they fucking don't; they just use a syscall that was already provided by the kernel (and is arguably an artifact only used by people who don't know why interprocess context switches trigger TLB flushes, i.e. incompetent clowns) that has horrendous overhead, introduces copious amounts of COW and locking, and, if it was properly implemented, would work equally well on Windows.
Show me where they use mmap on a grand scale to avoid copies during file I/O, and THEN I'll accept that they care about performance on Linux.
>>
>>506827586
How do you designate a filtered slot?
>>
>>506955181
Wheel click into slot.
>>
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How good is nuclear in Space Age? I've been burning rocket fuel and it works great.
>>
>>506955669
what the fuck is that design
it's gonna choke on any small load
>>
>>506955669
Nice ratios
>>
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I was under the impression we were supposed to switch to nuclear power to make it to aquilo.

But like my ship just make it, no problem. It's ammo-stable in orbit. No power problems.
>>
>>506958136
>1 rocket turret
>>
>>506958136
no wonder since you're going at slow per second
>>
only just realized the planets actually move and the distance between planets changes. I remember Gleba was only a small distance from Vulcanus but now its closer to Fulgora
>>
>>506958726
It's really poorly implemented. The routes are hardcoded into the game, so even though there should be instances where Nauvis is closer to Aquilo than Vulcanus (individual planetary movement) you can't directly travel to Aquilo from Nauvis.
>Earendel fucks up yet again
>>
>>506959529
>Directly travel to Aquilo first
>Die
>>
>>506959646
That's not what I said.
>>
Matter creation+ advanced machines are so stupid they're literally cheating and I love every second of it
I'm making all this crap out of excess stone
that I get as a byproduct and I was storing in an excess warehouse

the sheer retardaton of I'm currently doing is enough to make a grown man cry and yet it works
>>
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Nauvis to Shattered Planet and back stats. 20-30 HOURS LATER...this bitch used...
763 fusion cells
1.2m railgun ammo (1k/min gen)
1.9m red rockets (1.2k/min gen need more)
350k red ammo (hardly used at all)
780MW power demand max/900MW available.
>>
https://forums.factorio.com/119798
>2 months later
>critical bug about a core mechanic with dozens of reports still goes unfixed
BRAVO Wube

https://forums.factorio.com/116892
https://forums.factorio.com/118408
https://forums.factorio.com/118421
https://forums.factorio.com/118679
https://forums.factorio.com/118942
https://forums.factorio.com/119108
https://forums.factorio.com/119681
https://forums.factorio.com/119798
https://forums.factorio.com/122399
https://forums.factorio.com/122726
https://forums.factorio.com/123128
https://forums.factorio.com/123193
https://forums.factorio.com/123245
https://forums.factorio.com/124653
https://forums.factorio.com/124714

>MULTIPLE REPORT
>ASSIGNED
>MINOR ISSUE
>NOT A BUG
>NOT OUR BUG
>WONTFIX
>CLOSED
small indie company plz understand
belt code too complicated
>>
>>506958726

The space map is set up such that every planet can reach the planets within 2 sun-distance units from them. Gelba, as the 3rd planet from the sun, can reach 4 other locations.
The order is
1 . ______2 ____3_____4____5_____7
vulcanus navus gelba fulgora aquilo edge


So gelva can reach vulcan at -2 and can reach navus at -1.

Actual time-of-transfer is simply not represented. The game gives us an abstraction where we just pretend we orbited around the system for long enough to align with the orbit we wish to meet.

There's also not a particularly good reason to do this, regardless.
>>
>>506960496
which speedrunner are you lol
>>
>>506960496
Small indie company please understand
>>
>>506960512
>navus
Opinion discarded.
>>
>>506960717
I literally stopped playing the game few days after release because of this, just waiting for it to get fixed at least, and still no luck
guess I'll have to wait for 2.1 to actually enjoy the expansion
>>
>>506961008
don't worry 2.1 will fix everything
>>
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>>506960347
>>
>>506961135
Will it come with a Lua whose memory management doesn't suck ass?
>>
>>506961248
it will come with a big banner to kovarex wow classic guild in the main menu and nothing else
>>
How the fuck do I enjoy Factorio?
Everytime I get up to automating blue science and just get bored
It seems like at the point there's nothing really 'new' to do other than 'repeat the same build'
Biters are solved with flamethrowers and a tank
Blueprints are just using bots
It feels like everything at the point is just repeating the same thing and moving your character, no more planning, logistics, etc. Just repeating from a few minutes ago.
>>
>>506962619
Mods? >>506850907
>>
>>506962619
Once the spell is broken there's no going back, you just have to move on to a different game.
>>
>>506955669
from raw, rocket fuel is an energy loss without high productivity over just burning the solid fuel spent making it.
>>
>can't send nukes to space
This is an outrage.
>>
>>506965073
And what exactly would you hit?
>>
>>506962619
Play something else.
>>
>>506962619
Uh, just move on? I stop playing any game that bores me.
>>
>>506962619
solve biters with something better than the >>>tank
move your character less, its just boring busywork running around when you can do almost everything from the map view
dont play the dlc
>>
Problem is with Factorio, I was enjoying Krastorio + SE + rampant
I actually might go back to it and fuck Space Age since it seems really gimmicky so far
>>
>>506966679
I had the opposite problem. Every mod to factorio just seems like the same thing with additional tedium. No new interesting puzzles to solve. I even uninstalled all the mods after a few years and played the original on default settings, and the game felt much better and more refined.

Space Age doesn't fall into that trap that other mods have, and actually introduces new gameplay that makes you think of new ways to solve the puzzles.
>>
>>506968108
>No new interesting puzzles to solve.
I recommend that Cube mod for the Factorio jaded.
>>
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>>506968108
You never made plastic out of natural gas in a system that had to be shut off occasionally to make sure that certain waste products were recycled quickly enough.
>>
At long last.
Megadeath.
>>
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>>506926121
Well, honestly this is better than I could have hoped after that 5 - 1 /hanny/ had before our match. Not that I'm making excuses, but... well, I wasn't there to try and mitigate things myself. Sorry lads, looks like this run ends here. I'll keep fixing up/restoring those player models. so we'll certainly be looking better next time we show up.

That said, we've done well enough in this league that we get to put a player on the /vg/ team for when they play next! In the past we've sent in CLANG, but considering his more recent appearances (and for the sake of variety) I'm considering sending in other players - we've got quite a few unique player models to choose from after all. Any picks in particular?
>>
Any anons that played stationeers, any advice on how to refill my O2 tank other than putting it in the gas tank and letting the pressures equalize? I ended up fucking up and long story short, 70 kpa won't be enough for my airtank desu.
Pic semi-rel, wanted to share my base
>>
>>506970990
If you still have breathable air in your base you can use that active vent, connect it to some piping and a gas tank storage, and then set it to suck in some air into the pipes. Make sure to be careful with the pressure when you turn it on, or use a computer to set the PressureInternal variable to something <10MPa to not rupture the tank.
>>
>I proDOOOOCED on Vulcanus so hard i'm back to not having green chips in storage
I'm never escaping the Green Samsara, there is no Nirvana where i produce them in enough numbers to make reds and blues while also holding plenty in storage, it's fucking over
>>
>>506970089
>game froze for an entire minute the moment I used the anti-creep capsule
>steady 5 fps for a while
>launch another set of capsules
>game crashes
>reload
>repeat
>it works

You can literally see it vanishing from the map in clumps
it's glorious
I'll finally be able to drive without all that damn creep just to see how far the virus managed to spread to kill the nests
And then I'll airdrop some fucking more

In a way it's incredibly lame because this is the worse-than-nuclear option, since the actual nuclear option did nothing
I can't recommend rampant death world to anyone not only because it's brutal, but because it litearlly doesn't give you any options
I was constantly getting slowdowns becasue the biters were clumping down into black holes of infinite lagmass trying to get to me
all I wanted was a harder enemy to fight that wouldn't get trivialized by flamethrowers, but even with nukes their sheer numbers were ridiculous
do you know rampant's biters can clump together in bands of up to 75 concentrated biters
each biter can have a number next to it, and that's just a condensed biter
I've seen a behemoth biter die and give birth to 50 more behemoths
I hate rampant fixed
it "fixed" fuckall if not my hate for the fork's developer
Do NOT use death world in fixed
in fact ignore fixed altogether
stick to regular rampant if it ever updates
armored biters is great though, shame the evo counter got reset to 0 by using the capsules because I'll never see a leviathan snapper now
>>
>>506973513
god look at this fucking mess

honestly I almost wanna stay on the moon now
>>
>>506973513
>>506974353
wtf?
Are you doing Krastorio and space epxnasion and fucking rampant???
>>
>>506960496
>ah I can't use my 20,000 DPI pro gaming mouse to lay belts faster than the tick rate of the game! literally unplayable!
>>
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>>506974353
>they had somehow clumped together again in the usual spot, but they were just small biters and snappers (from god knows where)
>die to virus cloud
>respawn in the remains of the old base form 80 hours ago

Cute.
I also lost my imersite night vision so I can see fuckall.
Another thing that helped with the moon was that clockwork buffed accumualtors to 80 MJ instead of the usual 5 (on account of the initial day being x24 times longer I guess) and that made the whole pre-power bank thing suck a lot less
they still needed copper so I launched 100 by rocket, but still

alright that's enough of me jerking myself off, the biters are (mostly) dead so I can finally finish K2 and lunar landings without getting slowdowns

>>506975034
nah, K2 and rampant and lunar landings, which is SE-lite and also kinda garbo
I wanted to get them all over and done with before I start my 2.0 run
>>
>>506960085
Uranium also has a SHITTON of matter value, and given how typically it's barely used and patches are huge, IIRC I fuelled all of my endgame antimatter using pure uranium soup
>>
>>506975989
oh yeah I noticed, the problem being uranium was at an extreme premium in my case and I got just enough I could get to kickstart my plutonium production, after that the breeders did the rest of the job

I might do it now but I don't know if I wanna move from the moon honestly, it's kind of silly
The moon also has such stupidly big deposits just sitting there and nothing is used for anything, I get stone as a byproduct for the heat shielding I need to make purple science and I already get sand from processing imersite cave residue
also I'm using LL silicon which comes from silica to get K2 silicon so the biggest stone sinks are gone
I'm very much enjoying the fact that K2 machines don't have LL's oxygen restrictions so I can just place them anywhere as I would on nauvis
(interesting mechanic but it gets boring after the first 50 hours when you have to make x5000 tech cards) in a constrained space
>>
>>506960496
Lmao that's retarded.
But where do you see
>MINOR ISSUE
>NOT A BUG
>NOT OUR BUG
>WONTFIX
>CLOSED
?
All I see are a bunch of reports just without a dev response yet. Nowhere do they say wontfix or closed. Some of them literally are duplicates and marked as such, others are related and cross-reference each other without being marked as duplicate.

