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Another late bake 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: >>507095891
>>
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How's everyone doing over on Aquillo doing? You like those ammonia tornadoes?
>>
>>507344857
depending on how long it takes to heat back up above the trigger temperature this could still result in feeding the reactor twice
if you made a significant increase to the heat pipe network (to heat a new section of your base on aquilo for example) it may add as many as the reactor will accept
>>
>>507344737
>-291°C
Good to see Roddenberry knew what to spend money on (vivid descriptions of Ferengi genitals) and what not to (failed physics students).
>>
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>>507344331
>WHOAH Vulcanus is cool because you can scale up so much!
>Oh man turbo belts! Hell yeah!
>*try to ship in rockets*
>stack size 50
FUCK OFF
>>
>>507345568
>scaling up
>1 rocket
Bro, your scale?
>>
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>>507345568
Real engineers produce in spage, with God on their side!
>>
>>507345849
Im just saying it defeats the whole point of being able to scale so large, might as well have just had regular scaling if you're gonna require double the shit to get it off the planet
>>
>>507345568
Hint: You should be able to scale up rocket production as well.
>>
>>507346521
Yes I know...
>>
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That's it?
It just works?
No circuit magic?
No reading temps?
No waste output?
>>
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We goin' to Aquilo
>>
>>507346447
Foundries have production bonus and additional module slots so it takes less than twice the resources to launch twice the rockets, make twice the metal for belts, etc.
>>
>>507346939
without circuits, you're wasting neighbor bonus, which is fuel efficiency.
>>
>>507346939
Unlinke nuclear, you don't need to align them in a grid, so you can shift them so more of them are touching eachother for neighbor bonuses. Also, you need more generators to eat up neighbor bonuses.
>>
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The forbidden widget

It's a way to separate one specific item (or in this case, quality of item) from the belt without ever backing it up.
>>
>>507347661
I don't understand it

Reading the tooltip I thought it always generates 4 plasma (so 2 generators) it just heats it up using less fuel
>>
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I get what the other anons have been saying now. Final design. Love that once it heats up, it shuts down and slowly used up the heat in the system until more is needed, then more fuel is inserted.
>>
>>507345183
have the spent cell remover only activate when temp <X
have fresh cell inserters only move when the cell remover has a used cell in hand
>>
>>507348212
Oops, I forgot to average the temperature.
>>
>>507347302
You mean having it only run when the others are also running?
But how do you do that, can't wire it
>>
>>507347890
Neighbor bonuses increase the heat of the plasma, generators can only generate 50 MW, but use less plasma to do so if the plasma is hotter. Basically, neighbor bonuses make generators more plasma efficient but without improving electricity throughput, so you need more generators to compensate.
>>
>>507348212
I've been using a global And gate for zero 0 current fuel inside and temp lower than spec, but without the guarantee that there will always be a fuel cell in reach on the exact frame the signal goes out the neighbor bonuses will get fucked up.

If space is too tight to insert fuel cells to chests, consider having the inserters pull directly from a splitter that doesn't go anywhere, as it will always be saturated with 4 cells.
>>
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>>507348212
>>507348374
Yep, this works. NOW it's final.
>>
>>507345183
I've tested this and practically speaking it's not a problem (if you use yellow arms at least). The heat increases immediately upon a cell entering and it only takes 0-180 degrees to insert the first cell where as the second one takes 360. the increase/decrease rate is the same so whatever heat was lost below your threshold on the <=180 swing is regained within the next 180 degrees and then overtakes in the last 180 before the following cell can be deposited
>>
>>507348873
You use accumulators as a buffer and fancy circuits so it only connects to the accumulators then they're mostly empty, and charges until they're full. This way you guarantee that the plasma reactors always go at full tilt when on, because accumulators have basically uncapped demand when they're charging.
>>
>>507348873
it's basically the same as fission, but with accumulators instead of steam tanks and no spent fuel.
>>
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>when I try to explain that a Medium electric pole actually has a wider supply area than a Big electric pole, and Big electric poles simply don't fit into most builds at all anyway.
>>
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>>507349134
This would work, yes?
>>
>>507350260
me when i use rare substations and mog pole users anyway
>>
>>507348374
You should know that by my testing, due to the conduction of heat between the reactors themselves, the difference in temperature between any two reactors in a system will rarely be significant enough to worry about. Taking a single temperature in even a 2X8 reactor yielded a difference of just 10 ticks or 1/6ths of a second of difference in the middle reactor reaching 1000c and the edge reactor doing the same. Heat pulled via demand will also equal out in a similar fashion.
>>507350424
yes, good, that's exactly what I was describing.

However if this is a carousel that is carrying both spent and live cells then you'll need to dedicate a side to each rather than balancing live cells to both, otherwise the splitters may get jammed with spent cells. And you can't filter only live cells to the right or it would back up.

With the splitters there to keep a stock of cells on each inserter, you shouldn't need to feed on both sides anyways.
>>
>>507350424
bro just slap a chest in front of each arm and overproduce cells
>>
>>507350758
mog this pole
*unzips pants*
>>
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>>507351086
Thanks for pointing that out.
>>
>>507350424
this seems like a solution to a made up problem.
why not just get rid of the lane balancer and keep unused fuel on the inner lane and spent fuel on the outer lane?
>>
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Enrichment rocks.
>>
>>507351281
looks like a normal quality wooden pole to me
>>
>>507351919
unless you are focused on mass producing nuclear bombs (don't judge me) you can very quickly produce enough watt-hours of fuel cells that you can just sit on the stockpile forever and just forget about it. Especially when exploiting neighbor bonuses to the hilt.
>>
so if im understanding making a generic train, i need to:
stations have the same name e.g Iron Dropoff, Iron Pickup
use interrupts that tell the train to go places when cargo is low or cargo is full

How do I actually make the stations set up for this though? Only enable a dropoff when the items in the chest are below a certain % with a train limit? Do the pickup stations need to receive a turnon signal? I wish there was a mod for this, my brain is too small
>>
>>507352721
You don't need interrupts. Interrupts are things you want the trail to drop what it's doing if an interrupt happens. Like if the train is low on fuel, you set an interrupt if fuel < 10 go to station "REFUEL" etc...

I usually name my stations "Iron loading" "Iron unloading". I have the train go to iron loading, wait for full cargo OR if 180 seconds pass, then go to iron unloading and wait for cargo empty.
>>
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>>507352721
You can set stations to have a train limit based on a signal ([L] by default). Read the chests and if there is too little stuff, set the limit from 0 to 1.
>>
>>507352721
You can turn off the pick-up stations until supply reaches enough to fill each wagon or you can just let the train idle on pick-ups until they are full. I recommend the former if you have many ore pickup stations and the latter if you only really have one.

High-throughput smelting facilities have many trains with many wagons each go out and fetch ore, then wait at a "buffer yard" directly before the ore drop-off, and then when the ore drop-off dries up it sends one of the trains in waiting through. Gives the trains time to accumulate the ore needed for maximum throughput and eliminates travel time.

Many wagon trains may need to worry about uneven unloading unless your balancers are immaculate. You can solve this problem by using AND gates, basically read the 6 chests going to or from each wagon at a station and have them all output a signal individually when the desired conditions are met, and only activate the station when the sum of all possible conditions is true. or in simple terms, if all 4 wagon loaders have over 2000 ore, they all output 1 checkmark, and the station turns on when 4 checkmarks are shown.

I mainly use interrupts for refueling, but it's simpler to have a train carry fuel to the buffer yard or the ore stations themselves than to have a dedicated refueling facility.
>>
>>507353228
*train not trail
>>
Wow I never appreciated how nice refined concrete is until I started aquilo.
Never used any concrete before
I'm so fast
>>
>>507345478
Do they actually say that on the show? A whole film crew and nobody finds that funny
>>
>Concrete from molten iron technically uses more iron ore
>>
>>507354095
They were all american, so what the fuck is a celsius
>>
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>>507343671
>In real life, heat flows proportional to the difference in two temperatures. Assuming a 0C temperature environment, an object at 500C should radiate half as much heat energy as an object at 1000C.

I know this doesn't change your point but you are completely wrong about radiative losses. Temperature to the 4th power.
>>
>>507353228
well i was more talking about a train network where i have X number of trains that can all pickup and go anywhere needed. Not like 2 specific iron trains that only do iron.
>>507353285
ok, thats what i was thinking of doing.

>>507353385
ok so basically just have trains that are filled and waiting? I was trying to create a train network where:
>station dropoff for liquid iron is low
>station turns on
>train either is already loaded with liquid iron or proceeds to pick it up
>it gets delivered
>station turns off until threshold is met
>train goes back to depot to hang out and wait for other (possibly not the same) requests

im just not sure i understand how to actually put this on a trains scheduling interface.
>>
>>507353693
You didn't feel the need to define the line between civilization and barbarism via concrete prior? Are you even playing a game about ruthlessly exploiting the enviroment to your needs?
>>
>>507344331
>play a game with city management mechanics
>set difficulty to ridiculous levels
>have to spin plates and use the same small amount of resources I have between multiple buildings etc etc
>constantly low on resources, knifes edge
>experience is literally feeding a whole village of a potato peel
phew, it...it's something alright....
>>
>>507354416
Normal concrete
1 ore, 5bricks, water = 10 concrete, 20 with modules.

Abnormal concrete
50 ore + 1 calcite = 500 molten iron * 1.5prod = 750 molten iron, 1250 with modules
1 ore + .2 calcite = 10 molten iron * 1.5prod = 15 molten iron, 25 with modules

20 molten iron, 5bricks, water = 10 concrete * 1.5prod = 15concrete, 25 with modules.

1 ore without modules is 15 molten iron,
15 molten iron, 3.75bricks, water = 7.5 concrete * 1.5prod = 11.25concrete, 18.75 with modules.

1 ore with modules is 25 molten iron,
25 molten iron, 6.25bricks, water = 12.5 concrete * 1.5prod = 18.75concrete, 31.25with modules.

It looks a lot like you get more concrete out of the foundry per iron ore
>>
>>507354416
two steps in the foundry without modules is 2.25x productivity.
the foundry recipe always uses less iron.
>>
>>507355306
That's what the border wall made of lasers is for
>>
>>507290292
>Things are further complicated by the fact that captive spawners cannot be circuit-monitored. I.e. there's no way to know they have spoilage inside and should perform an 'emergency flush' of the eggs, to allow the trash slots to appear and start doing their work.
Don't think that's a problem -- when bioflux in the fuel slot spoils, it always goes to the trash slot and a spoilage-filtered inserter removes it just fine, even when the eggs are backed up.
I'm not sure quite where the wiki's description of the mechanics goes wrong, but that's what happens in the game.

The real condition to trigger an emergency flush is when there's spoilage in the bioflux inserter, and you can detect that by wiring the flush inserter to the bioflux inserter.
>>
So I assume it's considered "bad form" to store goods on belts on your space platform in order to have more storage. This is particularly effective for objects like rocket fuel, which only stack to 20.

However, if you've got an automated rocket that launches based on logistics requests, it will stop launching rockets after you've completed your logistics request. If you empty your rocket fuel onto the belt, your ship's logistics request will become unfulfilled again. This allows for many rocket launches to occur on their own, without interaction, until the belt is full.

Is there some other way to get a rocket to request more than 100 total rocket fuel? It seems like a single set of 100 rocket fuel will satisfy any number of rocket fuel requests.

How do I request more shit?
>>
>>507359785
>bad form
It's literally the current meta.
>>
>>507360060
Ok but I still want to know how to request more stuff, or if that's not a thing.
>>
>>507360249
Just set manual requests?
>>
>>507359785
Stupid problems require stupid solutions. the lack of storage chests on platforms is just dumb and the ability to circumvent it by belt weaving is basically the way to tell wube to fuck off with that.
>>
>>507360330
What?
It's a request. It's automatic by nature, no?

Do you mean "click the rocket button with your hand hundreds of times per day"?
What do you mean?
>>
Stationeers up
P: Corneroids
N: Green /egg/s and rum
Will probably host on Christmas at the same time aswell (no promisses)
>>
>>507360386
How would one even resolve this "problem"? ban undergrounds on space platforms?
>>
>>507359785
>Is there some other way to get a rocket to request more than 100 total rocket fuel?
yes, just set the request to a higher number
>How do I request more shit?
by increasing the amount you're requesting

i think maybe i don't understand the question, this should be really straightforward to do
>>
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I don't know what the asteroid scaling is when going to your second new planet but i hope this is good enough
>>
is there any documentation for planet generation?
i want to make a custom planet mod
>>
>>507365372
...I scrolled the little bar to the right and it maxed out at 200.
The ui lied to me. I can just type in a larger number.

Well, I suppose this is exactly the kind of response I wanted, so thanks.
>>
>>507365684
>I can just type in a larger number.
yeah i was thinking maybe you hadn't figured this out yet...
the scroll bar stops at 10 stacks because if it went all the way to 2^32 or whatever it would be absolutely useless
>>
>>507349456
Is there a way to implement this in space? I've noticed that my fusion reactors behave retarded and don't use neighbor bonus sometimes. Through limiting fluoroketone supply to them maybe?
Not that it matters much, all ships with fusion reactors go past Aquilo anyway and can fuel at any time, but I just want to make an optimal thing.
>>
>>507365567
Want our opinion, or want to find out yourself and share your ship?
>>
>>507365854
I'm going to Fulgora now so i'll report shortly
>>
Do manufactured biter spawners benefit from beacons?
>>
>>507366240
do they have module slots?
if not then no
>>
>>507365567
All the inner planets, Vulcanus, Fulgora, and Gleba basically have the same shit, just different solar ratings or more ice than metal etc. One isn't really a bigger threat than the other until you get to Aquilo, then you need to start beefing things up.
>>
>>507364883
earandel solved it by only having one kind of belt in space until way too late in the game for it to matter.
>>
>>507366593
just let the player use the fucking cargo bays for storage, it makes no sense why you cant
>>
>>507364883
make promethium chunks decay into stone after 5 minutes.
>>
>>507366056(Me)
My dumbass should have re-read the planet brief, there's like no solar power to be generated here
>>
>>507366679
wasn't there a performance reason? many in+out was really bad for performance or something so they limited it to just the 1 landing pad / platform hub
>>
>>507366679
>it makes no sense why you cant
it's a balance consideration
they don't want you teleporting shit across your entire ship in 1 tick
>>
>>507366690
That means there's now stone in space, which is stone one doesn't need to launch into space in order to rain it down on aquilo or gelba (with it's small patches)