I would assume they're working on it and trying to unfuck things
>>
>>506962619
Go to gleba
>>
>>506970434
I am extremely lazy can you post a link to the current roster? (Assuming the wiki is up to date with the current models, if not is there anywhere I can see them...)
>>
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The lack of DSP energy priority is becoming pretty annoying.
Fuel burns when renewables are active, which is dumb early game.
Ray receivers tie up energy regardless if it can be used or not, which is dumb mid game. It is better to photon literally everything and turn it into fuel cells, because those actually burn on demand.
Sprayers absolutely shit themselves under 100% power, which is dumb because they need a penny of power to work.
Logistic stations have a monstrous range of low vs. high power demand so they can kill the grid when self charging. They should really passive charge like accumulators, there's only one situation where priority charging makes sense and that's to haul energy.
and then there's this guy. Gigantic rows of hydrogen cooking machines to balance hydrogen sources. However, the burn rate is only equal to the grid demand. Going over 100% demand kills the sprayers, having less demand kills the hydrogen disposal, and you can't ride the line because it kills the logistic network. It's a pain in the ass when it really doesn't have to be. At least let me toggle 100% burn mode.
>>
In space age, I have to make a choice of the first planet and pick either: logistic network, spidertron or artillery?
>>
>>506977882
Logi network comes from space science, you only need to go to nauvis orbit for that.
>>
>>506977758
Why are you tying it into your main grid? Stick a tower off in a corner with a bunch of generators weighed down by a particle accelerator making deuterium the hard way (and then burning it).
>>
>>506971592
That's a good idea, thank you anon
>>
>>506979541
>main grid
Busy planets don't have a lot of space to sever grids. It's doubly true in darkfog, because planetary shields are needed all over the globe for space defense.
There's a lot more steps involved than running a particle accelerator and waiting for that to clog and stall. Ugh, guess it's time to pull out the energy exchangers and do the thing. It's annoying because priority DOES exist, but it's a dumb janky exploit and not on the things that should have it.
>>
>>506824196
I've accidently sent items to storage chests by clicking them in remote and the space platform wont pull from a storage chest

how the hell do i move it from storage so the platform can get it wtihout always going to the planet to manuall move it?
>>
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>>506983765
Why would a space platform not pull from a storage chest, mine do all the time.
That said, you can tell your bots to remove shit from a chest by right clicking on the item in remote view, it'll put a red X on it and a bot will come grab it.
>>
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maximum science
>>
Alright, am I missing something?

50amonia 20crude -> 1solidfuel, with boosts +200% = 3 solid fuel.
250amonia 100crude -> 5solidfuel, with boosts +200% = 15 solid fuel.

100 crude 50water -> 25HeavyOil + 45LightOil+ 55petroleum, with boosts +75% =43.75Heavy 78.75Light 96.25petrol

25 Heavy 18.75water -> 18.75LightOil
or 43.75Heavy 32.8125water with +75%boost -> 57.421875 light oil

18.75+45 Light oil -> 6.375 solid fuel
57.421875 + 78.75Light with 75% boost -> 23.83~ solid fuel

55petrolium -> 2.75 solid or approx 9 solid fuel total
96.25petrolium with +75% -> 8.42 solid, or aprox 32 solid fuel total

IN SHORT
Is seems like the ammonia version makes about half as much solid fuel per crude oil, but looking into it people say the ammonia recipe is way better. Is there a reason I should use the ammonia-to-solid-fuel recipe?
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>>506984571
I dont know it annoys the shit out of me, I have a request set and the platform sits there waiting for it and the bots dont grab it from the chest, it's set as a custom payload so it shouldnt work for a stack

wont the bot just put the item in another storage chest if i just click on it in the storage chest?
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>>506984831
*wait for a stack
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>>506984831
You'd have to set up somewhere else to put it yeh, you could put down a storage chest filtered to that item that inserts into a passive provider.
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>>506984668
Me wish all the science packs were the same shape. I don't like planet packs looking like planets
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>leave game overnight to finish all researches while I sleep
>wake up 9 hours later
>realize I left it on research screen on
>game was paused all night
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>>506984831
is it bugged or does custom payload not do what I think?
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>>506944262
Can you share a BP? I suck at circuits and I need a similar setup for my base on fulgora
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>>506985987
Did you actually set the minimum payload? it's a separate slider.
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>>506985987
It's covered up but it's transparent enough to show that the minimum payload slider is set to max
>>
I have made some very poor decisions the past few weeks. Somehow, in my troubled mind, I decided the best use for my new computer was to reach the end of the world in factorio and to make a giant train to bring resources from there to my base at the center of the world. Turns out that making a 100-20 train is really not a good idea and very, very, very hard to load and unload. It also turns out that the end of the world, it's really fucking far away. Like, hours away at max speed. So you don't just need 1 very long train, you don't need 10 very long trains, you don't need 100s of them, you need fucking 1000s. 1000s per metal. And yes, I smelt everything on site, which means I had to make an absolutely massive nuclear reactor over there because no way I'd spend literal days putting all the electricity poles needed there by hand... Then I had an even worse realization, I wasn't playing vanilla factorio, I was playing space age. I need CALCITE. So I had to retrofit a calcite train over there, which made me realize how much easier it would have been to just move my base over there but it was too late, I already did the trains and removing them would have taken ages. Then I ran into a different problem, you see, going to the end of the world and having a few hundred trains wasn't too bad, but factorio is really not meant to handle over 10000 trains on a single rail, so everytime one would move, I would have a noticeable freeze for about a second (very impressive that the game didn't flat out crash) which means I had to do 2 more rails, exactly the same but a few chunks away from the original, which means I had to redo everything again, twice. Then I had to take out the thousands of trains on the main rail and put them on the side rails, which I lost track off very quickly. Then I had to rework the entire unloading area so that the rails wouldn't cross at any point to avoid lag. That was enough, but then I decided for whatever reason
>Error: Comment too long (2003/2000).
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>>506986118
>>506986172
Slider is set to 10-Inf
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>>506984817
Yeah you can make ammonia rocket and solid fuel using cryo plants

>>506986315
That's the amount you're requesting, you knob
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>>506986315
The custom minimum payload is a separate slider, below the regular request slider.
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>>506986118
>>506986172
oh fuck im retarded, didnt notice the second one, thanks
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>>506986176
I wouldn't read your diatribe even if I didn't have a blooming headache right now, which I have. Unfortunately you will learn nothing from this comment and continue to bother innocent lurkers with your drivel until the day you die, which can't come soon enough.
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>>506986118
>it's a separate slider.
And it's fucking retarded. What is the use case of having two sliders? Having to dick around with the checkbox is already annoying enough.
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>>506986425
That is why I gave the ammonia recipe +200%, for the 8 module slots.

Are you suggesting there's an advantage to high-quality solid fuel?
... is the point that cryoplants are fast? Not interested in the rocket-fuel recipe, yet. Just asking about ammonia-to-solid.
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>>506986176
But then I decided for whatever reason that 5 rails is better than 3, so I wasted even more time redoing everything and made sure that there was less than 3000 trains per rail. So by that point, I was 700 hours in, I had been playing for about 50 days straight, I didn't even notice that christmas was 5 days away. I was sick of it. I don't even remember how the unloader works. I am tired, I have a giant train station that is twice as big as my base, my save requires about 50gb of ram to run it. It randomly lags for a few seconds for no reason and it now barely functions.
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>>506982240
>planetary shields are needed all over the globe for space defense
You need a ring of 5 around the equator and one on each pole.
Also
>space defense
Why? By the time you can get full planetary shields powered hives are trivial anyway. Slap their shit down.

Also also, organize your shit better. Put all of the hydrogen producing shit on one world and burn the fuck out of any local hydrogen it gets.
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>suffer on gleba
>switch to bacteria cultivation and nutrients from bioflux
>suddenly drown in resources
Looks like the planet is solved now.
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>>506987142
yeah okay, that doesn't address any of the other issues. It's nice to have workaround after workaround, but only being doable from reacharounds is goofy clown shit.
>>
>>506987521
I like how much Gleba sucked until everything clicked into place
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>>506987521
Did you "solve" your neighbors?
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>>506984817
I did this math a few threads ago, turns out you are correct if you are on 0.23 patch but it gets fixed in like 0.25+ experimental which can go stable any second
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The onboarding of Space Age is pretty good isn't it. I look at my platforms and planet-specific setups and think 'man, this is far more complicated than anything I did in AngelBob, but then it also didn't seem as hard to pull off.
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>>506944262
Does it work if a half empty train doesn't have enough materials to fulfill the request?
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>>506986006
https://pastebin.com/adVT4GjD
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>>506987821
Researching rocket turrents at the moment. I hope this will be enough to set up the perimeter.
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>>506986006
https://pastebin.com/adVT4GjD

Yes, the train will deliver the goods, and then when the train is empty will return back to the supply station. Also, the stations priority is set as the number of supplies needed.
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>>506988156
>this rat nest of combinators
Sometimes I wonder if I'm too stupid to understand anon's genius and why such complicated system is necessary.
>>506988332
You'll want some secondary defense for wigglers, there are too many of them for rocket turrets.
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>>506988525
Meant to also reply to this >>506988156. I also meant when the station it's delivering to has acquired all it needs from the train (2 seconds of inactivity).
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>>506988525
WTF it deleted it. IDK why pastebin would do that.

Pickup: https://factoriobin.com/post/ao1rto86cacg-EXPIRES
Dropoff: https://factoriobin.com/post/agz6oukar60d-EXPIRES
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>>506987712
>that doesn't address any of the other issues.
The other issues all fall under "it's called dyson sphere program, not low-energy elf module application." Upgrade your infrastructure to have enough power and it doesn't matter how it gets prioritized.
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>>506988612
>Sometimes I wonder if I'm too stupid to understand anon's genius and why such complicated system is necessary.

Make it simple, run into issue, fix issue, run into issue, fix issue, etc until works great. Now you have a bunch of circuits.
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>>506988612
I don't even know how it works now. Cobbled it together, blueprinted, and used ever since.
Probably can be improved and simplified a lot with 2.0 circuits.

>>506988689
>inactivity
Didn't beat the game.
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>>506989387
>>inactivity
>Didn't beat the game.
I can understand the fun in not using things like Solar Panels or logistics bots for increased complexity, but fucking train conditions? LMAO
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>>506989238
retard
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>>506990204
Stay mad.
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>>506990493
i accept your concession on all counts.
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>>506987958
Seems to me like the answer is that the better answer uses more infrastructure. That's significant when it takes 6 minutes to craft a pumpjack. (I brought quality modules)
>>
>Revamp Nauvis production
>Figure I'd just be lazy and send some Calcite to use with Sulfuric Acid to turn into Steam for Coal Liquefaction since I was making the acid there anyway

Oh right. Nauvis isn't a volcanic hellscape
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>>506990685
Stay madder.
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>>506962619
>enjoy
Playing the wrong game
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>Make new platform and paste a blueprint
>Rockets start sending up literally every single building and item except for platform foundation even though there is plenty in storage
why
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>>506993759
Did you put the foundations in a chest the bots recognize as part of the network?
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>>506993759
Because fuck you, that's why.
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>>506965776
Spoiled biter eggs on my platform.
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Save earth is full of soul and soul, and the eight meridians are in harmony with the innate. Liver flowers and five internal organs perform various exercises, and newcomers in the New Territories are the same as before.
There are no resentful ghosts in the secluded valley and secluded veins, and there are no scattered immortals in the spiritual world of Lingshan. There are no more old hatreds here, and the world is peaceful for the New Year.
Happy New Year /egg/.
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>>506994817
What made you think bringing those little niggas onboard was a good idea?
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>>506994948
theres some funny interactions with hatching biters in space, and the devs basically said "thats hilarious and we wont fix it"
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She's beautiful.
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What's a less stupid way of doing this? If I want the output of recyclers to stacked on a belt for greater throughput. Building a recombinator for every single stack inserter seems not the best.
>>
Would be funny if you could build biter nests on Gleba and get biters to attack wrigglers.
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>>506998542
biters would get btfo'd by a single medium stomper but it would be funny starting an alien race war
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>>506998659
oy vey, and you would of course profit off the resources in the background while conflict ensues?
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>broke 500f on the ice planet
fucking good
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>>506998732
Hey, they gotta earn their Lebensraum.
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>>506998828
>Fahrenheit
Guess again.
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what would aquilo smell like?
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>>506999086
Urine.
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>>506998879
>broke 500c, which is larger than 500f, on the ice planet
fucking good
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>>506999086
>>506999141
Probably more like ammonia-based cleaning products. Urine contains urea, not ammonia. It's turned to ammonia compounds by microbes if you leave it out, but fresh human piss shouldn't smell strictly like ammonia.
>>
This must be the worst temporary setup I've ever made. But eh, labs and prod 3 finally here. God bless island biters.
>>
What is it with people being unable to spell "Nauvis"?
Next you're going to tell me you're going to pronounce it like Dosh does, with a long "i", rather than like "novice".
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>>507000284
I thought it was Navius for the longest time and was confused why is everyone saying it weirdly.
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>>507000284
Nawvis
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>>507000284
I pronounce it "nav" as in "navigation" "us"
"nav us"
"navus"
where the journey begins

never looked to close at the word and at this moment I literally do not know how it is correctly spelled. I could have checked instead of typing this out. I did not.
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Is Gleba doable without abusing bots? It looks like I need sewage splitoff every step of the way and it's getting overwhelming.
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>>507005869
You'll just need second belt for nutrient and spoilage, it's not really a concern. Most gleba recipes are very simple.
t. haven't researched logistics
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>>507005869
It's possible yes, usually with inserters and splitters to filter off the spoilage, or design something that gets used so fast it can't spoil. Personally I can't wrap my brain around that stuff because I've always designed stuff that lets things sit on belts while idle, so I just copy blueprints other people make. If you take a look at what other people have come up with it might give you some ideas.
>>
How do i calculate rate without helmod? I'm on the first run of dlc and want to get at least some achievements. But helmod will disable them. this literally genocide.
>>
Kinda new to factorio. What do people mean when they say that buying factorio is more about getting the engine than the game itself?
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>>507007594
If you mouse over the building it has rates per second on it
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>>507007630
I presume that whoever said that is referring to how expansive the modding scene is. But that's underselling the base game and also a pretty dumb way of saying 'lots of mods are good in Factorio'.
>>
>>507007594
The good thing about 2.0 is that the game now tells you the rate at which your machines produce and consume without you needing to calculate it by hand. Mouse over your building, multiply the consumption rate by the number of machines you have, divide by the production rate of a single machine that create the stuff your first machines consume and round up. That's all you need. So if you have 4 machines consuming 2 gear per second each and your gear machine produce 3 per second, you'd do 4*2=8, 8/3= 2.66, round up to 3.
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>Getting quality biolabs is a fucking hassle
Man. Fuck that.

I'm not cycle recycling atomic bombs and overgrowth soil to get epic/legendary labs. Fuck you.
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>>507000284
It's pronounced like now-vis
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>>507007869
I've seen people say that technically the base game is just a very big mod.
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>>507007975
Is there a reason not to simply craft and then recycle the labs themselves?
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>>507008225
Check this out. Wait for it....
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>>507007975
You really don't need them, they save you a lot of legendary beacons and modules but that's it, if you already have a robust system to get legendary modules and beacons then all it saves is space and an absolutely tiny amount of processing power from using less inserters.
All they get is faster crafting speed, which is multiplicative with research speed research and speed modules but not exactly that great.
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>>507008630
"Wow, you got all that juice from that sack of oranges?"

Pasting a normal quality biolabs setup and only getting quality on the modules is just way more efficient.
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>>506977225
Ah, you've reminded me there's actually no page to show off the players still (I think the last attempt still has a previous roster...)
The best place to check em out is the games themselves on https://implying.fun/team/egg/ - the video player's a bit slow to load but seeing them in motion is a good idea. I'd advise watching the previous league since there are a couple models that haven't made it to the version of the game we're using now yet
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>tfw you hit 150k spm on a base this big.
>It barely uses 1GW of power
Legendaries are too strong.
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science is a lazy and shitty way to delete large amounts of resources. the devs had no better ideas?
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>>507010392
Well you could throw it in lava, recycle it into the void, throw it off your space platform, blow it up, get it eaten by biters. There's many ways to delete your resources.
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>>507010392
Only the recreational McNukes, and other assorted warfare comes to mind as the constant resource acquisition driver.
The state of constant war where victory is impossible, or is at least temporary, whose sole purpose consists of destroying the fruits of a man's labor.
Just read 1984 and work from there.
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Fulgora is pretty fun
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How are you supposed to get the billions of holmium plates required for aquillo? I feel like I just void everything except holmium ore but that's still not enough. Even with foundries and tier 3 production modules everywhere. I can barely keep up with my power cell consumption.
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>>507011437
God I wish I could do stuff like that. My ocd forces me to sort everything right away using splitters.
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>>507011776
nah i said fuck it, the only thing i care about is getting holmium out of the scrap, i got some other buffer chests to get shit to make things with, but the only thing that matters on this planet is holmium, anything worth producing here needs holmium, everything else is byproduct, just get the holmium, enough essentials to build shit and scrap the rest

im really annoyed you need vulcanus + fulgora to get the foundations, i found the hardest part was running trains, it took me so long to find a route to a large scrap pile i could exploit
>>
Did wube forgot to modify the settings of other planets for deathworld? I know the planet setting system was kinda rushed a few days before release but I would expect them to tweak the deathworld preset at least a little...
>>
The wiki has a surprising amount of typos and mistakes all over the place.
Map gen page:
>It is possible experiment with different settings
"to" is missing between "possible" and "experiment".
>Because it is technically endless, the whole map is not generated from the start.
It is not technically endless, it is technically finite. The phrasing is also un-wiki-like.
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>>507007975
Atomic bombs are fine. Don't bother with overgrowth soil, just overbuild your biter nests and hard-recycle the eggs by the belt-full
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>>507011776
Fulgora is like panning for gold in an outhouse and its 10x worse when quality gets involved.
>>
Power draw for a cryogenic plant is 1.55MW, which I thought was a lot.
Base crafting speed is 2. Base time to craft a rocket fuel from ammonia is 10 seconds, so 5 seconds in the cryoplant. That's 7.75MJ per crafted rocket fuel.
A rocket fuel holds 100MJ. A heat exchanger produces heat which becomes steam which becomes electrical energy at an efficiency of 250%, which is to say that 100MJ becomes 250MJ per burned rocket fuel..

1 epic productivity 3 module gives -15%speed, + 19%output, and +80% power drain. New cost is (oldcost)*1.8*(1/.85) = 16.411 MJ. New output energy is 250*1.19 = 297.5MJ. total.
So, for the cost of less fuel per second and 8.66MJ, an extra 47.5MJ of energy was produced.

2 epic productivity 3 modules give -30%speed, + 38%output, and +160% power drain. New cost is (oldestcost)*2.6*(1/.70) = 28.78 MJ. New output energy is 250*1.38 = 345MJ. total.
Cost 12.26extra and produced 47.5MJ energy extra.

3 epic productivity 3 modules give -45%speed, + 57%output, and +240% power drain. New cost is (oldestcost)*3.4*(1/.55) =~ 47.9 MJ. New output energy is 250*1.57 = 392.5MJ. total.
Cost 19.12extra and produced 47.5MJ energy extra.

4 epic productivity 3 modules give -60%speed, + 76%output, and +320% power drain. New cost is (oldestcost)*4.2*(1/.4) =~ 81.37 MJ. New output energy is 250*1.76 = 440MJ. total.
Cost 33.47extra and produced 47.5MJ energy extra. Net gain 14.03.

If, instead, 1 eff3epic and 3 prod3epics were used, it would be -45%speed, + 57% output, and +145%power drain. (oldestcost)*2.45*(1/.55) = 34.5. Output energy unchanged. Net gain 13.4, compared to 3 Prod's,
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>>507013931
I just lean into the madness, get the holmium, the rest doesn't matter

i will get a cleaner setup when i can run proper trains but its a pain in the ass for my first visit without being able to run traisn properly and not getting the real estate I want to use
>>
do bugs further away spread and resettle as the fuckhuge nests or just tiny ones? id rather not have a soviet bug army marching on me nonstop
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>>507015653
I think nest size is based on evolution, so if you keep the small ones alive early game big ones won't settle on top of them, but if you kill the small ones then leave bigger ones will replace them eventually.
>>
finally on vulcanus after solving folgura, dlc is omega ludo kino so far
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How do I make sure each egg gets recycled before hatching.
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>>507014427
only real option is to feed that shit back into the recyclers and pull whatever you want off the belts
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>>507017282
What the fuck you have like 100x more eggs than you need.
>>
>>506824196
Gleba is shit, change it.
You can't have biochambers requiring both nutrients fuel and then the dumb fucking resources dying for some stupid reason.

Pick 1 mechanic, not both.
Remove the nutrient decomposition mechanic.
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>>507014345
>A heat exchanger produces heat which becomes steam which becomes electrical energy at an efficiency of 250%
No, a heat exchanger turns heat energy into steam energy at a 1 to 1 ratio. Heating towers are 250% efficient. They turn 1mj of fuel into 2.5mj worth of heat.
The new building consumes a lot but they're always efficient. This stops being a problem when you unlock fusion. A single fusion power cell is worth 40gj and isn't wasted like uranium fuel cells. You will get the 40gj out of it as long as you don't break anything. And that's before applying neighbour bonus. It's very easy to get 100+gj per power cell entering the system with a good enough setup. For example a 5 reactor setup would give you 144.5gj per power cell on average and a 6 reactor setup would give you 160gj per power cell. Better yet, a single cryo plant with 8 speed 3 and a speed 3 beacon will drain 13.05mw and will turn 26 hot fluoroketone into 26 cold fluoroketone. Enough for 6.5 reactors. A cryo plant making power cells with 8 prod 3 and a speed 3 beacon will drain 14.25mw. Of course only while in active use. Add the 480kw from the beacon and the 10mw per reactor (yes they consume 10mw each so you need to kickstart them) and you get 87.78mw consumed during your worst case scenario for 2.4gw produced. Because of the productivity, you only need the ingredients to create a power cell only once every 120 seconds and each craft is worth 288gj. And obviously you can put prod in the lithium production line too, which reduces the holmium plate cost of lithium by more than half. Even without taking that into account, a single rocket of holmium plates is worth 144tj of power cells. Yes, terajoules.