Please no, for my sanity, no.
>>
>>507366690
i am sick of spoilage mechanics anon
>>
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So uh... what do?
>>
>>507359785
>So I assume it's considered "bad form" to store goods on belts
Considered by whom exactly? Some few "people" with terminal low functioning autism who can barely even be considered sentient?
If it works, it works. Pretty ingenious solution, really. Although personally I don't do that, because optimizing speed seems like a more interesting problem to me.
>>
>>507367915
start recycling scrapy by hand then go from there
>>
>>507367915
explore a little, there are much bigger islands
>>
>>507345568
So send the tungsten
>>
>>507367915
Save early and often, obviously.
>>
>>507368686
The most rocket-efficient way to ship tungsten is to make it into green underground belts and then recycle them at the destination.
>>
>>507367939
There's nothing faster than automatic.
>>
>>507368686
turbo belts can only be crafted on vulcanus.
>>
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welp, finally here, time to see if it's as bad as everyone makes it out to be

i love how different the music is for each planet, fulgora's was really fitting, liking gleba's
>>
>>507368924
It's possible to be bigger than infinity.
>>
>>507369187
ah you'll be fine. mech armor is a very nice convenience for all the cliffs and swamps.
>>
>>507365567
It's super overkill but at least you have a lot of stuff already there to rebuild it when you get calcite or start needing nuclear
>>
>>507369187
gleba is a filter for low IQ individuals
if you are not stupid you will enjoy it
just remember that everything is free and you shouldn't feel bad about burning surplus slop except for fruit, don't burn fruit, you need to process it if you want to have seeds
>>
>>507367131
If you would ever consider a round trip to the shattered planet for stone, over sending it from the 3 planets with practically infinite supply (literally infinite in case of vulcanus), you might have a problem somewhere in your logistics. And besides, wwhat would you even need stone for on Aquilo
>>
>>507370154
i don't think stone is used for anything except concrete on aquilo
and you may as well just import the finished concrete
>>
Who playtested this garbage?
>>
>>507370552
I don't get it.
>>
>>507370771
There is a chunk floating on the edge, but still within the grabber area of a collector, which is fully functional, empty, and has no reason not to pick up said chunk except shitty code made by shitty programmers.
>>
>>507371092
Did you try turning it off and back on again?
>>
>>507367915(Me)
Oh i get it now, i'm supposed to get iron and green chips by recycling iron and chips i get, probably same with copper products
>>
>>507371561
on fulgora your production chains are backwards
you turn ore into blue and red chips which you then turn into green chips
>>
are all planets beatable with nothing but yourself?
i already did fulgora without bringing anything, was pretty easy. from what ive heard vulcanus and gleba are similar. but what about aquilo? i heard people would reload if they didnt bring starter items? is it really necessary?
>>
>>507372174
aquilo is NOT beatable with just stuff on aquilo. it is designed to have everything shipped in from off planet
>>
>>507371561
Fulgora is fucking great if you use bots, you don't have to make retarded production chains for blue chips and shit because you just grab it off your scrap line and let bots sort that shit out.

I love Fulgora, it's my favorite planet.
>>
>>507371530
The fact that reconstruction works is even more disturbing, as it suggests that there is no map-wide priority upgrade upon construction/deconstruction of collectors.
>>
>>507372174
All the inner planets are beatable with nothing, aquilo you need imports
>>
>>507372174
gleba, vulcanus, and fulgora are all designed in such a way that you can bootstrap yourself from nothing if you want to (but it's usually slow and kind of tedious)
aquilo has NO resources besides the unique cryogenics stuff, and crude oil
so it's impossible
by design you must import stuff
>>
>>507372367
This. You can use a mod to start from any of the inner planets and be fine but Aquilo requires outside shipments.
>>
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>>507370552
Small indie developer, only 30 employees, kovarex need more money for dem wow mounts, please understand
>>
>>507357589
>20 with modules
you can't productivity module concrete
stopped reading right there
>>
>>507373858
yes you can
>>
>>507365613
have you looked in factorio/doc-html/prototypes/PlanetPrototype.html?
i have never touched modding
>>
>>507373858
You can productivity module the concrete-from-foundry but not the concrete from the assembler.

So that's another point in favor of the foundry.

New and improved datums

Normal concrete
1 ore, 5bricks, water = 10 concrete, 10 with modules.

Abnormal concrete
50 ore + 1 calcite = 500 molten iron * 1.5prod = 750 molten iron, 1250 with modules
1 ore + .2 calcite = 10 molten iron * 1.5prod = 15 molten iron, 25 with modules

20 molten iron, 5bricks, water = 10 concrete * 1.5prod = 15concrete, 25 with modules.

1 ore without modules is 15 molten iron,
15 molten iron, 3.75bricks, water = 7.5 concrete * 1.5prod = 11.25concrete, 18.75 with modules.

1 ore with modules is 25 molten iron,
25 molten iron, 6.25bricks, water = 12.5 concrete * 1.5prod = 18.75concrete, 31.25with modules.
>>
>>507374332
this is definitely useful but i was talking more about the map generation algorithm
i don't have any experience working with noise generators etc. so i'm thinking i'm going to have to just take one of the existing planet's settings and tweak them to change the graphics and resources rather than building a new map generation algorithm from scratch
>>
>>507372408
What's worse is rail guns were bugged to where they wouldn't lock on to some asteroids if two showed up at the same time so you were just fucked no matter what.

I think they finally fixed it in 2.023 but not sure.
>>
https://mods.factorio.com/mod/Cerys-Moon-of-Fulgora
this looks neat desu
I think making moons or dwarf planets is a better idea than trying to make full on planet mods
>>
>>507376602
>I think making moons or dwarf planets is a better idea than trying to make full on planet mods
isn't the amount of work involved the same?
>>
>>507377525
presentation sets expectation. if you call it a moon I'm fine with much less content than if you tried to sell it as a full planet.
>>
>>507378267
true but i need to figure out how to generate maps either way
>>
>>507372389
You're right, i got drones now and i can just watch the drones send shit obtained from the scrap to the relevant request chests from all the various storage chests, it's actually amazing
>>
>>507378470
>i
hmmm...
>>
what are your guys preferred train sizes? currently scaling up and wondering if i should do 1-2 or 1-4. Using vulcanus as my main base (started here modded) so 1-2 seems better for space constraints but 1-4 would be nice to dump a ridiculous amount of liquid into a section...idk.
>>
>>507378676
Embrace the sushi belt anon. You want Holmium, everything else is a byproduct and you can just grab what you need off the line and scrap the rest. It's easy to scale too you just add more fucking scrap and sushi belts and you just let the bots do the work. No retarded production lines to worry about for the most annoying shit to make, just requester chest most things and it's done.
>>
>>507380037
I have found 5 cargo on 1 engine is ideal for my needs. I usually have 2 trains loading/unloading each spot so while one is unloading the other is loading. Hasn't failed me yet and I'm almost to Aquilo.
>>
>>507380071
Antibotitis is only alright until you get good research until they literally can't even keep up anyways. Sorting directly from recyclers into chests like an animal and letting bots do the rest is actually viable until postgame
>>
>>507380232
>5
Why would you want to unload an odd number?
>>
>>507380405
how are bots not always viable? bot speed gets insane and yes belts stack but bot sorting is simpler and less space intensive.
>>
>>507380801
When does it break I've seen multiplayer servers hit 1m spm. Bots were doing totally fine the whole game for me I only upgraded my fulgora setup into mostly botless when I did a fulgora planet start due to having 0 bots, said recycler loop is far better than the one I beat the game with, but I never really did postgame
>>
>>507380705
Because it's easy? I find once you go above 5, it gets annoying finding the space you need for larger trains outside of Nauvis.
>>
>>507381057
bots are better for UPS than splitters and belts so if you're going crazy on postgame bots will always be the better choice.
>>
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>>507381107
forgot belt
>>
>>507381261
Excuse me what? Bots better than belts?
>>
>>507381261
>bots are better for UPS than splitters and belts
is that true? i thought belts were insanely optimized
>>
>>507381332
*pic, why the fuck did i write belt

im going to bed
>>
>>507381470
splitters aren't though, if you have a ton of splitters (which you will use with belts obviously) its not good for ups at megabase levels
>>
>first time playing factorio
>starter base gets too crowded after blue science
>spend 40+ hours clearing bugs to create mining and smelting outposts, playing around with trains, and figuring out ways to unload trains to maximize belt potential
>start creating a science production area with these shiny new belts full of resources from my mining outposts
>realize my setup for processing units doesn't fill a whole belt because of a copper plate bottleneck due to the amount of splitters I've used for two belts of copper plates
>still haven't made a single bottle of the last two sciences
I think I'm too retarded for this game but boy am I excited to launch my first rocket at 100 hours.
I've heard of people measuring rocket launches by the minute, what do those kinds of bases look like?
>>
>>507381507
>going to bed
to the storage chest you mean
>>
>>507382129
Eh you will eventually inevitably get to that point even my new to game ass had to make 10 silos per planet
>>
Station closed
>ladders eat my space suit
>at least one printer with queueing so we can britbong our printers
>evaportation chamber which can handle ~1KW of cooling pseudo-passively, with active management could probably do at least 3KW
>opened up some floor space on the base floor
>floating ideas of a basement
>>
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What the fuck is going on here, i feel violated, I DID NOT CONSENT to see this while browsing for cool mods. HELP ME NILAUS
>>
>>507382445
I forgot that Space Age heavily reduces rocket costs. I want to win vanilla before I get that, but moments like today make it tempting to just buy it and restart.
>>
>>507383325
I'm going insane! NILAUSMAN SAVE ME!!!
>>
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>>507382129
>I've heard of people measuring rocket launches by the minute, what do those kinds of bases look like?

Probably not what you're expecting. This is the resource cost of a single rocket per minute without any prod mods knocking it down
>>
>>507383325
Whenever I consider the idea that I might be too harsh on human beings I read shit like this, and it reinforces my believe that we should've gone all out in glorious nuclear hellfire decades ago - it couldn't possibly be any worse than being in a mental state that makes you write this sloppy retardations .
>>
>>507383870
did you reply to the wrong post?
>>
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I think I'm going to buy spengies 2. Ten years of deceit and still the only space voxel game that survived. Back to the start and ready to make the exact same dev and design mistakes. Marek does it again
>>
>>507383374
Eventually you get rocket prod which makes even a single beacon beat the animation speed of sending a rocket rpm isn't a sacred limit
>>
>>507385163
No.
>>
How do I make a game that kids would enjoy?
>>
>>507388723
bright colors and deep lore
>>
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One EM plant sure does things
>>
Do you actually want to make game? There's no way you really do and don't have a direction>>507388723
>>
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I had too much ice so I made ice to make ammonia to turn my ice into ice

Starting to get my first science
>>
>can't attach thrusters to Aquillo to move it closer to the sun
>>
i just spent 4 hours watching youtube videos on how to set up generic trains. ask me anything. i think i did it but now i have to actually design my rail network.....
>>
>>507389985
trains are easy anon
>>
>trains are easy
>>
>>507383706
Are those ores single units per minute? 34.2 copper plates/min seems super low to me
>>
>>507390395
i am retarded and barely use circuits. So having a train network that reads requests and dispatches trains from a pool was a learning curve for me. I usually just ran dedicated trains with a schedule.
>>
>>507391070
Remember what website you're on.

I'm like 4 days from beating my first run and I only ever used a single train, which was on fulgora.
>>
>>507391363
this is my 2nd run and my first run was very much the same. i did use a train on aquilo as well because my fluorine vents were pretty far, but it was double headed and simple
>>
>>507391070
I honestly never got to the point where I would need that and I got to solar edge
>>
>>507391741
just trying to scale up for a new challenge. I got to the solar system edge with around 850~spm with biolabs, trying to do around 1k before biolabs now.
>>
>>507390602
>intersection bigger than a typical distance between stations
I assume this thing only exists to win throughput benchmark or something.
>>
>>507391517
I beat game with a single train in fulgora but I've been using them more now
>>
>>507391885
I had like 760 when I was reaching the end I planned for none of it and all my science ratios were kek but that's enough to beat the game
>>
>>507392072
yeah mine were all over the place too and I didn't care but i also didn't really experiment with quality or any of that other stuff. Some of the legendary quality shit requires at least 15 levels of the prod research for blue chips/lds and that would have taken days at that rate
>>
So like, once you get productivity research on blue chips, you inch closer to only losing sulfur in the recycler.
Sulfur just costs water and oil. Water is near-free with space drops and heavy oil is infinite on fulgora.

Is the late-game meta to get legendary blue chips on fulgora and then craft those down for legendary red chips, green chips, plastic, wire, and iron?

wouldn't that system only leave you wanting stone, for most cases?
>>
>>507393282
Endgame is still abusing asteroid quality until they take the decision to remove the quality on them
>>
>>507393282
like the other anon said asteroid gamba is the meta and its retardedly overpowered. lossless blue chips is pretty good too and you can just craft them for free on vulcanus as well.
>>
>>507380037
in general I like 1-4-1. good acceleration and capacity.
>>
Are 2-4 trains a meme?
>>
>That beuatiful moment when you can AFK at your base and just wait for the science to finish.
Am I done with the game?
>>
Of course! just have red inserters eject any carbon/iron asteroids out into space, if they're coming in numbers most will get through and a major filter will only happen during a bottleneck, why didn't i think of this dozens of hours ago? It's so simple
>>
>>507395260
not at all. I should have specified >>507394173 was 1-directional. same general outcome.
>>
>>507396187
pretty much. honestly the game ends for me when im done with gleba. aqulio took me around an hour and then building a victory spaceship was kinda boring.
>>
>>507396187
Sounds sad. I only finished vanilla once because I get bored and demotivated when I realize the only thing left is to copypaste some assembly lines and connect them to silo.
>>
>>507393989
I'm surprised it's taking them so long.
>>
here's a mod for the server https://mods.factorio.com/mod/animated-emotes
>>
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>>507390602
>0 elevated rails
>>
>>507397446
>>>r/eddit
>>
>>507390602
What is the exact spm of the monster you're feeding with this?
>>
>>507399236
I just downloaded it from a trainhead. I don't use trains. Always belts.
>>
>>507400091
get well soon
>>
>>507400091
Post Vulcanus belts, post Fulgora belts
>>
>>507400167
I'm not the one who has to deal with signals and deadlocks and elevations and fuel refill. I'm already good, no need to get well.
>>
>>507400294
>Signals
Anon please you're supposed to figure it out within an hour, anything beyond that is a sign of brain damage
>Deadlocks
See above
>Elevations
Refined concrete is free
>Fuel refill
Logibot rocket fuel refuels can be done by a baby
>>
>>507400476
>you're supposed to understand unmitigated braindamage within an hour
Sorry, I simply have better things to do with my life.
>>
>>507400294
>signals
Brainlet issue.
>deadlocks
Skill issue.
>elevations
(Lack of) Production issue.
>fuel refill
(Lack of) Planning issue.

Looks like you're the one with the brain damage m8.
Signals are easy and simple, and there's plenty of images and videos that explain them in detail.
Deadlocks happen either when you have way too many trains, or when you failed badly at designing your network.
Supports and ramps are logistic components, and are to be mass-produced like any other item, do you even play Factorio?
And it's easier and simpler to just make a refueling interrupt, so that trains go to the fuel depot, which itself could be supplied by a fuel train.
Bonus points for using burner inserters in case of fauna-related power failure.