That is to say, your little machine consuming 32.15mw when fully beaconed barely puts a dent into your production at endgame. Really, it's only 1.34%.
Here's a fun fact, a legendary setup like that with 30 prod research can produce over 1400 plastic per second and would consume 3.6k gas.
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>>507017601
Yeah Im trying to find the right balance
>>
The price of electricity on this trash planet is absurd. Why the fuck am I always incinerating less than 6million bio-organisms for power. This doesn't work, it's not possible. You fucking nazi cunts.
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>>506956442
Is this better?
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>>507017780
I'm beating my head with a stick trying to get past this dumb fucking planet.
Nothing fucking works, it's an absolute nightmare.

The most dumb mechanics.
The high cost of electricity production components (heat towers)
The no fucking iron reserves except it coming from trees.
The tree requiring a hundred different processes to get no resources.
15 jellynuts only giving 1 iron. What the fuck.
Then this false promise of the biochamber being more efficient for production.
Biochamber being way too complex mechanically and never just fucking working.
There being no water asteroids grabable with an arm when you have no ammo.

This entire planet belongs in the garbage bin.
>>
what happens if my nuclear powered space station runs out of fuel somewhere mid transit?
it shouldn't, I have the logistics set up for it to go and try fetch some nuclear fuel when it runs low, but you never know - I also had my gleba base randomly blackout after 50 hours where it worked just fine without an issue
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>>507007379
Just loop the belt and add one splitter filtering spoilage off.
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>>507017282
ID START LOADING THOSE TURRETS FIRST
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>>507017780
I think it's like 2:1 but your prod and speed modules will fuck that balance up a bit.
Always produce slightly fewer eggs than you need. If you need 100 eggs a minute to saturate your science production, try to aim for no more than 99 eggs a minute so you know they'll ALWAYS be consumed.
And just have it always make the science and burn the spoilage, when you need to actually ship the science just take the freshest packs first.
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>>507018158
If engines are out of fuel, it will drift to the nearest planet. But without energy it'll probably get smashed by asteroids.
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I want to test my nuclear reactor setup. What is buffer size?
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>>507014345
1 eff3epic, alone, would have saved 80% of the cost, but that's .8*7.75 = 6.2MJ, which is nothing compared to the net gain on the productivity, but significant if you have no power.

1 speed3epic and 3 prod3epics is +50%speed, + 57%output, and +310% power drain. New cost is (oldestcost)*3.1*(1/1.5) = 16.01 MJ. Output is still 392MJ.
Cost 31.89 LESS, with no change in output, so 31.89 net gain.


So, having the hang of it by now, lets assume 8 modules, with at least 1 speed and 3 productivity. This would not be assumed if I were using beacons.


Output, plainly, = 250* (1+.19*prod3#)
Cost = 7.75 * ( 1 +.8*prod3# + .7*speed3# - .95*eff3#) * (1/(1 - .15*prod3# + .95*speed3#))
net gain = output - cost
prod3+eff3+speed3 = 8
(250* (1+.19*prod3#) ) - (7.75 * ( 1 +.8*prod3# + .7*speed3# - .95*eff3#) * (1/(1 - .15*prod3# + .95*speed3#)))

(250* (1+.19*7) ) - (7.75 * ( 1 +.8*7 + .7*1 - .95*0) * (1/(1 - .15*7 + .95*1))) = 519.6~
(250* (1+.19*6) ) - (7.75 * ( 1 +.8*6 + .7*2 - .95*0) * (1/(1 - .15*6 + .95*2))) = 507.4~
(250* (1+.19*6) ) - (7.75 * ( 1 +.8*6 + .7*1 - .95*1) * (1/(1 - .15*6 + .95*1))) = 494.0~

So one speed module is best, simply to avoid approaching 0% speed.

Now, with 1 beacon.

Modules in the beacon get 1.5 times effectiveness which includes the negative effects.
BeaconCost = 480 * 10(seconds) * (1/speed). Lets assume 2 speed-in-beacon and 8 productivity, to start..

(250* (1+.19*prod3#) ) - (7.75 * ( 1 +.8*prod3# + .7*speed3# - .95*eff3#) * (1/(1 - .15*prod3# + .95*speed3#))) - (.480*10seconds / (2speed* (1 - .15*prod3# + .95*speed3#)) )

(250* (1+.19*8) ) - (7.75 * ( 1 +.8*8 + .7*3 - .95*0) * (1/(1 - .15*8 + .95*3))) - (.480*10 / (2* (1 - .15*8 + .95*3)) ) = 601.3 gain per craft.
(250* (1+.19*8) ) - (7.75 * ( 1 +.8*8 + .7*1.5 - .95*1.5) * (1/(1 - .15*8 + .95*1.5))) - (.480*10 / (2* (1 - .15*8 + .95*1.5)) ) = 583.5 with 1 eff instead of a speed.
>>
>>506998182
constant combinator with -15 of all the signals?
>>
>>507018981
I assume the amount of energy it can store in its battery.
>>
>>507018153
You are literally me yesterday, but today I am happy with Gleba.
>electricity
Just import a nuclear reactor. One is more than enough.
>iron
Research bacteria cultivation asap.

Simple as
>>
>>506961208
>>506960347
it took you 20-30 hours to get there and come back?
damn.. I still haven't went to the shattered planet, but I expected it to be on a time scale you can do in one session
and that I'd need way less fuel cells
>>
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is this shit bugged or am i retarded? i just made carbide in a an assembler but i didnt get the trigger tech for a foundry, i have 150 tungsten carbide in my inventory
>>
>>507018981
Power production: How many watts it create.
Power usage: How many watts it consumes.
Buffer size: How many watts it can store.
Like you can see, it's just a huge purple accumulator. Buffer is just the battery size.
>>
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>>507017780
Arithmetic, friend.

If an unmoduled biochamber needs 0.5 eggs per second for science, and makes 0.2 eggs per second when set to making eggs instead, then what is the ratio of egg-making biochambers you need to science-making biochambers?

You need 5 biochambers making eggs for each 2 making science. Unmoduled.
>>
>>507019441
You're retarded. If it's red, you can't research it. You need to do the previous research, which requires mining calcite.
>>
>>507019205
Yeah. That sounds far, far more intelligent. Unfortunately I have already used 200 decider recombinators instead.
>>
>>507019605
roger that
>>
>>506934004
link and ETA?
>>
>>507019074

2 speed in beacon seems best.

That's 1 fuel every 1.88 seconds. A heating tower burns 16Mw, which should be 6.25 seconds per fuel. I just counted the seconds and it seems right.
6.25/1.68 = 3.7 heating towers.
That's 14.8 heat exchangers, which is 1524.4 steam for 152.44 water, which is 25.406~ turbines, which is 147.8 MW/second

This seems right, but does not match the earlier results, which means I fucked up.

If I craft in 1.88 seconds and make 601MW per craft, I should be producing more than 319 MW/second. Sanity check has bounced, time to look for errors.

.
>>507017745
That would still mean that the coal became electricity at an efficiency of 250%. You have fallen for ambiguous language.
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This setup often runs out of seeds for some reason. Am I just getting unlucky?
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>>507020942
>>
>>506988332
>Researching rocket turrents at the moment. I hope this will be enough to set up the perimeter.
Actually *using* rocket turrets on Gleba is a logic trap.
If you're going to make carbon and synthesize coal, then don't pour it into explosives and rockets.
Instead, liquify it into oil and fuel flamethrowers with it. The splash fire damage makes insanely short work of the slow stompers and murders their wriggler-afterspawn dead in a single tick.
And if you want to outrange strafers, instead put in a few tesla turrets.
>>
>>507020942
that looks downright horrid to defend
>>
>>507020942
add prod modules to biolabs processing the fruits and make sure you're using all the fruits not letting too many of them spoil
as long you're consuming the fruits as fast you're producing you'll be swimming in seeds eventually
>>
>>507021095
Is that spoiled fruit on your line? You basically need to process like 70% of all your fruit or you will progressively run out of seeds
>>
>>507018153
>I'm beating my head with a stick trying to get past this dumb fucking planet.
The planet isn't dumb. You are.
Gleba is intentionally set up such that you can't brute-force it with a just-build-more attitude.
Attempting to do so WILL end up screwing you over.
>>
>>507021439
They are spoiled because the loop ran out of nutrients due to the lack of jellynut. Normally when stalling, this system continually makes nutrients for powering and spoiling, and the excess spoilage is burnt.
>>
>>507018153
>The most dumb mechanics.
Freshness is the most innovative mechanic in the game and fits the theme that your factory is now a living creature that you need to regulate the nutrients so you balance the inputs and outputs of each production line, otherwise it will die of starvation (no nutrients) and bloat and roat (overproduce and everything turn into spoil).
>The high cost of electricity production components (heat towers)
Heat towers have 250% efficiency. Rocket fuel is now almost as strong as uranium, and a healthy factory will produce just a good enough amount of spoilage to feed electricity to your machines.
Just import a nuclear reactor for early game.
>The no fucking iron reserves except it coming from trees.
Bacterias. Mix them with foundries and you'll drown in resources.
>The tree requiring a hundred different processes to get no resources.
Skill issue
>15 jellynuts only giving 1 iron. What the fuck.
Jelly to iron should only be used to kickstart the bacteria production. After that, you'll need to cultivate bacteria from themselves.
>Then this false promise of the biochamber being more efficient for production.
It IS more efficient. It is faster, has 50% bonus production, and costs no energy. Just need nutrients which you can produce very efficiently from bioflux.
>Biochamber being way too complex mechanically and never just fucking working.
Skill issue.
>There being no water asteroids grabable with an arm when you have no ammo.
Asteroid reprocessing.

Gleba is the most unique planet and a breath of fresh air to the game. You need to change your mindset for it to work. Once you get the hang of it, it's by far the most fun planet to work with.
Adapt or die.
>>
>>507019886
No link yet because it will be the first release, ETA is two more weeks
Most of the shit is done, the whole nuclear production chain, the tech tree, reworked Aquilo and oil recipes. I'm just wrangling the last bits of the modding API into doing what I want for power generation without resorting to lua runtime scripting, which would fuck the performance of the mod, but it also means I need to work with the broken ass code they use for boilers, generators, reactor prototypes and so on.
I will shill the link here once I release the first version.
>>
Dropped down to aquilo, there isn't anything on this island? where do I find the materials to build a rocket. It autosaved over my save so I can't go back
>>
>>507023163
It autosaves on your first trip, you can reload that.
Read factoriopedia.
Bring all the necessary buildings, including solar to kickstart your actual power.
>>
>>507020809
Checking by hand, the beacon provides +285% while 4 prods give -60% speed.
+285%-120% = 165%, 2*2.65 = 5.3speec, 10seconds/5.3 = 1.886 seconds, so that part was true.

beacon .48*1.88 = .9024 mw
station 1.55MW * 1.88seconds * (.8*8+.7*3) = 24.769MW
fuel 250* (1+.19*8) = 630, so the gain should be605 or so

Alright so what's happening is that it completes a crafting operation every 1.88 seconds, but that produces 2.52 productsAverage

2.56/1.88*250 = 340MJ/second, or 1.36 rocketfuel/second, or .73 seconds per fuel
6.25 seconds for a heating tower to eat a fuel/.73 = 8.561 heating towers.
34.24 exchangers, 3527steam, 58.7 turbines, 340MW/second
640 mw of fuel after productivity / 1.88 seconds = 340Mw/second

Sanity check passed. The formulas are good now, if you or I can scrape them out for other operations later. I'll need the notes for when I start adding more beacons, at least.
>>
>>506977882
More like either: EM plants and mech armor, foundries and big miners and artillery, or spidertron and biolabs and stack inserters and prod3
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>>506944262
Funny you should ask that...

I'll schedule it for Christmas day
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>>507020942
No Gleba is a shit planet. Put everybody who disagrees inside the biofurnace.
>>
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where do you guys produce your quantum processors? i feel like i should do it on nauvis
>>
God im sick of looking at Nauvis, I think I'll scrap this playthrought and start on Gleba for the visual difference.
>>
>>507023163
>He doesn't keep two manual saves just in case
>>
how does one reduce pollution? im chinamaxxed right now
>>
>>507030943
Chinamaxx harder and fuck em' bugs
>>
>>507018153
Freshness is a great mechanic, however. It did not get the attention and development that such a huge mechanic deserved.
Gleba's biggest flaw can boil down to "lack of content", more specifically lack of early factory content. The most difficult mechanic was given but there are no simple, early, bootstrap builds to train and practice on. That is incredibly bad for any video game.

What gleba needs:
>spoilage deposits for early game resourcing
>1st tier bacteria synthesis that isn't shit
>a bacterial culture pool. Like biter nests it would maintain the freshness of the bacteria inside, allowing for low risk low reward entry level recipes.
The player needs a bootstrap phase that isn't shit. After that, add in the exploding eggs and multiple resource chains and entire production lines that catastrophically collapse and 5 legged stompers eating their shit. But you have to start in a non shitty place first.
>>
>>507030943
Efficiency modules are the only real way to do this. Solar's carbon footprint is higher than you'd think due to the fuel processing required to make them, basically if you're trying make peace with the natives you want nuclear power and 2 efficiency modules in everything.

The pollution produced by a building directly scales with it's power consumption. This isn't really stated anywhere and you kinda have to just *know* or notice it.
>>
>>507030943
Build solar panels, put efficiency modules in things, turn your factory off. Biochambers also absorb pollution but i don't know how effective they are at doing that. You can run a bunch off a single nest though so you could just giga max their consumption (and anti-pollution)
>>
>>507025013
>display panels
you didn't beat the game
you can make a full number display with 1 decider+1constant combinator, but i'm certain there's a way to do it combinatorless by shortening the number ie 12345 -> 12k
still considering how to do it in a way that doesn't involve absolutely ludicrous amounts of hardcoding, maybe also adding a decimal for lower numbers?
>>
>>507031447
I'm familiar with the practice of making lamp displays but they simply end up too big.
>>
>>507031447
>you didn't beat the game
How long have you been in treatment for your schizophrenia?
>captcha: P00PA
>>
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What's the best program for making a simple flowchart? I want to make a recipe chart for a mod.
>>
>it takes almost an entire chest of landfill to make enough overgrowth soil for one farm
Not sure if I should still go full retard and ship from vulcanus, or just hunt for those tiny stone patches.
>>
>>507032235
Considering you are almost definitely voiding stone/landfill on vulcanus already, it's basically free real estate.
>>
>play with one set of friends
>absolutely hate everything they do
>play with another set of friends
>everything is nice and smooth
god.
>>
>>507033053
You're the smartest person in one room and the dumbest one in the other.
How does that make you feel?
>>
>>507031201
You're absolutely right. I feel this wasn't tested.
I've decided to use the nuclear reactor strategy somebody else mentioned to jumpstart, then allow a nauvis/fulgora spaceship, solar panel, factory to bring in and endless supply of power stations, roboports, just right amount of robots, and then a roboport all factory mall with limited slots on everything.

I'll just endlessly tile the factory in all the spots while waiting for those damn agriculture spots to grow with all landfill factories and seeds and those basic processing things.

After reaching the edges and borders, I'm going to pump out those laser turrets to keep the pentapods at bay or maybe fight them with a factory growth strategy with chokepoints.
>>
>>507033578
Actually I feel like the 2nd friends group just sets things up that are inline with my own ideas.
>>
>first trip to aquilo
>nuclear powered ship
>visit gleba on the way to load up on rocket turrets
>forget gleba is set to demand fuel cells, unload:yes
>make it to aquilo, zero cells for the reactor? where are my fuel cells? oh..
>the power, she is gone
>the ship gets turned into an asteroid parking garage on the way back
This is the second time this has happened, i had to reload last time because of it and then immediately forgot why.
>>
>>507034149
>shipping fuel to planet with free fuel
Do gleba haters really?
>>
>>506960496
who cares lmao
>>
>>506961008
>I literally stopped playing the game few days after release because of this
Are you autistic? Like genuinely. This is such a minor issue.
>>
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New update.
https://store.steampowered.com/news/app/427520?updates=true&emclan=103582791441523997&emgid=536589029688214332
>>
>>507036220
If I could ask for one thing it would probably be multiple channels on radar circuit network transmission.
>>
>>507034349
What? It's the Gleba haters that fail to utilize interplanetary logistics to dominate Gleba in a few short hours. Plus you already have to ship in 3 of the 5 items need for nuke plants so you might as well go all the way and trivalize the start.
>>
>>507036612
Weird cope, but you do you. Maybe one day you'll realize it's actually a fun planet in its own right.
>>
>>506975989
I just looked at how much matter you get from DEPLETED uranium which I'm getting by the truckful and printing out of thin air and

holy shit this literally invalidates the entire fucking game
>50 matter from 10 depleted uranium
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>>507036752
lmao you fucking retard.
>>
>>507036612
>it's easy if you skip the planet and import everything
yes, thanks for proving the point.
>>
>>506995715
Damn, nice luck
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>>507031201
pretty much. every run I did, my gleba base always ended the same way
>build everything
>boot it up, hoping it won't go to shit
>either it works, the base is now finished and I will never touch that shitheap again to not ruin it
>or it doesn't and I'll be pissed
my agriculture science is lagging severely behind the others, and it has some the most important endless researches imo, but I don't want to touch it again and risk ruining it. at most I'd take a blueprint of my whole base and stamp it down exactly like that all over again

there should also be some kind of freezer mechanic, where you can keep spoilage in stasis
>>
Wait
I thought he built in even distribution.
What the fuck. Fucking lazy ass
>>
>>506998659
>biters would get btfo'd by a single medium stomper
I'm not so sure. The wiki doesn't have the stompers' stomp damage, but a medium stomper only has 8k health, and biters come in swarms. A behemoth biter deals 44 physical damage after resistances, so 182 hits will kill the stomper. A swarm of like 200 biters should be easily able to bring down a medium stomper within a second or two, so with relatively minor casualties I'd estimate. (Seriously, how much damage does a stomp do? Would it even one-shot a 3k hp biter?)
Also spitters are no joke, they are slow as fuck but their acid does 360/s damage, so about 10-15 shots would be enough to bring down a resistance-less stomper. Of course they would need to get in range first.
Big stompers might be a real challenge because, while they "only" have 2x HP and no extra resistances, they outspeed behemoth biters. But then again biters travel in groups so if a stomper runs into an attack group of biters, it might well just turn into a melee slogfest where it's in range of everything.
And IMHO behemoth worms would be very effective at defending bases. Nearly 700/s acid damage, and again pentapods have zero acid resistance of any kind, and they outrange all pentapods by a wide margin. Even a big stomper will only need to step into 11 puddles to melt down. So the biters are pretty much set on defense, it's just down to whether they can muster large enough attack swarms to be able to take out pentapod-defended nests with multiple stompers and strafers. (Wigglers are a complete non-factor except as a distraction that will die in like 5 hits dealing no damage.)

Really the lack of a behemoth evolution on the other planets is really crippling them. I can imagine behemoth stompers absolutely being able to stand up to behemoth worms and biters, but as it stands at best it'll be a stalemate, at worst the biters will actually gain territory.
>>
>>507036752
I am sure that's why no matter where you go, people dislike Gleba.
They even knew it's a shit planet, that's why they moved all the good research to it to force you to build a decent base there.
>>
>>507000284
It's like novice but the O is more like in maul
>>
I kinda wish vulcanus did more with the lava, like i don't know tremors that cause map change over time as the lava either consumes more or recedes, and you need a good sized network of seismic detectors so you can on good time decide what you want to do with that information, the foundry gimmick does let you hurn out shit in fuck you numbers but just having to think about tremors when deciding how you want production setup would add more to it imo
>>
>>507007630
Basically the devs built a very good engine for their game. And, uniquely in the modern shitdev landscape, they KNOW that and they actively put in effort to improve the engine - by which I mean, optimising scenarios and fixing bugs that can only come up in modded games, for example. I don't know many, if any, other devs that accept (and fix!) support tickets from modded savefiles.
Also, before Space Age, the amount of content in the base game was... well, good enough for a new player, but really pretty small compared to the vastly expansive mods out there. A good player could finish the base game in under 10 hours easily (mind you that means an experienced player - if you're new, it's not rare to take 50+ hours to beat the game). While some of the larger mods would contain enough content for 200, 500, 1000 hours of gameplay (even for experienced players knowing exactly what they're doing). With that in perspective, the base game feels almost like a demo for the engine for modders to build upon. Of course quality varies, and the base game is very polished while large mods are often 1-2 man efforts and can have gaps in balancing and whatnot, but the point remains.

In my opinion Space Age changed this quite a bit because it's basically the devs themselves deciding to make a big content pack for their engine. The original factorio release was all about getting the actual game mechanics all working, and SA was the devs going "ok, now let's actually build something with tons and tons of content in our engine". It's still not a 1000-hour experience, but now a good player might take maybe 50 hours to complete it; there's just a LOT more stuff to do than 1.0 had.
>>
>>507010392
To be honest I'd be mildly interest to see a grag-like overhaul of Factorio, where things cost exponentially more to build and you need to make a giant factory with automated crafting of everything just to be able to make the final endgame buildings, and making them is victory condition, with no artificial locks on anything - just your ability to craft things being dependent on crafting the things before it etc.

But I fear it won't work that well in Factorio, because Minecraft is a very manual game - so the challenge is more in setting up individual machines and connecting them to each other than in high throughput parallelised factories, until you get closer to the endgame and you have to do both but then you have a lot more tools for it. Meanwhile Factorio is inherently built for parallelised building much more than for tinkering with individual machines; the logistics options in 2D are a lot more limited than the sheer spaghetti you can build with 3D pipes/tubes in Minecraft, so complicated builds with a ton of inter-dependent ingredients will either get solved with some standardised belt spaghetti that takes up 20x as much surface area as your machines, or trivialised by bots if you allow them. And if you make the entire game like that, then I expect that building a square kilometer of belt spaghetti will just not be that fun.
>>
>>507036220
Did they fix placing agri towers? Right now it's such a pain because I can't see the range of other existing towers.
>>
>>507018649
>Always produce slightly fewer eggs than you need. If you need 100 eggs a minute to saturate your science production, try to aim for no more than 99 eggs a minute so you know they'll ALWAYS be consumed.
Just route the overflow to your burner tower instead of these mental gymnastics
>>
>>507021289
You only need to defend the agri towers (the equivalent of mining outposts)
And tesla turrets are like if lasers were actually good
>>
>>507013931
I have everything on Fulgora done on separate islands linked with trains now. Each component of science has its own island, a rocket silo island, scrap island, and the excess goes to lower priority train stations on Quality Island to gamble. Once I have foundations unlocked and I can link the islands with big power poles I'll rip out the local accumulator power storage and move that to its own island and use the extra space to expand.
>>
>>507031201
>a bacterial culture pool. Like biter nests it would maintain the freshness of the bacteria inside, allowing for low risk low reward entry level recipes.
This. It really fucking sucks that the bootstrap resources are from non-renewable decoratives. Now you do get a lot of iron and copper from them for your initial start but it fucking sucks running around trying to find more if you ever need to.