I know you're just trolling, but come the fuck on.
Bring us some quality bait next time, this one sucks donkey balls.
>>
>fusion reactor research get

>>507402168
Why do people make trains go very long distances when you can just make belts go very long distances?
>>
>trains: words words words
>belts: simple as pie
I cannot fathom the braindamage trainheads must have.
>>
>>507402609
I'm unsure if this is a troll question or not but trains are very, very, very cheap compared to belts. They're also very easy to expand if done properly.
The price of belts end up becoming so high that it becomes a problem.
>>
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>trains are very, very, very cheap
>>
time to go to war against the biters. my oil production just isnt cutting it for plastic.
i only just remembered i could turn coal to plastic earlier too so i set up something quick while i outfit my spider army.
>>
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>>507403487
>yellow belt
carry on
>>
>>507403487
a track's value increases as more trains are using it, especially so if each train is carrying different materials
a belt cannot do that, and resource distribution becomes a huge problem mid-late game when using belts
>>
>Using trains or belts when you have bots
Your soul is not quite there yet, perhaps one day you will know true dark
>>
Even two yellow belts next to one another are still cheaper than an equivalent rail line, not counting engines, wagons, fuel, signals ... honestly, the brain damage of train heads must be enormous.
>>
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At least the solar panel to raw components ratio schizo believes what he says
>>
>>507403487
That little wagon can carry 4 fully stacked green belts.
>>
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>>507404013
Numbers don't require belief.
>>
>>507404441
And requires stack inserters at both ends for decent throughput because of the high latency. Belts provide a constant supply.
>>
>>507403264
1 belt: 1 plate + 1 gear(2 to 1 more plate) --- around 2.5 resource per square
red belt: 1 belt and 5 gears --- around 10 resource

Railroad: 1 stone, 1 steel(5plate) and 1 rod(.5 plate) --- around 6 resource per square
Throughput: 40 stacks / (seconds per round trip + seconds loading/unloading) / number of squares traveled * number of trains.

Well, this calls for unsubstantiated claims. Would a railhead care to time a train's trip to an outpost, time to unload/load, and say how many cars that train has?
>>
>>507404557
>Constant supply
And who delivers the supplies the beltas(Belt betas) carry? That's right sissy boy, TRAINS
>>
>>507403487
>12 iron vs 11 iron+2 stone
Is that the hill you want to die on? As soon as you get a bit of steel productivity, rails become cheaper than yellow belts.
>>
>>507404594
Fuck, it's resources per TWO squares.
But the same is true for the rails and also the yellows so it's fine.
>>
>>507404654
>trains
Wrong. I can use yellow inserters for assemblers and fill the belts directly.
>>
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>Yellow inserters
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>>507404682
And as soon as I get mining productivity - which is cheaper than steel productivity - trains suck nigger cock again.
>>
>>507404557
You don't care about the cost on Gleba, it's a self-sustaining loop. It will always produce stack inserters for as long as the base there is running.
>>
What hours are these?
>>
>>507404931
Mining productivity works in the train's favour.
>>
>>507405018
I can't wait to see if I can't do it with a space station around Gleba.
>>
>>507405163
As do belts. Trains never beat belts.
>>
It's been like 2.5 days, I'm giving those spaceship-seeds some stone and starter plastic now.

They made 500 platforms in that time, so that's about 100 every 12 hours grown from 1 rocket launch worth of supplies..
Considering that you only need like 100 to start upgrading them pretty considerably, I would say the experiment was a success.

Time for much more reasonable ships.
>>
>>507405314
4 green belts is 16 yellow belts. You get 2 belts per craft, belts are half the length of rails, you get 2 rails per craft so you need 32 crafts of belts to move the length of a craft of rails. Rails cost 10.5 iron and 1 stone, belts cost 3 iron.
You need 96 iron to match a 10.5 iron rail.
>>
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>>507404557
>high latency
>>
>>507405734
Yup. Latency for fuel, latency for travel, latency for signals, latency for loading and unloading ... that's all shit that doesn't exist with belts. With belts you have latency once at the beginning, and then it stuff just always moves.
>>
>>507405714
I don't need high throughput with belts. I just need constant throughput as there isn't any latency.
>>
I'd like to believe this train vs belts fag is just baiting but knowing this place there's a very high chance that he's a schizo who 100% believes in his bullshit
>>
>>507406060
The argument is extra dumb since what matters is throughput per total cost and nobody has even attempted to figure out train throughput.

Even then, were pretending fuel isn't an issue, but we kind of have to, until we have a throughput so that we know what the expense buys.
>>
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>>507405090
>>
>>507406060
He reminds me of the retard who kept arguing for hours over something and then just pulled out of nowhere that he was using infinity chests and link chests.
>>
>>507406239
I mean, why not. Everything to make trainheads mad.
>>
>>507406207
>were pretending fuel isn't an issue,
Fuel is literally infinite. You can't run out of oil and when you have enough patches and mining productivity, you will produce more rocket fuel than you could ever use. The only place where fuel is somewhat an issue is vulcanus because oil is made out coal and you need tons of coal to make oil at a decent rate. Even nuclear fuel is free, what do you plan to use that 50m uranium patch for? Nuke? 500 thousand nukes?
>>
>>507406558
>Fuel is literally infinite
Still requires infrastructure to be set up, even if you desperately want to ignore it.
>>
>>507406684
But you need that infrastructure for rockets in the first place... It's rocket fuel... You also need it for your car/tank...
Now I'm sure you aren't just a troll, you're actually a new player. A very dumb one at that.
>>
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>>507406847
>he doesn't have dedicated infrastructure for pieces of his factory in the first place
You sound like one of those people who fell for the main bus meme.
>>
>>507407041
That's a complete non sequitur. This has nothing to do with what I said except for the word "infrastructure". I don't use main bus, and it has absolutely nothing to do with anything that I was replying to.
Take your meds schizo.
>>
>>507406847
What car?
What tank?
I got robolegs for that.

And I only launched that rocket like 4 times before leaving navus.
>>
>>507407257
If you're too dumb to follow that's not my problem, but I will accept your concessions.
>>
>>507406016
>I don't need high throughput
Your factory is weak, and will not survive the nuclear winter.
>>
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>navus
Funnily enough schizophrenic people do display diminished reading and writing capabilities.
>>
>>507407817
I'm in the process of moving to space anyway.
>>
>>507407041
Hey! The main bus is fantastic for your starter base!
>>
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>>507405894
>Latency for fuel, latency for travel, latency for signals, latency for loading and unloading
If you're not a gigantic retard the only limiting factor for transporation throughput is how many miners you can fit on a patch. There's no scenario were using belts over rails somehow gives you more resources, the same amount will arrive on your furnaces as long as you have more throughput capacity than production. This is a problem which rails solve by default.

But sure lets say you stick to your belts at all stages of the game, By the time you're done building the third belt from a single outpost (assuming you're actually not a coward ever went far enough to find a patch that can fill more than 2 red belts) I'd be watching my train finish it's third delivery, which would really put that "latency" issue into perspective. In fact i will be considerably ahead in my playthrough and getting way more resources because i'd have build a fully moduled outpost, all because i didn't have the mental illness required to think spending 30 hours building belts to every outpost is a sane usage of my time.
>>
>trains: words words words again
You must be mentally ill for simply expecting me to read all this shit.
>>
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>>507408392
No i expected you to actually have the mental capacity to read 3 lines of text but i guess that was asking too much of a schizophrenic.
>>
Sorry, but my properly working mind prevents me from reading the projecting nonsense of a self-hating schizo.
>>
Is there a transport aircraft mod then? As in fixed wing with runway required. In the same vein as trains consuming resources in order to vastly simplify and compact down transport routes, fixed wing transports would simplify that further by functioning like a super long range bot network, but consumes even more fuel energy per minute.
>>
>>507410515
Technically you could bounce rockets off a platform to a centralized crafting hub.
>>
wtf you can put quality modules on the mining drills? my quality farms just got a lot better
>>
Is there any particular way people approach grinding legendary items?
>>
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IT'S HAPPENING

https://mods.factorio.com/mod/RealisticReactorsReborn
>>
>>507416710
I don't want a bloody German dog.
>>
>>507416710
>RPG, market & spell mods
After 2k hours I'm still not curious as to what weird shit modders/multiplayer people do on this game
>>
>>507416806
the dog is merely culturally appropriating the wonderful german culture to get more bratwursts
>>
Why does my feet smell like potatoes?
>>
>>507417624
BPM
>>
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>one rocket holds 4,000 copper cables
>three cables make one green circuit
>4,000 copper cables yield 1,333 green circuits, not counting the iron plates, which are assumed to be produced by chunks
>one rocket also holds 2,000 green circuits
This IS supposed to be Space Age, not "let's launch as many useless rockets into space as possible to satisfy some retard's utter autism", right? You'd think they wanted the player to actually think about which products were to be made planet-side and which products were to be assembled in space. Tier 1 modules for example are best assembled in space (600 green circuits + 600 red circuits / 5 = 120 modules, compared to the 50 modules of every tier), but tier 2 and 3 ones are best shipped directly.
>>
>early game product
>151 buildings

what the fuck
>>
>>507418148
It's a 4th tier item, equivalent to a blue circuit.
>>
>>507407324
>And I only launched that rocket like 4 times before leaving navus
One for the platform starter. One for yourself. Then what? Two rockets packed manually with 1 each of asteroid collector, crusher, thruster, assembler, chem plant, inserter and gun turret. Which you then swapped around mid-flight using your 10 tiles of platform, or whatever extra the last two rockets could fit on top of the minimum necessities.
>>
>>507418132
>You'd think they wanted the player to actually think about which products were to be made planet-side and which products were to be assembled in space.
I don't give a fuck, rockets go brrrrrrrrrrrr
>>
>>507418132
>not "let's launch as many useless rockets into space as possible to satisfy some retard's utter autism",
The dev goal always was "we want the players to launch dozens and dozens of rockets", and nothing shows it better than the space platform foundation shipping in half stacks (50/rocket) while you need easily over a 1,000 for a functioning ship.
>>
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>a single advanced chemplant with tier 3 speed modules can output the same as 24 base chemplants, and doesn't require oxygen in the first place

I always knew these buildings were something else, but still

I think I can leave this starter moon base in the background now that I can just print water from matter and move to the northwest where there's a huge astrocrystals vein plus 3 large moon rock deposits at >10M each, this patch is at 3 right now and it's still good for the world but it's just not fast enough, I wanna use big mining drills instead of tier 3s and I wanna use space trains now that I have extra nuclear fuel
the plan is to eliminate all the previous crappy processing and just use matter stabilizers now that power is free and I need to continuously burn iron to keep the aluminium flowing
>>
>>507418646
Yeah, sorry, I actually like using my brain.
>>
I don't like the look of the fusion reactors.

It looks ugly and the turbine building clearly has a direction but you are not supposed to build them all facing the same way.
>>
went to aquilo for the first time. can I just use the island I landed on or is it like fulgora where I should spend some time looking for the best place?
>>
>>507420805
No need to leave the start. I'm not sure it even spawns any other islands, other than for the few resource patches here and there. But they're so far apart the ice platform cost and time investment to connect all three elsewhere in the ocean would be massive (and would need a base on the start island to do)
>>
>>507420805
There won't be a larger area of ice to build on than your starting area. You might potentially pick up and move your shit closer to higher yield patches later, but it is extremely improbable that there is any better placement than your starting area.
>>
>>507382187
Just woke up, thanks for the laugh anon. Now back to starting and figuring out Gleba.
>>
https://youtu.be/ohilL63ff4I
Aquillo reminds me a lot of Frostpunk and how it's really cool in concept but kinda just boring as hell to play. I haven't been to Aquillo yet so I hope it fits the vibe while also being more fun.
>>
>>507418132
It's very obvious rocket capacity is utterly arbitrary for most items and only influenced by dev feeling on the matter for a few select items.
>we want them to make ammo in space
>fuck it just make rocket capacity 25
>>
>>507423000
How did we go from
>are you creative and playful?
to
>you WILL have fun solving our puzzles as intended and you WILL be happy
How did the same man create both factorio 0.1-1.1 and space age? It makes no sense unless he somehow reverted in his mental development. Did he overdose on those game design tedx talks that tell you to paint stairs in yellow?
What's his problem?
>>
>>507423000
Yes. There is little realism to it. Just the same as you can't pump infinite water without power out of an ocean, and you couldn't feed it straight into a boiler. And there aren't aggressive alien biters. And people can't carry hundreds of thousands of tons of machinery.

Fucking obviously. Because it's a videogame. Not real.
>>
>Can't hand craft engines
>Can hand craft Nuclear Reactors just fine

What did Wube mean by this?
>>
>>507424291
Internal combustion is just too complicated, but nuclear fission is trivial.
>>
>>507424291
Nuclear reactors can't be massed produced
>>
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>>507376602
>custom limited distribution license
>muh hardcore mod for hardcore people such as myself
We have earendel at home. Stop giving these puzzlegame niggers any attention or they will keep multiplying in our ecosystem.
>>
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>>507424291
Engines are the hard "NO, FUCKING AUTOMATE IT, DICKHEAD" tutorial gate of the game. It's the first product that requires a lot of machines to make in a sufficient quantity and also you need it for items that you are going to use rather than be consumed by other processes.

By the time nuclear reactors are available it's to be assumed that you're past the point of learning that lesson already. Chemical science is where the game "opens up" and stops holding your hand but also expects you to do things efficiently rather than stumble around doing whatever.

I think fluids are probably where a disproportionately high amount of players drop off, although that's probably less of the case now that fluids have been reworked.
>>
>>507376602
>Created: 11 hours ago
>Downloaded by: 0 users
Maybe spend your time modding improving shit and come back later for doing reworks.
>>
Are fusion plants always consuming 4 x fluo per nuclear reactor regardless of how many generators are in the system?
Because generators say they produce 2 x hot fluo per second but you can scale up to have more generators than power plants with neighbor bonuses right?
How much do I need to recycle?
>>
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>>507425576
Not with that attitude.
>>
>>507426140
The fluid consumption per reactor always remains the same. Internally it works by the fusion reactors producing hotter plasma, and fusion generators consuming proportionally less fluid the hotter it is. So with neighboring bonuses you have to use more generators per reactor to consume the same amount of fluid, compared to a reactor with no neighboring bonus.
>>
how should big miners be placed? right next to each other, 1 space between them or should they be spaced by their coverage which is like 3 spaces or something?
>>
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>>507424291
Facts:
>You can't ship Atomic bombs off nauvis
>You can ship nuclear reactors and fuel cells off of nauvis (barely)
>It's more economical to ship nuclear reactors than their components
>Nuclear reactors explode with the force of an atomic bomb if they are destroyed above 900c
>Demolishers will attempt to destroy nearby buildings if you place even one tile of entity within their territory

I'm excited to try this when I get there. It's expensive, but it's going to be worth it. Ship in a bunch of reactors and then work my way through all the demolishers in a row before starting my real production. But I will need to set up a reactor mass production facility on nauvis first.
>>
>>507423000
One way they could have forced this would be to make space the source of materials for one of the weapons you need, let's say tungsten for tungsten rods for the railguns. Then you have the option of either making it in space directly or shipping it down and then up again. Since one option is preferable they could do without retarded rocket limits

>>507423698
Realism has nothing to do with it kovarex, it's a question of fun, bad design is bad even if it's realistic and bad design is bad even if it's not realistic.
>>
>>507426545
All miners should be placed as close to each other as you can to maximize the yield from a given patch. How close that actually is depends bit on how lazy you want to be and if you use bot mining or not but basically just next to each other in lines with a belts between rows or columns is fine.
>>
>>507426545
Mash them together in box, production mods on the drills
Cocaine on the beacons
>>
>>507418148
are those motor per minute values needed? I made a motor factory, using wires and steel pipes only for everything, and left it at 5 motor per min becase that's the most basic one with 1 assembler having 10 wire/m and 2 rotors/m as passive subproducts
>>
>>507426565
whoops, that was meant for >>507425576
>>
>Time to build a new ship
>I first have to sit there for more than 10 minutes waiting for the McRocket to fucking bring the materials to space
Next time i'm taking the solar panel schizos advice and shipping the individual parts and assemling in space, i will fucking kill myself if i don't do that for the Aquilo flagship since everyone says you need a proper monster to survive it
>>
>>507427692
sir have you considered having more than 1 silo and better production of rocket parts
>>
>>507427692
I spent the last 4 hours babysitting 5 separate baby ships to grow them.