Pentapod eggs are even worse. Did you put off making a breeding loop first thing because it looks scary and you wanted to figure out other parts first? Well you've already harvested all the nearby nests for biochambers so have fun going out to kill the big nests with a bunch of strafers and stompers defending them!
>>
>>507036220
Most of these are old news, what is this
>>
>>507036970
Exactly, now you get it!

>this literally invalidates the entire fucking game
It's a very dense element please understand
>>
>First 2 elec upgrades only upgrade shitty combat follower bots that have 0 purposes
>Next upgrades actually power up your tesla turrets
>Went the whole first playthrough with zero tesla turret upgrades for gleba and increasing demands of turrets per farm
Welp fuck me. Should've started elec dmg upgrades on the turrets from 1
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whadda ya think?
>>
>>507044802
Seems kek ratios and kek beacons
>>
>>507044802
>Those aren't even speed beacons they're all elf
Wtf are you doing anon are you still running on boilers
>>
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>>507045812
no
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>>507045927
>1-way railroad
disgusting
>>
>>507046349
If only you knew how bad things really are
>>
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In retrospect, I probably should've only turned on iron ore production while I still needed iron ore on Gleba.

Learn from my mistake. Circuit your inserters to turn off iron bacteria today.
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>item missing for 1 tick between an inserter dropping it off and assembler registering it as contents
>>
Are productivity modules worth it for the centrifuge?
>>
>>507041574
>grag like overhaul
10 hour burner phase without inserters?
ore patches covering 100% of the map but with richness so low you're forced to manually move them every hour?
assembling machines so expensive to build you're better off handcrafting 100 hours in?
>>
>>507047041
If you manage to use up all the uranium you mine I would be extremely surprised. One normal, not big, miner can probably power your entire factory if you average it out. You need more?
>>
>>507047071
You do know grag exists outside of GTNH right
>>
>>507047041
I've just been running speed the whole time
>>
>>507047037
just hook the inserter with a hold signal to whatever network needs it
>>
>>507046686
I set mine to 80k iron but thats pretty overkill
>>
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>>507046686
>circuit it
How about not having a 12 million fluid buffer in the first place retard?
>>
>>507047369
you're right, gt6 is a step in the right direction but all the mmcg serbs with it got killed
and i couldn't stand doing all that shit again by myself in singleplayer
i think create is much closer to the /egg/ genre than greg
>>
>>507048152
Just.... wear mech armour.
>>
>>507037937
Nah, you're just dumb. Do you restart with yellow belts and wooden power poles when making outposts on Nauvis? You don't? You bring stuff with you? Congrats, that's how you're supposed to tackle the planets as well. You utilize the stuff you've already made to make future gameplay easier. Going to Gleba with nothing and then sneeding about you can't get anything to work just means you're a retard.
>>
>>507047037
>>507047637 (me)
Sorry, I misread that, send the signal through a selector combinator to delay the signal's transfer by one tick.
>>507048260
in vanilla for now and mostly just wanted to test early-game features.
>>
>>507048152
LAMO
>>
>>507048186
Calm down.
>>
>>507048274
look, it's fine if you're too stupid to understand the points being made. Learn to shut up.
>>
>>507048197
Even GT5 does not have the things you claim it has. You can play something like nomifactory and have a very nice time focusing on building your factory. Spending hours upon hours mining, having a 100-hour long early game with no automation, and having every assembling machine cost an arm and a leg are very much GTNH tweaks.

You can even play nomifactory easy mode which still retains the greg progression but cuts out the steam age AND adds automatic ore generation in the form of DML. Despite that, with it basically spoonfeeding you all the resources so you spend an absolutely minimal time worrying about things outside your factory and cutting off the entire early game so you can directly start automating everything with electricity - despite this, just the greg content still lasts easily 100-150 hours. (The pack can take longer to complete because of the mandatory Avaritia bloated endgame, but even just getting high-tier greg machines takes at least 100 hours easy.)
And that's my point, it achieves 100+ hours of gameplay with the ONLY form of gating being the crafting pre-requisite, no technology or research or arbitrary locks. That's the main difference between grag and factorio. GTNH's "spend four hours manually mining veins only for five early-game machines to use up all the ore you got from them" has nothing to do with the actual tech progression of GT5.
>>
>2.0 made a shitton of QoL improvements to trains
>you have so many more circuit control options
>LTN in vanilla, previously only achievable with huge combinator stacks and coming with its own limitations, is now perfectly reasonable
>2.0 also adds space platforms
>makes you use them as the interplanetary equivalent of "space trains"
>but the control and circuit options you get are almost worse than in 1.1 trains
Fucking why
>>
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Somehow my quality mod has decided that copper plates are copper plates
i can find no recipe in game that converts plate to plate to answer this
what do?
>>
>>507049892
What? What's your issue
This is how recycling works yes
>>
>>507048548
What points? You haven't made even a single argument. No, you're just mad I'm calling out all the retards, yourself included, who failed to use logistics in the logistics game and got filtered hard by the easiest and fastest of the new planets.
>>
not being able to add new recipes is a pain in the keister
>>
>>507050027
No, it should turn plates into ore
>>
>>507050706
nope
recycling doesn't reverse some kinds of recipes, smelting is one of those
>>
>>507050706
That's definitely not how recycling works.
>>
>>507050840
when did that happen?
Ive got copper ore that says otherwise
>>
>>507050915
>use mod that adds other tiers of recyclers
>"what the hell do you mean this thing is acting differently from vanilla"

Are you guys just built different?
>>
>>507048152
>holding up your trains
ngmi
Lock the door when a train is approaching.
>>
>>507050915
always has been this way in vanilla which means some mod you had was fucking with it until recently
>>
>>507051085
small chance that doing this locks you inside and guarantees you're fender ketchup. But I guess that's the price of doing business.
>>
>>507051043
Its deepy copy and then double the crafting speed per tier
its doesnt change anything else
>>507051095
>whole fulgora is now permanently deadlocked until rebuild cause someone made a sensible mod somewhere and then took it out
Thank you anon, doesnt make me happy but thank you
>>
>>507051243
>Thank you anon, doesnt make me happy but thank you
it is what it is chief, have fun restarting fuggora
>>
>>507051243
>its doesnt change anything else
Maybe now. It clearly fucked up and reverted plates into ore before and only realized its mistake now. And here you are, asking why the mod is actually working like vanilla.
Have you actually played vanilla 2.0 before modding it?
>>
>at that awkward growth breakpoint again where my only real option is to rip everything out and make it bigger
>>
>>507051451
Yes, I did that since the mods didnt exist at the time and I got the achievos
>>
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This is how you do enrichment, right? Have it run in a loop, add U-238 when it's too lowm and remove U-235 when it's too high?
>>
TerraTech is free...
...on EpicGames.
>>
>>507052290
Not free as in freedom.
>>
>Figure out how to make a train that can, from any outpost, load up and deliver the personal logistics requests of myself or a spidertron/tank automatically once the demands reach a specified threshold
>but the logistics request system does not support an automated logistics trash collection train
bummer
>>
>>507051243
If you're playing modded anyway then just don't update the mod. Revert it back to before it was broken
>>
>>507052113
Yes
A circuit-less way is to separate the lanes (or use two different belts) and just have a priority splitter taking off overflow from the loop. Downside is that the "useless" buffer is bigger since the entire belt needs to fill up before the U-235 starts getting split out of the loop, but you will quickly get so much of it that it won't matter
>>
>>507031915
Graphviz. https://www.graphviz.org/
Takes a bit of work read: write a simple .bat to drop files on but you simply can't beat shitting out any auto-sorting graph and whatnot, in just about any configuration. All by putting down a couple short lines of text.
>>
>>507036220
Get on the beta branch like a normal person
>>
Fuck me, is there a way to automate miners and haulers without programmable vehicles?
I want to see vehicles zooming, I could replace haulers with transport drones, but I have no idea what to do with miners.
>>
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>>507009694
>>506977225
Man, I went to hastily assemble some shots of the team but got distracted by watching the match properly, it really was a good one to go out with. Lots of murder, and Autism's acrobatic goal.

I'm kind of tempted to put him forward for the /vg/ roster considering he's been a great scorer recently, even if I still haven't gotten him a personalised suit yet (that will be changing eventually)
>>
>>507052113
>that many beacons
might as well just build more centrifuges instead. you'll get more bang for your buck that way
>>
>>507059598
no you wont, those centrifuges surrounded by beacons are worth 2-3 unbeaconed each. Just upgrade the quality of the machine and surround it with beacons
>>
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>>507059598
I think you underestimate the throughput demands of atomic bomb mass production.

So did I. This can only make 8/min with the vanilla recipe that only takes 30 u-235 instead of 100.
>>
>>507058180
>is there a way to get programmable vehicles without programmable vehicles
??
>>
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>>507060825
You can go further than that.
>>
>>507059320
Does Autism represent any game or meme in particular or is it just autism?
>>
>>507020696
No, I just corrected him saying wrongfully that heat exchanger was teh part that was 250% efficient. It's not and it's important for nuclear. The part that is 250% efficient is the heating tower.
>>
>>507051938
Drilling building for expandability into your brain is the only remedy to this. Just with every build for every product you need 'well what if I want to double this production and then double it again' in the front of your mind.
>>
>>507061183
There is a mod to automate spidertrons, Maraxis applies it to submarines too, I wonder if someone made something similar that works with everything
>>
>>507061346
It's always been a bit vague but he's mainly a Factorio representative. I've given him a shot of The Centrifuge that follows him around now, but at some point I want to put him in a power armour suit - I do have a model that someone made for 3D printing but it's nearly half a million tris and untextured so will take a bit of tweaking before it's ready.
With Space Age out now it does make a lot of sense to pick him now I think about it.
>>
>>507061219
Why no productivity modules?
>>
>>507065814
Productivity modules are a cope.
>>
>>507065887
You are cope. You personally.
>>
I feel like fusion could stand to be better. I don't see why you would ever use it unless you were building an absolutely massive ship to farm promethium. That's *a* use case, but how about something that isn't specifically post-endgame turbogrind that practically noone does?
>>
>>507026532
Surely im not the only one who reduces spoilage time to make it tolerable
>>
I want to start doing utility science, but it's so expensive. How do you produce flying robot frames fast enough?
>>
>>507028532
Use colored lights
>>
>>507069027
>anon is about to learn the meaning of "the factory must grow"
>>
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Is Aquilo like the other planets where you can build your rocket with all the materials you are given? What should I bring as the bare minimum stuff I need
>>
>>507068376
>I feel like fusion could stand to be better.
I agree completely. I liked K2's approach to fusion personally, wasn't entirely self-sustained but required tritium, which was a byproduct of depleted fuel cells.
As for it being postend that's just how the game works, really.
>>
>>507069407
aquilo is not like that. you have to ship in every material you need there. the only raw rocket materials you can get are rocket fuel.
>>
>>507068376
the entirety of the game past gleba needs to be better. Aquilo is the fastest planet, and the rewards for doing it are kinda meh, game is basically over so cryoplants and fusion reactors are win-more
>>
>>507069407
>Is Aquilo like the other planets where you can build your rocket with all the materials you are given?
No. The only resource you get is essentially cruse oil. The rest can only be turned into solid fuel and Aquilo-specific products. You need to ship in absolutely everything.

Chemical planets, heating towers, heating pipes, assemblers, pipes, inserters, belts, power powers, cargo landing pad, lots and lots of concrete, electromagnetic plants, specifically long inserters, splitters, underground belts, more heat pipes, electric furnaces, refined concrete, everything you need to make a rocket silo, processing units, superconductors, pumps, off-shore pumps, a small number of bots and bot towers, recyclers, chests, modules, holmium plates, quality pumpjacks, low density structures, nuclear reactor, turbines, heat exchangers, some few hundreds of starter rocket fuel, pumpjacks and nuclear fuel, and maybe 50 solar panels. And then later, tungsten carbide, tungsten plates, stone, carbon fibre, super capacitors.

You need to send everything.
>>
So, concrete is required for aquillo.
But a single rocket launch can only send 100.

Stone rocketcap 500
Stone brick rocketcap also 500. Made from 2 stone. With 3prod3legend on a smelter, +75%, 500 stone would only be 437.5, so ship bricks.
Concrete rocketcap 100. Uses water and ironOre, not relevant. Made in green assembling machine, +100%productivity. That's 5bricks into 20 concrete. That's 500 bricks into 200 concrete, so ship in bricks.
Refined concrete rocketcap 100. Uses a lot of iron, which may matter. Uses water which doesn't matter. Made in green assembling machine +100%productivity. 20concrete -> 20 refined. It breaks even with full prod.

Scrap goes from 500scrap to around 20 stone, so that's not worth.
Calcite doesn't make stone without lava, which cannot be transported.

Is there nothing better than shipments of bricks? It's so slow. Does everyone else just ship the concrete itself?
>>
>>507070947
>Does everyone else just ship the concrete itself?
Yes. Obviously. Because we have dozens of rocket silos on Fulgora so it happens almost immediately. What do you mean 'slow'? Make it faster.
>>
>>507069407
If you have a stable space-platform, then you have the iron, copper, (ice), calcite, carbon, and sulfur from that platform, which means you don't need to ship those from other planets unless you want more than what it can produce.

Oil is available. Water is craftable. The special liquid planet-side makes SORT OF landfill.

That only really leaves stone, bioflux, carbon fiber, uranium, and the holmium line in need of import, that I can see.

>>507071204
If I can launch dozens of rockets from fulgora full of concrete, I could launch dozens of rockets from fulgora full of bricks instead and get 2X the eventual yeild per rocket.
So it would still be "slow" even if I made it be a very fast kind of slow.
>>
>>507072168
>So it would still be "slow" even if I made it be a very fast kind of slow.
No, that's rationalizing nonsense.
>>
>>507072560
It's numbers?
I can launch 500 rockets and get 50,000 concrete.
Or I can launch 500 rockets and get 100,000 concrete.
hypothetically
>>
>>507044802
>long arm inserters
the entire setup is bricked, you will never meet the speed demand with those
>>
>>507073146
what are you talking about
>>
>>507070947
Anon, you aren't thinking about it in space age terms. The only thing that matters on fulgora is the holmium ores at 1% rate. You get concrete at 6%, lds at 1% and blue chips at 2%. Oil is free and you even get solid fuel as a byproduct too. All of this is by product to the 1% holmium ores.
What's the conclusion? As you scale up your holmium production to send it to aquillo, you will create concrete and rockets as a byproduct of that effort. Yes, rockets and concrete are a byproduct of getting the resources required to make things on aquillo.

If you want the math behind it, it's simple. You need 2 hol ores to make 100 hol solution. You get 130 hol solution with prod 3. You then use a foundry to to make hol plate from the solution, 20 hol per plate, you get 1.5 plate with foundry and 1.9 with prod 3 on top. So 2 ores is equal to 12.35 plates, which means that 1 ore is equal to 6.175 plates. That means you need 161.94 ores to fill a rocket, at 1% rate, you need 16.2k scrap recycle to fill 1 rocket with holmium plates. This will give you: 971.66 concrete, 161.94 lds and 323.88 blue circuits, no need to take into account solid fuel/rocket fuel since they're already free.
As you can see, even without rocket part productivity or modules in the silo, you're already getting 3 rockets and almost 1k concrete for a single rocket of holmium at that point in the game. Add prod 3 in the silos and now you get 4.5 rockets per holmium plate rockets. 3.5. You're sending 350 concrete directly into orbit just from that.
Obviously not taking into account the fact that you'll use a lot of holmium just to create the stuff on fulgora (like the science packs)
>>
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Thanks, Earendel.
>>
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GO GET FIXED!
>>
>>507070325
What's the use case of cryoplants? They have more than double the footprint for only double the crafting speed. Why use them outside Aquilo?
>>
why can't I harvest stone from asteroids?
>>
>>507075443
1.4k plastic per second on a single machine.
>>
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>rocket capacity: 1
>doesn't fill the whole rocket
????
>>
>>507075727
How?
>>
>>507074862
>those nuke spots
you didnt beat the game on your own
>>
>>507076007
>Using vanilla mechanics as intended isn't winning
Cringe
>>
>>507075757
something something gravity something something weightless in space
>>
>>507075831
30 levels of plastic prod research, legendary beacon, legendary speed 3 everywhere including the machine itself. Take hundreds of coal to feed, over 3k petroleum gas and I'm pretty sure it's impossible to empty fast enough even with stacked green belts.
>>
>>507076173
>not clearing the entire planet of biters with normal ammo, base move speed, and zero shields
you didnt win
>>
>>507036220
>less frequent pod drops
yooooo
>>
>>507075707
Because Earendel hates mods that are better than his, like Bobs and Angels.
>>
>>507068376
fusion uses less space than fission, doesn't require water, and the fuel is about as cheap
i think it scales up better too because of the way neighbor bonuses work
>>
>>507076007
uhhh I will use whatever is most fun for me. Nukes are fun. My entire map has measles
>>
Why is it so hard for people to rethink their approach?
>>
>>507075757
if it weighs more than 500kg that means you can only fit one in a rocket but it won't fill the rocket
>>
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8 hours in and I'm just barely (mostly) done automating the very first py science pack, I'm kind of surprised the mod doesn't bust your balls much besides ash and having to run across the map to tap 50 different ores. Most of the early buildings all craft out of the same handful of stuff so you can handcraft whatever when you figure out you need it, belts and inserters are cheap, and tailings ponds auto-purge themselves if you ever fill them up. About to tackle all the bullshit around circuits but I'm just surprised, I thought this mod would be a slog

>>507075443
Eight module slots, with uncommon prod 3s I was getting over +100% productivity, I think with legendary prod 3 modules you'll get +200%, also bigger footprint means you can fit more beacons around it to get the most bang for your buck on expensive modules and shit
>>
How does a fission reactor's neighbor bonus work? Does it get more out of the same amount of fuel, or does it burn fuel faster?
>>
Is it just me or is deathworld a lot easier in space age than vanilla? The early game is pretty much the same until flamethrower but once you made your fortress, you go to space, research tesla turrets and you no longer need to use flamethrowers for outposts, tesla turrets almost stun enemies so they don't even get to attack your walls or turrets.
Yes, I know they're expensive and have a huge electricity drain but all the pollution used to make them is on fulgora, which has no enemies or pollution mechanics and the power drain is as simple as adding 4 more reactors to your setup.
Does deathworld even affects other planets? I can't tell the different on vulcanus and gleba.
>>
>>507078478
It's free energy for both the fission reactor (green nuclear) and fusion reactor (blue reactors). A fuel cell will still last 200 seconds but the reactor will generate more energy. They all need to be completely connected and they both need to be fueled. Blue reactors function differently, they drain on demande like boilers. They will also generate more energy out of nothing for each neighbour. All it does is that if your grid takes let's say, 500mw to run and your blue reactor has 4 neighbours, it will drain 100mw from the power cell and produce 500mw of energy.
So yes, it's free energy.

Note that this doesn't apply to quality, quality drains faster and creates heat faster. A legendary nuclear reactor will drain 100mw instead of 40 so a fuel cell will last 80 seconds instead of 200. It will still produce 100mw of heat+100mw for each neighbour though. So it can be useful for platforms if you read the reactor's heat to not overfeed it.
>>
>>507080584
Is a 2-wide line the most efficient arrangement for fission reactors?
>>
>>507073570
Alright, so the issue is that the concrete is already there and crafts-down at a massive loss... Ok so what if, though

161.94 H Ores
647.76 stone - 80.95 for Holo = 566.81 stone
6%concrete > 971.64 concrete
1%lds > 161.94 lds113.3
2%blue circuit > 323.88 blue
3%red circuit > 485.82 red

So 1 rocket worth of holomium makes 3.23 rockets, which is net gain 2.23 rockets, or 5.46 rockets with +100%prod
That means you can ship 223concrete to 546concrete while leaving 748.64 to 425.64 behind and using all complete rocket material. You can turn red and blue chips into more lds.

323.88blue - 161.94 used in rockets = 161.94 blue. Scrapped, that's /4*2 = 80.97 more red = 566.79 red
566.79 red /4*2 = 283.39 plastic
283.39 /5 * prod 150% for foundry = 141.69 lds, or 113.3 if you won't ship-drop calcite, which would be consistent with not ship-dropping carbon or sulfur for plastic.
So, that brings us up to 275.24 lds without needing to actually recycle the blue circuits.


Now, 1 rocket worth of holomium makes 5.5~ rockets, which is net gain 4.5 rockets, or 10 rockets with +100%prod
That ships between 450 and the full 971 concrete, with a net gain of .29 rockets on the high end. This improves with rocket-part research, each 10% adding .55 rockets net gain. This will leave a massive stone, steel, wire, gear, ice, solid fuel, and battery surplus. The stone, at least, smelts to 495 bricks, which you can also ship once you've got 2 levels of rocket research.

MEANWHILE
>>
there should be an 'asteroid capture' mechanism that lets you grab large asteroids and hurl them at a planet to create a new ore patch
>>
>>507080584
>They will also generate more energy out of nothing for each neighbour.
...Wait, is that
"They will generate more energy for each neighbor"
or is it
"They will generate more energy for each neighbor currently generating energy"
?