There's a sweet spot in there somewhere, probably around 3 crushers, 2 collectors, 100 bricks, some amount of electric engines and blue chips, and a bunch of wire you'll turn into platforms and plastic just because that shit's slow early on.

I haven't got it figured out but the ideal is probably 1 launch rocket and 3 careful supply-rockets
>>
>>507427913
I don't consider vulcanus interesting enough to make a third green chips feeding into red chip and blue chip production line even if it's simple, Vulcanus is fucking boring once you set up the rail lines to keep your coal and sulfur needs well met, what else am i supposed to do? Maybe they should balance rockets around one being more than enough unless you're planning to make a carrier group
>>
>>507426545
if you're poor, space them out. Then use those drills to stop being poor, and place a solid brick of mining drills.
>>
I fucking hate combinators I can never figure out how to do anything useful with them aaaaaaa
>>
>>507429523
They aren't required for anything in the game. If you can't figure them out then you really ought to not be using them at all.
>>
>>507429683
Nah that's dumb. Being too low IQ to use them is dumb. I want to use them to do unnecessary shit.
>>
>>507380037
111 because makes stations more compact and I hate balancing wagons
>>
>build a decent ship base
>it works great, so much better than my initial crappy ships now that I've learned more about ship design
>still some flaws but I'll fix them later and improve it
>get around to "fixing and improving"
>spend ages tinkering with the tightest spaghetti to get the ship working perfectly
>finally, it looks ready
>go on some test flights with it
>realise there's still MORE issues that I hadn't spotted, it sucks balls because of them, and fixing them is going to be a gigantic pain because of how carefully designed the current spaghetti already is
I am frustrated. I WILL have my perfectly functioning ship design but I am incredibly annoyed that my current one is still not good.
>>
>>507429523
Build a storage tank, build a pump. Wire storage tank to pump. Tell the pump to turn on/off when the storage tank has too much or too little fluid.

Congrats! That's a complete circuit network.

Combinators allow for more complex math. Nothing in the game requires it.
>>
>>507429786
Figuring out what you can do with combinators means figuring out wat you can't do without combinators.

In other words, stretch your use of the circuit network until you find something you can't do, probably because it requires multiple input signals to be in certain states at the same time.

and if you manage to do everything with just the circuit network, good on ya.
>>
>>507429523
Dosh's guides to combinators covers most everything you need to know, but if I make a guide myself at some point is there anything in particular you'd like covered or explained more in depth?
>>
>>507430035
post it
>>
>>507430035
What is the issue?
>>
>>507348873
>can't wire it
This is hilarious
>devs add nuclear reactors
>can't wire them
>it's a "puzzle challenge" to use "indirect control" using related connected entities, like reading steam tanks and pulsing the inserter when empty fuel is taken out
>2.0 time, devs adding QoL features everywhere
>realise the puzzle is stupid and you should just be able to connect the reactor to the circuit network
>in fact realise the entire puzzle is stupid everywhere, even allow you to connect circuits to assembly machines now no longer forcing you to indirectly control it through inserters
>also in 2.0 add several brand new machine types, like fusion reactors and spaceship thrusters
>completely forget what they just learned from 1.0 machines, whoops you can't connect them to the circuit network, you need to solve a "creative puzzle" using "indirect control"!

Lmao what the fuck wube
>>
>>507347797
what
>>
>>507427692
i just do a ghost blue print of my ship then i fuck off and work on something else come back and my ship is built
>>
>>507430563
>You can now flip the outputs of oil refineries
>You cannot flip the outputs of thrusters because fuck you
>>
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>>507430563
I hate puzzleniggers so much it's unreal
>>
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>Signal menu has an icon for "stack size"
>Default value of stack size on new inserters: S
>>
>>507430835
The fluid flip was the worst "QOL" change ever along with making basic oil refining only makeing gas
>>
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Well this kinda sucked past the 30 H mark and I'm glad it's over
LL's final science was particuly draining and I didn't enjoy it at all
rampant sucked ass
krastorio's alright
even if LL gets ported to 2.0 I wouldn't play it again unless they undo some serious changes, it still feels half-cooked
>>
>>507430035
It's faster to iterate with an /editor save.
>>
>>507423697
Go back to the root of the reply chain and read the image
>>
>>507431447
He became like that before earendel joined. The furry is the symptom, not the disease, I mean you have to be mentally ill to hire such a man in the first place.
>>
>>507426565
https://www.youtube.com/watch?v=9eh49O4IUZE
>>
>>507424291
"You cant handcraft your way to blue science, start automating shit, son"
>>
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>>507431802
>Only works on small demolishers
>>
>>507424291
Demon cores are very easy to hand craft.
>>
>>507432008
MORE nuclear plants
>>
>>507432620
I assume mediums and their explosion aura means the plants die before the worm enters detonation range but I'd love to be proven wrong.
>>
>>507430328
Pic related. It's intended as an inner solar system ship, both for personal transport (I used it to bring over an entire mall's worth of output and raw resources to kickstart gleba), and I also want to blueprint it as a resource runner between planets to replace my old dogshit ones. It's meant to be fast as fuck to transport gleba science efficiently.

>>507430546
There's two big issues right now.
First one is that my fuel production is inadequate. I already knew that; it was fine for a personal ship that spends a lot of time idle and stockpiling in tanks, but for the gleba science transport I was planning on adding more engine nacelles and duty-cycling the fuel pumps to achieve more thrust, but it turns out to be easier said than done, and the worst thing is that pump output varies depending on how full the tanks are. In any case I'm planning to replace some of the cargo bays with extra fuel machines, I don't need this much storage for a science runner anyway; but it'll still be difficult to fit more than double or triple the production. I'll make do I guess.

The second problem is the asteroid loop belt gets clogged on one lane, to where I am running out of e.g. ice because the crusher's output inserter is trying to drop it but can't due to the outer lane being completely saturated in asteroids (e.g. oxide ones, just to make it more ironic). So I need to rework it so the asteroid chunk inputs all go on a separate lane from the asteroid processing products, and THAT is going to be a gigantic pain because it will take at least one or two extra vertical tiles which I currently don't have, which probably means cut-and-pasting the entire front of the boat to move it one or two tiles up and then fixing every single underground, pipe and belt connection and praying it doesn't fuck up due to underground length limits or something. I think I might even unironically have to ship in a single pair of blue undergrounds.
>>
having to heat everything on aquilo is a bit annoying
I keep putting everything down and then having to tear it up again before I even started that segment of the factory because I forgot a heat pipe somewhere and now the whole layout no longer works
>>
>>507430082
>requires
You aren't required to play this game at all. It's fun to do it anyway. I suspect it would be fun to make advanced setups with combinators.

>>507430093
I've found stuff I can and can't do. What I can't do isn't critical to base operations but could be useful or fun to automate more stuff.

>>507430212
I think I don't understand them on a conceptual level. In theory it should be possible to implement basic programming constructs like loops and conditions with them, but I can't figure out how. For example right now I want to implement a system with one building cycling between say three recipes each time it completes a recipe. It's a "simple" matter of counting from 0 to 2 each time you see the finished signal and using current count to set the recipe. This code could be written in seconds, but I can't grasp what it translates to in terms of combinators. Another system I want is where you set a recipe and it recursively figures out what needs to be done to complete that recipe. This would need memory and recursion, which are not hard concepts and not hard to write when programming, but again I can't figure out how to achieve this with combinators.
The most complex system I have so far is one that swaps between steam power and accumulators. Steam kicks in when accumulators fall below 20%, which disconnects accumulators from the power grid so steam isn't wasted charging them (they're charged by something else). When accumulators go above 90% steam is disabled and accumulators are reconnected.
None of these things are "necessary" but I think it's fun to design such systems. If there were a very basic in-game terminal that let you write "if x then y" I'd be using it a lot, but because it has to be done with combinator building blocks I don't get to do it nearly as often as I'd like.
>>
>>507418132
put down an em plant and 4000 copper cable makes 2000 green circuits.
>>
>>507432728
do you have advance fuel research yet?
>>
>>507432728
Oh yeah also ignore the efficiency modules in the furnaces. That was back when I tried making the ship solar-powered just to see what the fuss was about, before realising solar fucking sucks (I went to fulgora once and the ship had a brownout), and replacing it with a nuclear reactor.

>>507433035
Nope. Where is that? I'm currently working on gleba and I didn't notice such a thing, I haven't looked at the aquilo research yet though. If it's pre-aquilo then I'll wait for it before redesigning my fuel, does it increase throughput significantly?
>>
>>507432880
I'm just spitballing here but if you want a machine to print 3 different recipes in a row, you would set it to set recipe and read recipe completion and then hook it to a memory cell that is set to if X < 3
If the output of the memory cell is null, recipe 1
If output = 1, recipe 2
If output = 2, recipe 3
on completing the third recipe the memory cell flashes and repeats the loop.
>>
>>507432728
Do you need this many turrets? I'm doing test flights with yellow ammo in the editor and I have a ship twice as wide with 8 gun turrents in front that doesn't take damage flying to any inner planet.
>>
>>507432880
>loops
>conditions
you'll have a much easier time treating combinators more like an arduino, rather than a full programming language. Combinators run very close to the bare metal. They have most of the ingredients to do anything, but you need to know how to build the building blocks, algorithmic units and the like. If that sounds appealing, then there's a ton of fun to be had.
>>
>>507433285
Probably not at all, but having a second row of turrets is completely inconsequential.
Maybe I'll stick an extra collector in the front. I need to solve my crushing issues first though.
>>
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>>507426072
>>
>>507433402
I was thinking you can get rid of a bunch of turrets, then remove the second ammo assembler which opens up some space near your crushers. Could probably stick a speed module (balanced with efficiency if needed) in the remaining 1 ammo assembler as well.
>>
>>507430035
in the end you will sadly realise its just better and easier to build bigger
>>
>>507433116
advanced asteroid crushing and advanced fuel recipes are unlocked at gleba and are basically required to travel to aquilo. it's probably easier to make a new ship with the advanced recipes instead of trying to refit an old ship.
>>
>>507433529
Turrets cost 0 upkeep, so it doesn't really matter. Ammo research dramatically changes how many turrets a ship needs.
>>
>>507433529
I need a tile of vertical space, so removing one ammo assembler won't help. Also removing turrets won't really reduce the ammo consumption rate much anyway (provided they're still enough to handle the asteroids).
>>507433870
Oh it's in the advanced processing tech. Alright this is very annoying, because now I want a "proper" fast ship for my spoilables but this one will be instantly obsolete.
>>
>>507433519
DOMP IT
>>
Realistically, with the space expansion, how long would Factorio take to beat now

I did a lazy bastard run up to automating Blue Science about six months ago and it wasn't that difficult

I'll look shit up if needed but not copying blueprints or designs. Just shit like know where to fucking get spidertron, etc
>>
>>507434841
In 1.1, the speedrun world record was around 2 hours, the speedrun achievement (not considered easy to get and requiring planning and experience even for skilled players) was 8 hours, and inexperienced players could easily take 30-50 hours. And it's always very easy to just get distracted optimising your factory in a specific way so there's people who'll tinker with some early or mid-game design forever and take 100+ hours to actually finish the base game.

"How long does Factorio take to complete" is a meaningless question without context such as previous experience/knowledge, general skill at solving problems, and focus on complete it fast. Space Age adds even more stuff that you can do/optimise "on the side" before finishing the game, and also due to the extended length there's a lot more stuff where late-game technologies don't actually invalidate old designs anymore so you can already start building end-game scale factories before having completed the game, so it's even more variable.
I can tell you however that the single speedrun that exists is 14 hours long (literally the first and only run, so definitely unoptimised yet), the speedrun achievement is at 40 hours, and I've seen people post about finishing their first run in anywhere between ~60-ish and 180+ hours.

Anecdotally, I'm currently at 65 hours and I could probably rush the endgame in another 10 or so if I really rush it, but I'm planning on improving various parts of my factory to make things easier and scale things up so I don't expect to finish before 90-100 hours.
>>
>>507431123
That's a problem of the game using the words "stack size" to mean at least 3 different things. The special icon is about items stacking in container squares, not about inserters holding multiple objects at once or belts piling multiple objects in one quarter-tile
>>
>>507434841
The time achievements are 100 and 40 hours and Nefrums beat it in 14. He's targeting sub 10h now. I'm not even sure you can go faster than him if you use blueprints.
>>
>>507435421
Um, thank you for the autism spiral of words that didn't even help

>>507435894
I mean I was about 2 hours in when I got the train up so I doubt I'd be 100 hours, probably closer to 40-50 unless the planets take more than 10 hours each
>>
>>507434841
Im like 60 hours in and finished Vulcanus and Fulgora. Just now on Gleba. I still have Aquilo to go and then reach the end of the Solar System as the finish line.