Is a blue reactor that never actually runs, or which is idle mid-recipe, still going to give more total energy?
>>
>>507081136
2 by x is the only practical setup, it's technically more efficient the more you have in a block but the only way you could automate putting fuel in that is if you had a mod to ghost in cells and have construction bots place them. Maybe the recursive blueprints mod can do that, thinking about it, actually
>>
>>507081667
Give me terraforming so i can funnel the fucking bugs into pre-designated death zones
>>
>>507081667
You can crush chunks and request the resulting ore to cargo landing pads already. No need to mine anything separately.
>>
>>507081909
the latter.
only active reactors give neighbor bonuses to neighbors, and for fusion, the neighbor bonus scales with reactor utilization.
>>
>>507082075
not as cool. also can't get stone, uranium, and tungsten that way
>>
>>507082216
>and for fusion, the neighbor bonus scales with reactor utilization.
gayyy
>>
>>507082246
You can change the recipes so that they do.
>>
>>507081909
The latter, fusion reactors even get partial neighbor bonuses depending on the load its neighbors are operating under, it's pretty fucky to get them to all work at once and seems to depend on build order, maximizing it probably means outputting to a battery grid that demand full power but fusion cells are cheap as shit so I doubt anybody's bothered
>>
>>507069821
Sounds annoying, also how do I get enough rockets for the turrets, making that shit up there sounds too complicated
>>
Now that mines no longer work in space.
Are walls any good or is it literally pointless?
>>
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Should I be concerned with heat pipe throughput? Is there a point to surrounding the reactors with pipes?
>>
>>507081667
nullius my beloved
>>
>>507083246
heat pipes move a lot, but not infinite. That's probably fine. Reactor cores act like super heat pipes so they can scale up way beyond normal sanity.
>>
>>507081136
Yes, you need to feed all the reactors to get the neighbour bonus. Which means that a 2x2 setup is the default and gets extended into a 2xX setup. Don't forget that heat transfer is throughput limited. Heatpipes can only move 1k heat and work on the heat difference between the highest heat and the lowest. That is to say, very hot near very cold means very fast transfer, slightly hot near lukewarm means slow transfer. With a 1k cap on hot.
Heat does not escape the system, it can only be taken out by heat exchangers or aquillo's mechanic. But since reactors generate a lot of heat and even more with each neighbour and heat exchanger need 500 degrees to function, there is an effective limit to the distance you can make heat travel before you start wasting heat due to generate more than you can move. This limit is 30 for a reactor with 3 neighbour.
>>507081909
They need to be fueled (thus generating energy). They all share their heat, reactors are basically huge heat pipes. So you can put a single heatpipe on a reactor and get the heat of of several, but do note that this will make heat transfer very difficult because 4 reactors with 2 neighbour each will generate 480mw which is too much to transfer with a single pipe. With 2 pipes, it will only give you a 10 length before you start wasting heat due to throughput limit.

That is to say, shorter heatpipe=better. Small but regular heat exchanger setup =better than centralized ones.
For a 2x2, a heat pipe on each side is enough, for bigger reactor setups, you might want to do double heat pipes (because that allows them to transfer the heat between more places, thus moving more heat)
Check the wiki for more info: https://wiki.factorio.com/Tutorial:Nuclear_power

>Is a blue reactor that never actually runs, or which is idle mid-recipe, still going to give more total energy?
Blue reactors transfer fluids between each other but they all need to burn their plasma to work... I'll need another post to explain it.
>>
As far as I can tell, if you recycle prod 3 modules, you'll always get more eggs than you can use to make more prod 3 modules.
If they're normal quality it's simple enough to just burn the extras, but is there anything I can do to avoid wasting the higher-quality surplus eggs?
>>
>Be developer
>Halving the lifetime of all products on Gleba
>Wait til next update
>Halving the lifetime again
>The largest natural spawning pentapod now has 4x damage and 6x health
>The pentapod eggs now spawn the largest natural spawning pentapod
>>
>Halving the flow of water and the solar panel electricity output on gleba
>Iron products are now 2x more expensive
>>
>>507082834
like...the turrets on the ship? you simply...make them..
>>
>>507085423
on the ship?
>>
>>507085734
yes? you can get all the items from asteroids. just make it on your ship.
>>
>>507085734
why do you think the rocket turret tech unlocks coal synthesis?
>>
>>507081396

161.94 H Ores
647.76 stone - 80.95 for Holo = 566.81 stone > 495.9 brick
6%concrete > 971.64 concrete > 121 bricks
1%lds > 161.94 lds113.3
2%blue circuit > 323.88 blue
3%red circuit > 485.82 red

Rockets produced is unchanged.
2.24 rocket without prod, 5.46 with prod
Up to 4.5 rocket crafting lds, or 10 net rocket gain with prod and lds crafting.
Shipping 121 bricks costs .24~ rockets and makes 484 concrete. Using the stone, that's 617 brick for 1.234 rockets making 2468 concrete.

Including the bricks in the pre-made line, that is 971 concrete and 495.9 bricks for 9.7+.99 = 10.69 rockets making 1983.6+ 971. 2954.6 concrete.

Output of brick line > positive 8.766 rockets, 2468 concrete moved, one load of holomium
Output of concrete line> negative 0.69 rockets, 2954.6 concrete moved, one load of holomium

This means the brick line lets you ship out the iron and copper, potentially, or craft yellow science, like I'm doing on fulgora.

3238.8 gears Rcap 1000 -> 3.2 rockets
485.82 wire Rcap 4000 -> .12 rockets.
or
1619.4 iron Rcap 100 -> 1.6 rockets.
60.7 copper Rcap 1000 -> .06 rockets

Since passive metal on aquilo scales with space-platforms, this isn't that great long-term. The science seems better. My current iron production in space is 11*0.81 = 8.91 per second, so that's 181.75 seconds to produce that same iron (minus ammo). It says it makes 232/m currently, which is 3.86 iron being used on ammo and a steel furnace at 6.8/m using 0.47 iron for non-ammo not-needed purposes, so 8.91-3.86+.47 = 5.52 net iron per second while running, which is 293 seconds in order to produce the same iron one would gain from 1 rocket load of holumium.

Ok then, yellow science:
>>
>>507086379
>>507086091
oh ok, I need to remake my ship then
>>
https://mods.factorio.com/user/plexpt
Why are all the chinese modders like this?
>>
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This makes 1.4 GW, should be good for now.
>>
>>507087338
there are no single women in china
>>
The egg is spoiling
>>
>>507087407
How do you plan to feed the top center three reactors?
>>
>>507088667
This is just me figuring out the ratios. I'll make a feeding system later.
>>
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>>507081909
For blue reactors, they generate 1 million degree plasma, the neighbour bonus increase that. So 5 neighbours would generate 6 million degree plasma. It averages out each of the plasma heat to set the final heat of the plasma you generated. So a 6 reactor setup would have (6m+4m+3m+3m+3m+3m)/6=3.666m degree plasma. Or 366.666mw worth of plasma. Do not that plasma is not shared between the fluoroketone inputs and fluoroketone is not shared between plasma inputs. Due to plasma not being pipeable, you should link your reactors by the plasma input. This allows plasma to be transfered to each reactor, allowing for some... Unorthodox designs. Example on the side.
Reactor 1 links plasma to reactor 2 and fluoroketone to reactor 3. Reactor 2 links plasma to reactor 1 and 2 (thus they're all sharing plasma) but not fluoroketone, so it needs a fluoroketone pipe. Since all 3 reactors share plasma, the generators only need access to one reactor to get all 3 reactor's plasma. Since all of them have 3 neighbours, they all produce 3m degree plasma, which converts into 300mw each, 900mw total. Each reactor also consumes 10mw and the cryo plant cooling the fluoroketone consumes a bit less than 10mw.
The process is fluoroketone neutral btw so there is no need to add more to the system.
If I were to add a reactor above 2, it would share fluoroketone with 2 and plasma with 3. Thus, sharing plasma with 1, 2 and 3. The plasma would be (3m+4m+4m+3m)/4=3.5m or 350mw per reactor.
Take note of the generators, they have funky fluid inputs and outputs. They only take plasma from the back and don't share fluoroketone.
If one of those reactor wasn't getting its plasma drain, the neighbour bonus would flutuate based on the activity rate of the reactor. So in some cases, massive reactors are less efficient than smaller reactors but it's more of an edge case than something to worry about.
>>
>can't read electric furnace inventory
what the fuck
>>
>>507089963
Furnaces are different than assemblers in vanilla
>>
>>507087338
Because they're sponsored by the government that is illegally occupying huge swaths of the territory of Taiwan.
>>
>>507090039
you can read chest contents
and furnace is a hot chest
>>
>>507069027
Beat four planets to unlock all quality tiers and make robot frames in a legendary assembler with legendary beacons and legendary modules.
>>
>>507069027
If you need more robot frames, just make more. It's that easy
>>
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finally, a calculator that can handle proliferator
>>
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>>507082056
For modded solutions, there's also some possibilities with diagonal inserters.
>>
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>Gleba water cane no longer blocks landfill or foundation.
Wat
>>
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>>507092173
>Lowered amount of Stompers and Strafers
Fucking cowards
>>
>>507092173
Oh thank God
It's those plants that grow everywhere, that prevent you from laying down landfill until they're deconstructed.
>>
>>507092173
the little sticks that grow in gleba swamps
>>
>>507092901
Ohhh

I read that as a mispellation of "Can" and had a stroke trying to read it.
>>
>>507086550
Yellow science
1000 yellow science with +100%prod costs 500lds, 333.3333blue circuits, 166.6666 flying frames. 25lds launches the rocket containing 500lds worth of science, a ratio of 1:20

Turing red circuits into lds makes 275.24 total lds, with 2.234 rockets used so 275.24-2.234*25 = 219.39 lds remain.
219.39/21 = 10.447 lds for rocket and 208.94lds for science, which is .41788 of a filled science rocket.
Costs 139.29 + 10.44 blue chips. 323.68 blue -2.234*25 = 267.83 - 139.29 - 10.44 = 118.1 excess blue chips
Costs 69.64 flying frames, which is (with prod) 34.82 steel, 69.64 battery, 104.46 greencircuit, and 34.82 electric engine.

We make way more than enough steel and battery. 118.1/4*20 = 590 so way more than enough green circuit. 35~ electric engine costs ~35 green circuit and 17.41 engine, which is 14.41 steel and 57.84 iron without any productivity.

so, eating all rockets, you make and ship about 417 yellow science per holomite rocket if you use bricks, and are left with an excess of batteries, gears, wire, steel, ice, solid fuel, and a few blue circuits.

>in conclusion
It's kind of amazing how little I'm getting out of 8.8 spare rockets. Then again, the yellow science has to come from somewhere. My other yellow science setup, on gelba, drains everything dry for awhile every time I extract science from it, which means it can't actually be passive, despite being very close to fully automatic. What are you all doing for yellow science that renders this whole afternoon's worth of math largely irrelevant?
(And I know I'm pretending pink science doesn't exist. It can just exist on it's own supplies elsewhere with it's own ratios.)
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>>507093278
yappin
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>>507093668
Then lets make the post shorter.

Where do you all get your yellow science?
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Did you know?
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>>507093957
from assemblers
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I didn't
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>>507095891
>>507095891
>>507095891
>>507095891
move on
>>
>>507065887
Their output bonus is multiplicative with speed modules while their malus is additive
Whereas additonal speed modules only provide an additive bonus



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