This is also my first time playing Factorio though.
>>
Merry Christmas !!! egger
>>
>>507436195
what did you just call me?
>>
>>507436351
EGGER?
>>
>>507436109
I think sub 100 is realistic if you already know a bit of factorio and don't care about huge bases.
>>
Does anything on the space station need electric poles of substation to be powered?
Anything at all?
>>
>biochambers don't need power
wait what
>>
>>507436867
no
they're only useful for routing circuit signals
>>
>>507436892
they eat nutrients for power
>>507436867
no and you can check the power consumption by clicking the lightning icon in the hub window
>>
>>507436892
what do you think the nutrients you're feeding is for?
>>
>>507436437
Egger is our word, you can call us egga
>>
>>
>>507431802
that's 4 rockets and 8 cells for 1 small demolisher you could simply have killed with uranium ammo or an absolute shitload of red ammo (free)
>>
>>507437783
Rockets and cells are also free
>>
>>507431123
>Moving from/to on a platform don't have a signal with the planet as a value
>it is a planet signal with value 1 or 2 instead
>platform stopped at a planet will output the planet's signal with a value of 3
Why is this so needlessly complicated?
>>
https://mods.factorio.com/mod/Cerys-Moon-of-Fulgora

I really like these high effort mods
>>
>>507438062
You already made this post
>>
>>507389659
bro? your recyclers?
>>
>>507438187
I very much did not, it got updated 20 minutes ago
>>
>>507430674
It just works

It will send the filtered item to the left as a priority, but if it backs up it will continue sending it straight and will never clog

Basically, if you set priority outputs, it will work like this by default and never clog. But if you set filters, it will clog.
This widget does both, it just needs a bit more space.
>>
>>507438062
Cuck license mods go into the trash
>>
>>507438062
>english, chinese
into the trash it goes
>>
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Is there a way to copy paste these?
>>
>>507438273
>Created:14 hours ago
>>
>>507438624
Also I just realized I used three different ways to write "if green signal is GO" I'm sorry
>>
>>507438624
Yes copy the hub and then paste to the new ship
>>
>>507436109
>Um, thank you for the autism spiral of words that didn't even help
My pleasure anon
>>
>>507438764
Thanks but that will copy everything, I just wanted either one entire station or at least each of the conditions

I have ships that go to 1 planet to load, then 1 planet to discharge, repeat cycling through all the planets. It gets tedious to do the same condition over and over again for every load and discharge port.
>>
>>507437469
cute
>>
>>507437469
They are on their way to spread Christmas cheer to the engineer!
>>
>>507438896
Copy and delete what you don't need?
>>
>>507438390
Oh I think I get how it works now.
I think your example is a bit confusing because the "filtered" version is the common one, which I'd have expected to be the normal output. Why would you need common quality plates in your high-quality circuit? Maybe I'm misunderstanding the usecase.

Also, what's the point of the blocked lane on the 3rd splitter? From what I can see its only purpose is to merge the overflow from the split back into the main belt, and the 2nd output is a dead end anyway, so the filter seems useless (except to avoid buffering like 2 items in the dead end I guess).
>>
>>507438624
use interrupts for the entire schedule.
>>
>>507439226
Yeah the dead end is just to avoid having items wasted there, it's really autistic i'm sorry.

The reason why I'm filtering for commons is because I had a common setup for my main base so the bus expects common items, in a way the filtered exit is the "main" one, but everything else (including common overflow) goes to storage chests followed by quality recyclers.
>>
>>507438624
>is there [convenience feature] on space platforms
no
>>
I have transports that travel between all the planets (incl Aquilo) with virtually no downtime and endless storage (16 blue storage bays, about 4 pages worth of stuff) with some nuclear power which is only barely used when arriving on Aquilo, otherwise it's solar all the way.

I now have fusion power but I don't really see a point in upgrading/re-doing them
>>
>>507440793
Solar is enough for foundries?
>>
Belts or direct insertion for jelly/mash -> bioflux? Fruits spoil slower than jelly/mash so you spoil less if you do direct insertion. However if you do belts you can ensure more seeds are being generated at the cost of increased spoilage.
>>
>>507440931
I don't use foundries

It seems to work, even after an Aquilo trip I'm down by about 100 rockets from the maximum limit which 2000 ammo in storage + 500 on the belt and 1000 rockets + 300 on the belt. Ammo keeps up, it just clears the backlog on the buffer belt after the trip.
>>
>>507441543
if the fruit production is properly balanced, seed production can be ensured by crafting excess biolfux into nutrients and recycling into spoilage.
>>
>>507441543
I use belts because it's simpler

Maybe not ideal but the resources are infinite so I'm fine to sacrifice some if it makes it easier.

I'll struggle to scale on Gleba though because I don't understand the soil, even after unlocking the overgrowth soil I still have red patches. Also this setup is already close to the belt limits so not sure how to scale it without just making another copy.
>>
>>507440793
Nuclear is so trivial that solar just seems like a bother in comparison. Why force yourself to think about a "power budget" when you can just build a power plant that works forever as long as you visit nauvis occasionally (what kind of transport doesn't? and each top-up lasts for many many many hours) and takes up so much less space.
>>
>>507440931
yes, nta but i made a solar aquilo ship powered by epic solar panels and it worked just fine. had some downtime mostly because i skimped on the total # of crafting stuff because it was my first time going to aquilo but it could easily sit in orbit of aquilo indefinitely. just wasn't going to go back and forth constantly. you need a fair chunk of space for the solar panels compared to a nuclear reactor.
>>
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I have an unhealthy obsession with fitting upgraded science builds within the same horizontal footprint as my starter science builds. I can't wait to see what autistic shit I come up with to feed more than 3 full green belts of stone into assemblers for greater than 1k SPM of military science.
>>
>>507443392
>offset substations
disgusting, and you call yourself autistic
>>
>want to design a ship in space
>camera doesn' tlet me zoom in where I want and limits me to the center
FUCINMG AFRDSOIGJaeiorgnoa[eh8irgho[8ae4hr5g809o
>>
>>507443476
They don't fit evenly, sadly. I could probably do it with quality substations, but this is my pre-quality blueprint.
>>
is it possible to read all items in my logistic storage chests using a combinator of some sort? I want to stop production of something when X amount is in storage.
>>
>>507442921
One stupid thing about inserters is they prefer one side of the belt when both sides have the item they want. So you can get one side of the belt full of spoilage because the inserters kept taking fruit from their preferred side.
I would prefer if they took from alternating sides where possible. At any rate it seems like trying to minimize spoilage is a fool's errand.
>>
>>507444412
roboports can output all the items in the logistic network as signals.
>>
>>507443580
You have to have something physical built to be able to pan far enough away
Which by the way is fucking retarded for building long tails, because the platform constructs them one tile at a time, so you have to sit there for five minutes waiting for it to be built until you can scroll down properly and build some more
>>
>>507444548
I see.... thanks
>>
>>507444553
as I said its dumb
>>
>>507444412
Connect the combinator to a roboport to wirelessly view all items in that roboport's logistic storage. This won't include stuff in requester chests.
>>
>>507444656
You did not say that thoughever
>>
I cannot believe I used to be scared of the worms

I got a tungsten rifle and some high quality ammo thinking I'd have to fight, medium worm just got one shotted because the shot pierces
>>
>>507428007
https://mods.factorio.com/mod/orbital-transfer
>>
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>>507444412
Your assembling machines have a wifi button at the top, press it and they connect to logistics network.
Then set it up to only activate if the item they are making is less than some number. Pic related.

If you have many machines in a row you can instead connect a decider combinator to any roboport (go through power poles for distance) and then say if X item is less than a number, output a green signal with value of 1. Then connect the combinator's output to all machines in a row and set them to only activate if the green signal is 1.
Copy paste settings between machines
>>
>>507445583
Oh nice!
>>
Nuclear reactors next to each other are connected heat wise and don't need an additional heat pipe surrounding them, right?
I can just have them all connected and have a single heatpipe from one reactor carry out all the heat, right?
>>
>>507446659
Yes, however branching off in all 4 directions is most efficient since distance is the primary limiting factor.
>>
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>cliff explosives rocket capacity is 20
getting real tired of this dumb shit
>>
>>507427692
>>507428007
Bro just launch rockets faster
>>507428875
>building not on nauvis
Bro?
>>
>>507447623
Bro
Just launch more rockets bro
>>
>just waste rockets faster
We used to burn furries on a cross.
>>
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>>507446659
Hmm, maybe use more than one pipe though.
>>
>>507438062
>You can distribute the complete and unmodified mod package with the following conditions:
>The mod must not be modified. (Packaging the mod into a larger zip file does not count as modification. It can be used in mod set packs.)
>You must disclose the source by providing a link to the mod on the mod portal, a link to the thesixthroc’s discord for bug reporting and discussion, and a link to thesixthroc’s Patreon to support further development.
what is it with people spamming discord fucking everywhere?
>>
>>507447623
just make a cliff explosive factory ship. drop it off to wherever its needed
you do need advanced asteroid processing for that, or just ship calcite from vulcanus
>>
>>507449415
>just make an entire ship dedicated to making one product
i hate that it comes to this because of their retarded balance
>>
>>507449749
Make a ship dedicated to making many products
You could also make stuff like artillery shells on there

Shit, I should do that
>>
>>507449749
That's not the problem though. The problem is that the genetically deficient mongrels didn't make direct platform-to-platform transfers possible, which is why I'm shilling this mod so hard: >>507445495
>>
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I found a genuine bug in the game

I built the tracks on the left manually, turned it into a blueprint, and then I placed it down on the right it doesn't place the middle pillar so it cannot be built
>>
>>507448580
>"wasting" an infinite resource
stop complaining and just don't be retarded.
>>
>>507450163I found this happening to me a lot on fulgora where 99% of my rails are elevated. Bots will often fail to place a pillar and just sit there holding rails
>>
>stop complaining
I'll tell you that straight to your face during your burning. "No one cares how much pain a furry has to endure, you deserve it".
>>
1 Atomic bomb > 1 tonne
Engineer ammo slot capacity = 30 Atomic bombs
>>
>>507450663
engineers are the most powerful race in the universe.
>>
Did you know, you can disable automatic requests on a rocket launcher and feed it manually.
It still covers platform requests, it just becomes dedicated to that one specific item and launches first since it's already loaded and ready to go.

Good way to cut down on bot usage if you are launching an item very frequently.
>>
>>507450006
the problem is the fags at wube went, "Whoah, vulcanus produces way too much to just let that shit go on a rocket normally like any other planet, penalize it!"

the fact cliff explosives are even more annoying to make than vanilla now just makes it worse
>>
>>507451109
Also, this does not work for 3 items: blue chips, rocket fuel and low density structure. These items cannot be loaded on rocket launchers by belt (as cargo) they only go in as rocket parts. Bot only.
>>
all your complaints can all be solved by simply building more. rocket capacity simply does not matter past the initial first ship you launch
>>
>>507449386
>what is it with people spamming discord fucking everywhere?
it's where things happen.
>>
And that's exactly why we used to burn furries to the cross. Because they deserve it.
>>
>>507451807
they will NEVER change rocket capacity
i laugh at you
>>
>>507444412
Assemblers and inserters have a button by the top right of the inspect window you can click to connect them directly to the network with no wire to anything
>>
>>507452730
I don't need them to, considering the mongrels are too stupid to use a binary format for their databases.
But I do need you to burn at a cross screaming your lungs out as you are finally being punished for your sins against nature.
>>
>>507450663
I'll choose to ignore how you can do it with no armour on, and say that the power armour/mech suit you'll have by that point is what carries the weight.
>>
see, this is why I don't hang around here during the holidays
any holiday really
>>
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>>507451395
>want to build 10 identical space platforms for trucking shit around
>each ship needs a little bit of a large selection of items
>the rocket silos will siphon 10 stacks of everything
>each space platform will be stuffed with the remains of useless stacks of inserters, belts, modules, pipes and other assorted garbage
>you will manually send down each stack on each space platform by clicking on it to use its full storage capacity
Nice automation game
>>
>>507450163
>>507450502
Weird that pillars aren't explicitly blueprinted or something, or bots use different collision/placement logic somehow
Very weird
>>
That's because holidays are holy. Unlike you and your sins.
>>
>>507453291
you didn't beat the game
>>
>YOOOOOOOO DIIIIIIIDN'T BIIIIIIIIIIIIIIT THE GAAAAAAAAAAAAAAAAYME
Stay mad furry lmao
>>
>>507453537
Set a second logistics request group with request minimum 0 and maximum of what your build needs, or set the initial logistics requests for your platform building supplies to use smaller rocket shipments with the exact values you need.
>>
>>507451109
>>507451356
This is incredibly retarded
SA is fun to play but I hate just how unpolished, poorly thought out and just plain retarded they made a bunch of the systems. 1.1 was a shining jewel of game development, polish and optimisation, and the few bits of missing QoL were down to "it's not possible to spend infinite time fixing tiny minor issues so after 8(?) years in development we're gonna release it", now 2.0 is a downright regression in many aspects
Things that got fixed in 1.1 in the same update at the same time got implemented in the old bad way for newly added stuff, things that had always been well thought out had analogues added that are janky as fuck, things that always made sense now no longer do, pieces of content feel unfinished, the entire endgame sucks...

They couldn't even get the flagship new logistic backbone of the expansion right. Even though it should literally be "trains in space", trains were always good in 1.1 AND they added a bunch of improvement and QoL to trains in 2.0. But space platforms are stuck being worse than 1.1 trains were.
>>
>>507453975
i seem to have struck a nerve
>>
>>507453537
If there was a shipyard where you could buffer item that would be great
>>
>>507449254
wtf!!
does it make a difference with 4 core reactor?
>>
ultracube really managed to make me feel like a complete and utter dumbass
>>
>>507454141
>>507451356
A fix that most people wouldn't like is to update the rocket launcher model so that it has a specific input location for the three rocket part ingredients, then you can load these ingredients as cargo too.
>>
Whatever helps you sleep at night, furry.
>>
>>507454931
>wouldn't like
Why not? Seems perfectly reasonable. That, or vice-versa, have a piece of the rocket silo that looks like a cargo bay and you can load cargo in there.
>>
>>507454329
>>507445495
>>
>anons out there are really using circuits to make their uranium patches that can sustain their entire base for 2 irl years last more by not "wasting" fuel cells
please tell me you set uranium richness to the minimum to justify this nonsense
>>
Can someone explain why expansion cargo bays can't connect to inserters, anyway? What's the issue with having a big buffer inventory?
>>
>come back to my nuclear reactor to copy the control mechanism
>its been a while and I Have no idea how it works
>look at it for a solid minute
>vague understand the jumble of wires and shit I installed to act as a make shift latch to read fuel cell status from inserters and have two signals combining with the steam input to give the final result
ufffff my brain
>>
>>507455231
>MUH BALANCE
>>
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>>507455228
Listen buddy, the cost of nuclear bombs just increased by more than three times.
>>
>>507455231
The retards that made the game thought it would be too powerful to get items from one side to the other using cargo bays.
>>
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>>507455438
forgot pic

>>507455228
I like efficient design. Regardless if it's necessary or not.
>>
>>507455621
>hi can someone please explain to me this balance decision
>"it's because of balance"
Thanks for nothing
>>
>>507456034
He was quoting the game """""devs""""".

>"""""devs""""" because they don't deserve to be called actual developers.
>>
>>507456018
>steam
retard
>>507455228
>even building big nuclear reactors in the first place
just get off nauvis and rehome to vulcanus
>>
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dragging out the code again, are we
>>
>>507456775
just ignore it, the more you pay attention to it the more validated it feels
>>
What code are you talking about? All I see is a trace.
>>
>>507454329
There should have been an orbital inventory for each planet. Rockets shoot items up to that inventory, and then platforms pull from it or deposit back to it to satisfy any requests down to the single item they need, like an infinite imaginary logistics storage chest. Then it would make sense to send full stacks of everything.
But alas, we got furried.
>>
>>507454085
>Set a second logistics request group with request minimum 0 and maximum of what your build needs
>set the initial logistics requests for your platform building supplies to use smaller rocket shipments with the exact values you need
Does that even work? Did you try it?
>>
>>507349093
But plasma is not used up anyway, it just becomes hot coolant that can be recycled for free. So what's the point?
>>
>>507455231
because allowing inserters to work with extension bays means that there would be no reason to move items around with any other way than instant transmission through the cargo bays.
>>
>>507456442
yes steam
>>
>>507457513
You know what that's a fair point
My next question would be why not make cargo bays a space-exclusive item: there's no reason to ever have 5 billion storage slots of buffer planetside. And space logistics are already weird and a 4x4 item teleporter is not exactly small either so why not. I hate devs
>>
>>507450163
the rail pillar placement chages a lot when you hold shift/ctrl
try pasting the blueprint with ctrl and shift
>>
>>507457513
Then they could have made it non-instant
Like a big logistics network. Each time an inserter requests an item, it gets put in the queue and then takes some seconds, depending on how many cargo bays are between it and the main hub. The queue is single threaded, so each inserter requesting items means other inserters also need to wait their turn.
But they didn't, because they didn't want to. They already decided that people are going to use belts only on the space platforms. That's the reason and anything else is post-factum cope.
>>
whats the best defense on gleba besides rockets?

are electric turrets good there? lasers seem absolute shit and making red ammo is annoying
>>
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>>507457513
>we don't like instant transmissions!!
>... what do you mean, this shit still works?
>>
>>507458460
it's artillery
then railguns
then rockets

still need yellow ammo for the little guys tho
>>
>>507457692
cargo bay extensions increase drop pod throughput.
>>
>>507458460
Electric turrets are absolutely amazing against pentapods. They arc between each individual leg and do tons of damage, especially the high quality turrets.
>>
>>507458521
Wagons are of limited size, I can see the difference in that cargo bays can literally be unlimited in length
>>507458776
Which in itself is beyond retarded. Especially since, from what I've heard, there's a max throughput limit anyway, so it's not actually +1 max simultaneous pod per bay. But even besides that, the fact that you have nearly zero control on the actual contents of the drop pods means that it is beyond fucktarded to then limit the amount of drop pods based on the animation.
>>
>>507458521
Can you do that on a spaceship?
No?
Okay.
>>
>>507459334
>Wagons are of limited size
Doesn't matter; what matters is the speed of transfer, which is 5 wagons per second.
>>
>>507458460
I spaced out tesla turrets and that kept it safe for many hours
Later I put flame throwers in between. Making heavy oil with simple coal liquefaction via carbon via spoilage. It's extremely slow and inefficient but you don't need significant quantities to fill her up.
>>
>>507460023
Forgot to say, Tesla towers are extremely power hungry both passively and with massive spikes when active.
>>
>>507459873
>what matters is the speed of transfer
Yes which is limited by size. The game isn't measured in wagons, it's measured in tiles. Convert that 5 wagons per second into tiles, and now do the same calculation for a line of cargo bays of infinite length (or practically speaking, at least as long as your entire factory).
>>
>>507460378
Sure:
>green belts: 60 items per belt
>3600 items per minute
>10 wagons do 8000 items in 70 seconds
You have to be literally insane not to recognize the applications.
>>
>>507460653
>green belts
??? I said cargo bays, nobody is talking about belts
>>
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Look at all this perfectly valid space I could be using to neatly expand my production if someone didnt decide terrafoming vulcanus after you're exporting its science is too premature
>>
>>507460779
>The game isn't measured in wagons, it's measured in tiles
And one belt covers a tile.
>>
>>507460858
Anon either you're having a stroke or I am.
One chest is also one-tile wide. So is a small or medium power pole. How is any of that relevant when comparing wagon transport to (hypothetical) cargo bay transport
>>
>>507457436
I use a "max = 0 when on Nauvis" to force drop all agricultural science and leave instantly for more, instead of leaving ships waiting for the landing pad's request to need to be drip fed from the cargo like other imports can.
>>
>>507461849
But that doesn't solve the problem of automating space station copy pasting
>>
Am i just supposed to import nuclear from Nauvis for fulgora? This shit with the scrap is fucking BORING as is and shit only happens at night when the storm comes up
>>
>>507466115
uh, bro, your accumulators?
>>
>>507466115
batteries and iron for accumulators literally comes out of the ground on fulgora, you shouldn't be having power problems
>>
>>507466115
Your lightning rods and accumulators?
Grind up that accu quality. Their storage is the most important and it dramatically increases with quality level. They'll be roughly the same tier as solar panels.
>>
>>507466531
I'm not touching a fucking Gacha mechanic, higher quality should come from superior methods of manufacture, not playing the recycle gachapon or however it is you're supposed to farm quality
>>
>>507466658
Fulgora is the literal quality world (except that's gleba for some reason)
>>
>>507458521
but cargo bays are bigger than two tiles
>>507459873
cargo bays that allow inserters would have infinite throughput across the entire map, and completely remove the need for bots belts and rail because now you just use cargo bays instead. big miners direct feeding to cargo bays.
>>507460653
>forgets about stacking on green belts is 240/s
oh no... it's retarded.
>>
>>507466829
SHANT, i will be miserable during aquilo with all common if i have to, if i wanted a gacha i'd go download a gacha
>>
>>507466115
make or import accumulators then just dedicate all the shitty islands not worth building your base on to be accumulator farms, its easy
>>
>>507467045
okay, enjoy playing stupid games, i guess
>>
>>507466658
>put quality modules in recyclers recycling scrap
>get free higher quality intermediaries to craft with
that's it
>>
>>507466658
It got pointed out to Kovarex, he doubled down
>>
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>>507468714
>>
I tried to build on the first place I landed in Fulgora and that was a mistake

You really need to scout and find a big island before you commit
>>
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first egg and i can already feel my IQ skyrocketing
>>
>you can't download the spage mods separately
oof
>>
This guy makes very good content
https://www.youtube.com/watch?v=gdj7XT406BA

My fulgora base has the recylers put everything into boxes, recycle the overflow and then it's all bots, I wish I had made a belt base instead
>>
>>507470530
but bots are the best way to sort scrap. When you use a looped belt you are reducing your scrap processing output to process waste products. You are also output limited on belts as the machines closer to the end of the recycling block aren't able to put their items out on the belt as efficiently as those at the beginning.

Bot supremacy
>>
>>507470530
But why would you do that? You barely need anything from fulgora. Using stacked inserters just seems beyond overkill, it's like using thermite to kill termites.
>>
>>507471823
i make yellow and pink science on fulgora since yellow is F R E E on fulgora. Also free quality shit.
its just nice to process stuff and come back and see how many goodies you have
>>
>>507466658
>higher quality should come from superior methods of manufacture
how would you implement this? lubricant input + used lubricant output that needs a complex chain to void/reprocess?
>>
>>507474616
he wouldn't because hes just some random /egg/ autist
>>
>>507474616
Not that guy but there are several ways. Let's presume you want to keep the rest of the quality as it is. You could make it so quality is achieved either trough an additional ingredient or an additional processing step or testing for quality.
Additional ingredient would be pretty simple. Machines could accept (or be toggled to accept when quality modules are added) an additional ingredient. It could be something simple like water for the first level, then require lube and other higher tier additives like polishing agents or grinding wheels or what thematic you want to go with. If you add it it adds quality if not it produces standard.
Additional processing is bit like the before but you could run regular items into the machines. These would then progressively for instance rinse, wash, lubricate, polish and surface treat the items (requiring just the target item + water, soap, lube, polishing agent and coating respectively), the upside is that you get simpler logistics and could run the sort of "quality grinders" like you can now by having a separate area that just makes quality out of small stream of regular material. The downside is that you need more machines and the logistics is simpler.
Finally you could go with the testing method. Here you would have a quality assurance building that "discovers" quality on existing items. It would be a larger building that has belt going trough it that then spits out better or worse items out of side exits. It could consume some item as static input as well as discard a set amount of "bad" items to maintain losses.
All of these could be paired with deterministic quality bar, sort of how like prod works where if you want to keep the 1% is quality idea each quality cycle just fills the bar by 1% or you can make the processes 100% effective but make up the cost with the additional materials.
>>
>>507466658
>higher quality should come from superior methods of manufacture
that's what the module is for dumbass
>>
>>507475758
theres already a mod that gives you 100% quality chance but increases the cost by 1400%. seems like what you're suggesting but just with more and stupider steps
>>
>>507476040
That isn't what i'm suggesting at all though, do you have reading comprehension problems?
>>
>>507475758
The main difference that a deterministic quality bar would bring to the game would be that you can no longer get a lucky roll on low-volume goods like mech armor. Otherwise it's not meaningfully different from randomness, because you're producing everything 100,000x anyway.
>>
>>507476120
all i read is a lot of yapping that essentially boils down to add stupid extra items, i stopped reading halfway through because its a shit idea
>>
>>507466958
I love how you're trying your hardest to ignore the fact that moving items across wagons without any upgrades and research would still win.
>>
>>507476146
> that you can no longer get a lucky roll on low-volume goods like mech armor.
This is a bad thing for the game.

>Otherwise it's not meaningfully different from randomness
And this is a stupid thing to say, not only because it's the side point but more importantly if you truly believe that there's no difference then it should be like this because adding RNG that you then negate is a dumb idea and shouldn't be in the game in the first place.
>>
>>507476387
>This is a bad thing for the game.
Not really.
> if you truly believe that there's no difference
The difference is that RNG is much easier to implement. Skipping steps deterministically would require a different number of quality bars depending on the quality of the recipe and the highest quality level unlocked. The number of quality bars would have to scale up to at least 255, which I believe is the maximum number of quality levels.
Using RNG simplifies it massively while having nearly the same result, with the happy bonus that you can now get lucky and enjoy your legendary mech armor early.
>>
>Foundry
>"Foundary"
>>
>>507477090
what?
>>
>>507477006
>The difference is that RNG is much easier to implement.
It's just not, prod is quite literally in the game already.
>Skipping steps deterministically
This isn't something that anyone forced the devs to include and isn't difficult to include with a bar either, you literally just make every Xth bar give 2 levels instead which produces identical results to RNG and is easier to implement.
>Using RNG simplifies it massively while having nearly the same result
It just doesn't.
>>
>>507477326
People can't pronounce it right.
>>
>>507477408
You can skip any number of steps, not just two. You would need to track and display how many bars until the next rare, next epic, next legendary, next mythical, next blargsnarst, next doohicky, next goojangle, next giggity, etc. It scales way out of control if you allow mods to add more quality levels. The GUI would be a mess.

>This isn't something that anyone forced the devs to include
But it was part of the design they had in mind. RNG made it easier to implement that feature.
>>
>>507477638
>You can skip any number of steps, not just two.
I literally just explained how the step skipping works? Do you have reading comprehension issues?

>The GUI would be a mess.
Wow 1 (one) tooltip that you don't ever need to check. How messy! The information would take less room to display than the current percentages.

>But it was part of the design they had in mind.
Which is easier to implement like I just described.
>>
>>507477785
>I literally just explained how the step skipping works?
You described it as only skipping one step at a time.
>Wow 1 (one) tooltip that you don't ever need to check.
Compress it to a tooltip, it'll still be 200+ lines long. It's ugly and largely useless information to the player.
>Which is easier to implement like I just described.
How is storing and checking more data easier than just doing successive probability rolls?

I'm curious, what do you think of uranium processing or asteroid reprocessing? Do those make you mad too?
>>
>>507478415
>You described it as only skipping one step at a time.
Are you a toddler? The same process applies to skipping multiple
>Compress it to a tooltip, it'll still be 200+ lines long.
No? Are you retarded?
>It's ugly and largely useless information to the player.
It's both neater and more concise than the current percentages which IS useless and ugly.
>How is storing and checking more data easier than just doing successive probability rolls?
Computationally probability rolls are just storing and checking data.

This whole defense is one of the most asinine things kovarex has ever posted.
>focuses on completely irrelevant side tangent
>focuses his defense on the fact that he intentionally chose a worse system because "it's easier to implement" and "less ugly"
>turns out his system is worse and also harder to implement and uglier
lmao
>>
>>507478759
did you just accuse me of being kovarex...?
you also have failed to establish why this system is worse, you just keep saying "it's worse because i said it's worse"
i will not be continuing this conversation as you are simply too autistic
>>
>>507479091
Concession accepted
>>
Is there a better way to load liquids?

I haven't looked into it but this seems ideal to my little brain
>>
>>507480021
a wagon can have three (3) pumps connected to it at most
>>
>>507478759
>>507478415
>>507477785
>>507477638
>Quality rolling is le too hard!!!
Here you go. Knock yourself out.
>>
>>507480275
Why did you reply to my posts?
>>
>>507480275
The system I proposed is in fact harder which is one of the upsides.

>>507480403
It's kovarex, he likes to do this strawman, hes just slinging shit.
>>
>>507480517
>It's kovarex
what? kovarex barely speaks english
>>
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what went wrong?
>>
>>507482816
And post that completely misses the point of the post it's replying to contradicts that how?
>>
>>507482967
soon as you hit gleba the game is basically over
feels like they just rushed to wrap it up. aquilo takes an hour or two and is pretty uninteresting. getting to the solar system edge isn't challenging and seems like a rushed ending
>>
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How the fuck did this happen?
>>
>>507483609
you know how it is when you're doing things too fast
>>
>>507483609
did you switch recipe?
>>
>>507482816
... which alone is a major red flag.
>t. ESL
>>
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soon, I will finally have enough fighters for one of my 7 warships
>>
>>507484080
No I set this thing up two months ago and didn't touch it until now to put in some modules.
>>
>>507470530
I think a simpler way to get the recycling bonus would be to aim for a simple flat +100% productivity with 10 research stacks, then you'd always get it instead of losing it
>>
>>507457468
To force you to build generator chains to actually consume extra-hot plasma. Generators have non-trivial tiling due to pipeless plasma inputs and outputs, as well as the need to drain fluoroketone.
>>
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If I use stack inserters to output from train to belt, what is the throughput of the belt? 60 x 4? 240 items per belt?

I'm trying to maximize plastic production on Vulcanus
>>
I just copied nilaus design for 4 x fusion reactors with 28 generators that makes 1.4GW in a relatively small block, with heat pipes or not.

I couldn't be arsed to make my own design because I actively dislike how these things look. They are hideous. And generators going sideways is disgusting.
>>
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would staggering heat exchangers rather than lining them up perfectly cause the heat pipes to disperse heat more evenly?

I guess it doesn't matter
>>
>>507484894
240 is the max throughput of stacked green belts, yes. I'm also working on increased plastic on Vulcanus. What's your setup? I'm not thrilled about bringing in shit tons of coal and doing shit tons of petrochem.
>>
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Gentlemen, I give you the future
>>
I could probably do a better job of quality hunting on fulgora right now but i'm making damn sure my ship modules are pimped out first
>>
>>507486193
zoom in so I can peep at it
>>
>>507486193
>single row of engines
Heh, I'll enjoy watching it in my rear view mirror.
>>
>>507457468
the point is that you have to use more generators to take advantage of neighbor bonuses
>>
>>507486881
Yes we had the first engine bank yes, but what about the second?
>>
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>>507487360
>but what about second engine?
>>
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Which one should I buy, DSP or Cosmoteer?
>>
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>>507486476
>>507486881
BEHOLD
https://vocaroo.com/1j7rY6bh2nkb
For too long have we been oppressed by variability of our power source.
For too long have we been forced to juggle resources, balancing either throwing them away or getting clogged in the process, or worse still having to clutter the cargo with constantly moving raw materials.
For too long have we been forced to act as cavemen, fling projectiles at the enemy.
I bring you hope!
I bring you, a ray of light in the darkness!

I give you...Project Sunshine!
>>
>>507488407
DSP if you are posting in here, they aren't in the same genre.
>>
>>507488662
not enough engines
>>
>>507482967
>pic has spoilage on the ammo belt
Something went very wrong there.
>>
>>507488407
cosmoteer is something you put on a shitty laptop to wait in line at the dentist.
DSP is a factorio clone, but in space. I have a lot of fun with it, but the controls are not half as good and it does get a bit samey towards the endgame.
>>
>>507485448
I'm setting up a train network first which I didn't have on my original Vulcanus base. I might need to bring in more than one coal patch worth for the inputs.

I already built a block of refineries that can process 960 coal per second (4 x stacked belts coming out of a train), hooked it up to sulfur for steam which is insignificant amounts. Now I'm going to bed.

Tomorrow I will take each one of the refinery liquid outputs and break it down to petroleum gas, put it on a train station, then make a plastic factory that takes petroleum gas and coal by train and puts plastic on the train network.
Then I'll use free lava to mass produce green, red, blue circuits and maybe even cycle them for quality to start getting good module production.
>>
>>507483458
mods will fix it (by adding 60 new planets)
>>
>>507489701
Still better than the furries work.
>>
I for one am happy that people here are finally ready to accept that Wube is on the downhill. I still remember the butthurt from a couple months ago when I suggested that Factorio wasn't well optimized at all.
>>
>>507490441
Works on my 8-year-old machine.
>>
>>507490441
I'm impressed how well it runs on my steam deck, i have medium sized bases for all my planets and still getting 60/60
>>
>>507490610
>no CPU load
>no factory parameters
>opinion discarded with prejudice, don't bother replying
>>
>>507490739
>retard is easily impressed
Doesn't take much, seeing as people consistently fall for ponzi schemes too.
>>
>>507490441
if you can make a game engine with bigger factories I will fucking kneel. Life hack: you can't.
>>
>>507490829
I have a modestly sized factory spread across all four planets. SPM is somewhere between 60-100.
I get 60 UPS at all times except when I zoom out too far on certain parts of Gleba.

I've heard performance for megabases has massively improved for 2.0, but I've never built a megabase so I can't speak on that from experience.
>>
>>507491004
Dont give a shit nigger, still playing on my deck full speed.
>>
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>>507491029
I sure can. I would first get rid of the numerous openings of sound files, use zero-copy file mappings, and provide builds for AVX2 support. Then I'd reduce the amount of draw calls that heavily suggest they have no idea how to render shit on screen in the first place.
>>
>>507491560
>I sure can.
Looking forward to your release, anon.
>>
>>507490441
It's well-optimized, it just doesn't have good design decisions
>>
>>507491037
Factorio is fairly well optimized but that's mostly off the backs of old work. Neo wube is getting progressively more bad as kovarex gets more unhinged
>>
>>507491683
>as kovarex gets more unhinged
Apart from his small melty on reddit in 2021, what evidence is there he's going crazy?
>>
Space Age or Space Exploration and Krastorio 2
with rampant
>>
>>507491615
First provide me with the source code. No way in hell am I going to patch their binary mess from the outside that can change with every new release.

>>507491626
>well-optimized
Lol
Lmao
>>
>>507492089
>say you can make your own engine that's more optimized
>now you need access to someone else's source code
lol
don't worry anon, it's going to be open source in 5-10 years anyway, then you can singlehandedly become the hero who saved factorio from being well-optimized
>>
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>>507491871
>what evidence is there he's going crazy?
NTA, but I can certainly provide evidence he has no idea what he's doing.
>>
>>507491560
Chat, what does this chart mean?
>>
>>507491871
You want me to post his medical record here or what? Are you retarded?
>>
>>507492337
I think you might be mentally ill.
>>
>>507492245
Well, I have *an* engine ready right now, but you don't wanna use it because it supports none of the nonsense that Factorio does. You probably want it to be backwards compatible with the existing infrastructure.
>>
>>507492504
Apart from his small melty on /vg/ in 2024, what evidence is there anon's going crazy?
>>
>>507492489
I don't really know what you mean when you say he's getting more unhinged. I don't really follow the guy, I just know he overreacted to some thin-skinned redditor a few years ago.
>>
>>507492504
And I think you deserve to be bludgeoned to death with a jury acquitting your killer because murder is defined as the killing of a human being and there's no way in hell you would ever qualify for human-being status, but yet here we are.
>>
>kovarex keeps having meltdowns in /egg/
>noooo he's perfectly fine!!!!!
>>
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>>507492750
Families used to keep "people" like you chained in the attic.
>>
>>507492932
Speaking from personal experience again, anon?
>>
>>507491560
oh, I read up a bit and none of those things impact performance except maybe for the draw calls, so what is your point exactly? other than trying to code in a glowie backdoor, that's usually how these arguments work.
>>
>>507488662
>steam lasers
implessive.

I feel like you need more cargo bays though
>>
>>507490441
Install Linux, factorio runs better on it.
>>
>>507347015
make that damned space boat thinner
>>
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>>507493205
>I read up a bit and none of those things impact performance except maybe for the draw calls
How would you know? Do you even know how cache associativity works? How superfluous memory accesses in some completely different function can have major performance penalties down the line?
>>
>>507493381
Is that some accomplishment of Wube?
>inb4 muh fork syscall that allows for async savegames
Don't care, if they had done their infrastructure properly it would've worked on both Windows and Linux.
>>
>>507493647
indeed how would I know? You're just puking screenshots full of numbers. Performance can't be that important if earendel is on the team.
>>
>>507493647
yapping
>>
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>>507493293
waiting on few last lasers to be made, will make a wemb.
>I feel like you need more cargo bays though
what am I going to do with even more cargo?!
>>
>>507493995
>Performance can't be that important if earendel is on the team.
Which is exactly what I said: >>507490441

>>507494057
>>507492750
>>
>>507493995
>>507494057
he is severely autistic and likely hasn't spoken to a human being in six months
just stop replying
>>
>>507493880
>it COULD work on Windows if Wube bothered to implement it
Yes, but as it stands it doesn't. Wube cares more about Linux than Windows.
>>
>>507494338
"Not guilty".
>>
>>507492337
>koverax is totally still writing source code bro, it's not like his company has 50+ people who he delegates work to instead
>>
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>>507494376
Which is yet another sign that they're on the downhill. I mean, why would you optimize for a system barely anyone uses? That sounds about as unhinged as hiring Earendel.
>>
>>507494338
its funny though. however, why do we have the special kind of retarded autists in this thread? why don't we have the cool ones that post neat designs, just retards..
>>
>>507494582
So you're saying he can't even do proper oversight anymore? Because those superfluous syscalls don't go away.
>>
>>507494586
Wube favors Linux users because they're based. They know Windows users are undiscerning slop-eaters so they don't need to cater to them.
>>
>>507494727
that's right, CEO of google is personally on every single code review at the company
>>
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>>507494616
You mean grifters actual retards like yourself are easily impressed by? Sorry, but I'm more in the truth business, not in the flashy-lights-and-lies business.
>>
>>507494616
4chan has no real moderation so it attracts schizophrenic or otherwise handicapped freaks that would get banned anywhere else. Most generals have at least one.
>>
>>507494774
Ah-huh. So their company strategy is to alienate their customer-base. That doesn't sound retarded at all.

>>507494872
You mean to say he can't even hire competent personnel anymore too? Man, it's getting grimdark for them.
>>
>>507495026
/sfg/ has only utterly sane and learned gentlemen
>>
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>>507494872
Wube has like 6 programmers, if even that.
>>
>>507495203
Windows users aren't alienated because they're too dumb to even realize they're missing the feature. They're undiscerning slop-eaters.
>>
>>507495252
If nothing else, /fgg/ rapefugees guarantee any fighting game general has at least one lunatic.
>>
>>507494913
nigger you aint in any business you neet fuck, you're here on christmas eve autisming out over a factory game made by some eastern euros
>>
>>507495362
space flight general
>>
>>507495330
Well, good thing I'm telling them now. That might affect some of Wube's revenue, but luckily they don't care about that, right?

Right?

>>507495393
>christmas
Yuropoor detected.
>>
>>507495519
>he thinks he's going to have a material impact on wube's revenue by whining about the windows build not supporting async saves
by the time you finish explaining what that even means the windows users will be covered in their own drool and will have forgotten what the discussion was about in the first place
>>
>>507495753
>he's still focused on async saves
So that's it, then? That's all Wube has to differentiate their Linux builds from their Windows builds?
>>
>>507493647
show some real proof faggot. Load up a super factory on linux, and load it up on windows. If it's really that bad, the UPS will speak for itself. Until then no one cares.
>>
>>507471823
>it's like using thermite to kill termites.
Oooh I'm stealing that
>>
>>507495859
If you measure the real UPS, without the synchronous autosaves excluded from the calculation, the difference will be dramatic.
>>
>>507495859
>Load up a super factory on linux
The burden of proof is on you to show you that their Linux builds differ substantially from their Windows builds. Some Linux autist thinking that some incompetent clown using a shitty syscall that was never supposed to do the things said incompetent clown uses them for (and thus has all sorts of overhead that a proper solution to the problem wouldn't have) isn't exactly the kind of proof actually sane people would accept in favor of the notion that Linux is wildly preferred by Wube's """""dev""""" team.

Luckily tracing is significantly less complicated on Linux, so I assume you'll be able to provide that proof much more easily and faster than I do.
>>
>>507496367
no one cares dude
>>
>>507496547
I accept your concession that Wube doesn't prefer Linux in any substantial way then.
>>
>>507496367
>nooo it's not an elegant implementation
lol who cares, it works
>it doesn't work on windows though
lol
lmao
>>
>>
>>507496927
more like autistic yapping in here
is nobody actually PLAYING video games
>>
>>507496927
me on the right
>>
>>507497020
I wasted a bunch of time doing concrete art, does that count.
>>
>>507497180
post it and lets see
>>
>>507496914
>garbage hack == "not elegant implementation"
Yeah, sorry, I don't engage with people who are not qualified to have an opinion.
>>
>Storage tanks don't gain storage from higher rarity
Balance chuds care to explain wubes reasoning?
>>
>>507497616
Quality isn't allowed to do anything that might break a build if you brainlessly upgrade everything in your base by a quality tier. I think increasing the capacity of storage tanks might cause issues with circuits. Not sure, though.
>>
>>507492513
What does the engine do? Can you do factory shit in it?
>>
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>>507497410
It's like my pa always said. If it's stupid but it works, it ain't stupid.
>>
>>507497616
fluids don't have quality, therefore fluid tanks don't benefit from quality.
>>
>>507498114
Your pa sounds like a retard, which makes sense because it's you.
>>
>>507491560
>>507492089
Mate you sound like the chaosesque xonotic guy
>>
>>507498361
I'll take that as a compliment.
>>
>>507496367
>burden of proof
is on the complaining idiot and no one else. Not my problem.
>>
>>507498361
lmao mikee is a certified nutjob
>>
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>>507497336
Still not really happy with the biter torment nexus, wish there was a way to have lightning collectors play their arc animation constantly for decorative purposes.
>>
>>507498501
I have already done so with Windows.
Now it's on you to prove it ain't so on Linux, and since you can't do that I accept y'all concessions: >>507496615
>>
>>507498619
>does half the work
>expects handouts
don't care, no credit
>>
>>507498617
looks like a penis with eyes
>>
Nope:
>>507498619
It's just THAT simple.
>>
>>507498361
>the chaosesque xonotic guy
qrd?
>>
the funny thing about this optimisation faggot
is that he only post his little gay screenshots then bitches and moan to a crowd who doesn't give a shit and doesn't try to do anything about it
>>
Is Hellmod up to date with Spage? Meaning, will I have to fight the UI to get sensible numbers?
For example, kirkmacdonald just can't use quality items, and factorio labs seems hellbent on using stone furnaces and I can't seem to make it use molten metal on Nauvis.
>>
>>507499414
I'm pretty sure he's the same guy who was freaking out earlier about RNG, so we can assume he probably does play Factorio when he's not bitching about it.
>>
>>507499414
>who doesn't give a shit
Even better than what I was expecting: >>507495519

So I don't even have to feel bad about bursting bubbles.
>>
>>507499529
You're too mentally ill to conceive the notion you're wrong. The only thing that could fix you is death.
>>
>>507499529
i doubt hes ever played factorio
>>
>>507499675
>You're too mentally ill to conceive the notion you're wrong.
projection
>>
>>507499560
where are your fixes?
since you spend so much time in IDA or whatever the fuck to complain that it sucks you must know how to fix it right?
you don't come here to be a hack fraud right?
>>
>>507499774
>since you spend so much time in IDA or whatever the fuck to complain that it sucks you must know how to fix it right?
Only some of it is fixable, like the avoidance of redundant syscalls. Arena-based memory management requires different interfaces with different logic from management of individual lifetimes (arenas have no need to clear individual objects), and AVX instructions are bigger than SSE ones and would require the replacement of entire codepaths.
>if you don't do it you're a hack fraud
>>507497410
>>
>>507500284
>Only some of it is fixable
so, where is it?
>>
>>507499771
It's not projection if it's right. Which is exactly why everyone normal wants to see you dead.

>>507500284
>Only some of it is fixable
On a binary level, I mean. On a source-code level, sure, enabling AVX is a compiler switch.
>>
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>>507500351
Here is one.
>>
>>507499375
Schizo with no life that has been involved in a whole bunch of stuff over time, mostly around open-source communities and linux. Highlights include virulently hating women, genuinely advocating for loli slave wives because apparently in the torah or bible or quran or something it says we should take 9 year old brides, and a while ago spending like a couple of years sperging out about GRSecurity - which make patches to the Linux kernel for security, and at some point made them paid-only - for "violating the GPL" including claiming he's himself a lawyer and an expert on IP law and licenses.
You also have to understand that, as a schizo/crazy retard, everything he gets an obsession with he talks about endlessly, repeating the exact same arguments ad nauseam, so it's not just "haha guy who hates women haha based", it's "guy who will fucking constantly spam his schizo rant with references to torah verses about how we should marry 9 year olds, and respond to any replies by repeating the same incoherent arguments". Pretty sure he was still occasionally making child bride threads on /g/ semi-recently.

Anyway the main point is that he also forked Xonotic (an open-source arena shooter or something) at some point and uses his fork as his primary argument for why he's a real programmer and everyone else is useless. He quotes states like having added "over 200 weapons" as proof of how much effort he's spent in the game. And due to his aforementioned schizophrenia, this all takes the form of pre-formatted rants complete with incomprehensible/unrelated screenshots "proving" something or other, inane factoids like muh 200 weapons, and he regurgitates this wall of text at every opportunity (often accompanied with the rant about YHWH encouraging child brides and/or him being a lawyer and GRSecurity violating the GPL).

Just like the optimisation anon who is now repeatedly posting the same context-less schizo screenshots over and over as "proofs" in every conversation.
>>
>>507500960
>virulently hating women
I mean, that's fair.
>genuinely advocating for loli slave wives
Sure, why not.
>context-less schizo screenshots
I'm so sorry for your brain damage, but their is all the context you could ever want from these screenshots, you're just too stupid to see it.
But then again, since you seem to dislike someone who is as based as the Xonotic guy, only mouthbreathing retards would care for anything you have to say in the first place.
>>
>>507500960
thanks for the rundown, i love hearing about new schizos
>pre-formatted rants complete with incomprehensible/unrelated screenshots "proving" something or other
reminds me of a schizo on /co/ named famicom who is a japanese nationalist that believes tiny toons is secretly anime because TMS was contracted to animate the intro
he gets super mad if you suggest that there is no proof of this, and will post "proof" in the form of completely unrelated screenshots

>>507501348
>>507498482
are you him?
>>
>>507501348
Actually, let me expand on this. Let's take >>507492337:
You can see the same call being made to the same file several times in a row, with the only thing ever changing being the location of the input parameters, but not their values (being that Factorio goes out of its way to fill memory structures with the same data over and over again, so that it can then pass that same input data over to the kernel, which will then provide the same output data it has already supplied in the past), and every time it has to do so the raw costs for the call is always at the very least 80,000 cycles. And those are just the raw costs. Cache and translation evictions are not part of the equation because they might happen somewhere else entirely.

Or take >>507456196:
You can see the same path being traversed (RtlInitUnicodeStringEx), reallocated and prefixed (RtlDosPath[...]WithStatus), and then finally used in the actual call to open the file handle. If the devs had bothered to create those file paths manually the entirety of the userspace overhead upon opening a file would vanish. It's all right there, I made sure of it.

>>507502234
>are you him?
You wouldn't believe me if I said "no", would you?
>>
>>507502669
>You wouldn't believe me if I said "no", would you?
well... there aren't very many schizophrenic pro-child bride programmers
>>
>>507502928
I'm sure there are, they just don't tell you that to your face outside of Czech humiliation-ritual forums.
>>
>>507502669
File paths would generally not change after fully loading the game and mods. So you're saying that sort of thing can pretty much be cached? Or something like that.
>>
>>507501348
The issue is that I haven't bothered disassembling Factorio, but you have. So if you have a point to make, you should explain it, not just dump your output and go "haha figure it out!".

>>507502234
>are you him?
Nah, clearly not, it's just a funny comparison
>>
>>507502234
>thanks for the rundown, i love hearing about new schizos
By the way if you search on /g/ for this https://desuarchive.org/g/search/text/YHWH/type/op/ most of these threads are by mikee (you should quickly start being able to identify which ones), in case you wanna read more from him
>>
>>507503389
Not quite. The problem is that the kernel has a very different idea of what constitutes a proper file system path than what normal human beings do. You can see in the screenshots that all paths that enter the kernel have a "\??\" prefix, which tells the kernel that this is a file system path. The file system is just part of the bigger NT namespace, which is not unlike the /proc filesystem over on Linux, as in, an interface that allows access to named kernel resources.

The Factorio devs don't want to care about that prefix that has to be inserted before every path that is being sent over to the kernel, so they just use wrapper functions like CreateFileA/CreateFileW that do the insertion for them by allocating new chunks of memory, adding the prefix, copying the file path, and then pass that new file path to the actual kernel function (NtQueryFullAttributesFiles, NtCreateFile, etc). The allocation, insertion, and copy operations could be entirely avoided if the Factorio devs just allocated 8 additional bytes for their file paths (because 8 is the amount of bytes "\??\" takes up in UTF-16).
>>
>>507503440
The screenshots speak for themselves; it doesn't require much knowledge about Factorio internals to figure them out.
>>
>>507504081
>https://desuarchive.org/g/search/text/YHWH/type/op/
oh man, this is incredible
thank you anon
>>
>>507504182
So it's the age old problem of people assuming the abstractions they're using were made by competent people and never bothering to check.
>>
>>507504182
wait a minute, you went through all that autism just to say
>file access
>minor spelling mistake
>>
>>507504182
This genuinely sounds like a windows issue, if "read a file at this path" requires a string concatenation of some sort. The kernel could just as easily just take an additional flag for the namespace rather than having to literally encode "\??\" as a string and appending it to the passed string filename (forcing a copy).
And you could add this to the kernel as a new syscall without breaking muh backwards compatibility and newly compiled software would be able to use it. Microsoft could have done this any time in the last 2-3 decades without issue.
>>
>>507504629
Well, to be fair it's not like one can open files without kernel involvement. CreateFileA/W are part of the Win32 API, which many people already consider low level.

But on the other hand it's not like NtCreateFile is undocumented black magic either: https://learn.microsoft.com/en-us/windows/win32/api/winternl/nf-winternl-ntcreatefile
>inb4 that's a lot of parameters
You can write your own wrappers that provide the necessary parameters for whatever operation you want to perform, but doesn't actually start doing memory allocations and chunk copies.
>>
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>>507504935
Where did you get the idea that this has anything to do with spelling mistakes?

>>507505039
>The kernel could just as easily just take an additional flag for the namespace rather than having to literally encode "\??\" as a string and appending it to the passed string filename (forcing a copy).
That probably would've been the smarter decision, but then again so would've been not using UTF-16 in the first place. They're stuck with it now, and the best you can do as an engine developer is to be aware of it.
>>
>>507505818
i don't know bro! why do I need a diploma to read a file. the whole point of an operating system is someone smarter figured that out.
>>
Quality agricultural towers don't grow trees faster they don't do fucking anything
>inb4 you can't make trees grow faster
It's just a game, grow them faster.
>>
>>507506583
just more proof they gave up after designing vulcanus and fulgora
>>
>>507506509
>the whole point of an operating system is someone smarter figured that out
Operating systems are not a single entity, and thus don't have a whole point. The point of the native API is being the lowest layer your process can access via syscalls; everything beyond that cannot be touched by your code, and you're hopelessly at the mercy of the kernel. Above that line things are different, and the point of the Win32 PI was never support from people who're smarter than you, but to provide backwards compatibility for older 16-bit applications on a source-code level.
>>
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>>507493293
>>507488662
>>
>>507507604
no one cares dude
read the room
>>
>>507507621
Damn they really do nothing to the larger asteroids
>>
>>507507893
You just need an unreasonable number of them.
>>
>>507507820
The room tells me you feel stupid and embarrassed for being left behind.
>>
>>507507959
They should be better against ice asteroids, because they're ice y'know but afaik all the asteroids have the same damage resistance
>>
>>507508393
I guess they didn't want the three inner planets to have different optimal builds.
>>
>>507507604
that's a lot of words to say
>skill issue
>enjoy your janky mess
i guess job security is the most important programming skill
>>
>>507504081
this stuff is great
gotta say though, i'm surprised that he's jewish, as religious schizos are usually some kind of christian
but i suppose there had to be a few, statistically speaking

also the specific verse he keeps citing says that a man who rapes a virgin must marry her and provide for her for the rest of her life, not that men should marry children
>>
merry christmas eggie
>>
>come back from christmas party with family
>thread schizo had another meltie
I love you autists, Merry Xmas
>>507510324
y-you too
>>
>Building and recucling solar panels for uncommons
Fucking hell what has this dreg heap done to me
>>
>>507507621
based
>>
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I'm gonna fucking shoot myself trying to figure out a long term sustainable cooling loop on the moon. I dreamt about heat exchangers last night
>>
>>507499507
idk about hellmod but Factory Planner works well with spage
>>
>>507500960
also he's been using the same screenshots of his fucked up copy of the game for years because he has evidently lost the ability to build or run it, and so he cannot take any new screenshots. The screenshots he got years ago are all he'll ever have. But he's still certain that he's brilliant and the xonotic developers are evil for not paying attention or something.
>>
>>507499507
Yeah Helmod's updated now. Quality for factories, bacons, and modules for both
>>
>>507390602
What is the purpose of this
>>
>>507510324
merry christmas to everyone except that one autist
>>
>>507512604
Not guilty.
>>
>>507508393
Ice would melt into a steam cloud that refracts and shields the rest from further damage, so it all evens out. Someone with more asteroid knowledge would have to validate this.
>>
i currently have an active thread on /v/ but it doesn't seem like anyone there can help me

what are some very autistic engineering games?
games where you have to consider factors like steel grade, tensile strength, galvanic corrosion, ground faults, etc.
>>
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Front of a new ship with some big asteroid buffers. 4 green belts into buffers, 2 green belts out to be processed for legendary asteroids.

I calculated this needs about 360 rare asteroid crushers with rare quality modules, but that doesn't seem to be enough to handle 2 green belts.
>>
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>>507513721
Here is the full ship and it does waste a lot of space which is slowing it down, I need to either compact it vertically or make it wider to faster.
>>
>>507513590
I don't think that exists.
>>
>>507514278
that really breaks my heart
>>
>>507514572
Is it a Teutonic heart?
>>
>>507514753
my bloodline is german if that's what you're asking
>>
>>507513590
Do you want a job?
>>
>>507512604
merry christmas m8
>>
>>507493438
no
it's going 300km/s which is fast enough to deliver good to all planets reliably without long pauses
>>
>>507516456
i see what you're getting at. unfortunately i'm currently not in a position the get the education required to enter the field. so i make do with video games, or at least i was hoping to.
>>
>>507518374
Sometimes you apply without the means to pay and then just get a scholarship or sometimes not I guess I wasn't expecting to get one but it is what it is
>>
>modded start
>only set foot on nauvis to get fission reactor
feels comfy, nauvis is for losers
>>
>>507520573
I enjoy pain. How is Gleba start?
>>
>>507520765
it's extremely painful, almost ball crushingly slow. The problem with it (and fulgora start) is that you need to basically rush to the rocket turret in order to get mil science since you have no coal. You are woefully underpowered fighting the pentapods...its almost comical. Its definitely fun and i think that will be my next playthrough to force myself to enjoy gleba.

Fulgora start seems like it would be fun, but unless you crank up the island size you are severely limited on how many resources you generate, and thus your science. You need to rush purple science to get elevated rails to go and get some scrap.

Vulcanus start is pretty slow, you really need to go around deleting rocks in order to get tungsten to get your first few furances. once you do though, it feels like a traditional nauvis start except with MUCH worse oil stuff. This is my current save cause i just wanted to scale and have fun.
>>
>>507521086
Are you Dosh in search for your next fix? There's still Pyanodon, just saying.
>>
>>507521086
Ah yeah Fugg resource production making ALL the science sounds annoying

Least you don't need Military Science there so the inability to generate coal doesn't matter
>>
>>507521389
you need military science to leave, unless you want to literally spend 1 hour flying to whatever planet you choose. I left with weapon damage 2 and it was actually awful.
>>
>>507519410
my problem isn't money, it's geography.
>>
>>507521524
Excellent.
>>
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I made a friend
>>
>>507520765
I had to do pentapods with gun turrets on 0 tech and manual rocket launcher and that was dicey, you get almost no coal so almost no military where you most need it, you need a lot of steel to launch a rocket that can reach another planet with 0 military upgrades which slows down your production of pretty much everything else. Gleba is quite slow before beacons and modules. Even when you get to leave the planet your evolution counter was ticking from second zero(unless you're a pussy that turns that off) which means your gleba will turn progressively harder than usual as time passes
>>
>>507522039
>having friends
You didn't win the game
>>
>>507522124
Good news, it's just a corpse that spawned with all my starting crap. I just grabbed everything off him because this isn't Nullius and deleted him
>>
>>507522124
You sound severely mentally ill.
>>
>>507521086
I just previewed until I found a good fat island with a bit of local scrap before you go for the elevated rail patches for fulgora start I did starts on each planet and starting in fulgora is the most fun, it's far more fun than nauvis and you're going to have to make botless happen at least til white
>>
>>507491560
Do legit tell them in the support section on their forums, they pay attention to those, and if you're so right, then you can easily prove their mistakes to them
>>
>>507522589
I did that too but the sheer amount of steel that you need means you need to process a ton of scrap. So you need space for all the sciences, a lab, a mall, and whatever other random shit you put down. Island space gets pretty tight if you leave it on default settings. On my first fulgora run I afkd for 4 hours while my first ship built, compared to vulcanus where it was done in like 20 minutes…painful
>>
>>507522039
How does one go to Gleba and not live perpetually in fear about whether those fungus spores are going to take root on you inside and out.
>>
This is what a 260/s agri science factory looks like.
>>
>>507527279
>Uncontrolled rampant amounts of spoilage
>>
>>507523356
Just because you can easily prove something doesn't mean anything will change. Just look at the replies he got (for kovarex) in this thread. Most of the time in software development people know these kinds of core issues and the reasons they aren't fixing them isn't "we didn't know about it" unlike an obscure bug.
>>
Im not going to join their discord to get news, but does anyone know what is happening with the future of space exploration now that space age is out?
Wondering how much of SA are they are planning on using and how much are they ignoring in favor of SE systems?
>>
>>507498617
I see you bury your heat pipes and it's why your factory is wonderful.
>>
I haven't touched circuits at all, how much would my programming knowledge translate into factorio circuit?
>>
Why is it so hard to actually boot up factorio? When I play, I play for 10 hours easily but it's so damn hard to convince me to boot up the game. Same thing for my friends, I'm forced to beg them to play the game but when we start, we end past midnight and I'm forced to call a quit or they wouldn't stop.
>>
>>507507893
>>507510920
I'm thinking how I should change up the frontal laser setup.
The wall I put there is cute and all, but probably more lasers is better.
The main thing I don't like is that a lot of them are wasting time frying stuff on the sides, instead of what is in front of them. But not like I can give them any kind of targeting priorities based on direction or proximity to themselves.
>>
>>507535191
Guild and shame, followed by the desire to repent.
>>
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>>507522039
>when Gleba pulls a Solaris on you and grows a doppelganger out of fungal matter
Would make for a cool planet mechanic actually.

>get alert about building taking damage
>oh_fuck_what_now.jpeg
>get to the mining outpost way out in the boonies
>everything's intact, save for some minor damage
>okay, what was the alert about then?
>"building is being damaged"
>everything's as it's supposed to be, minus some light damage
>fuck it, must've been a bug or something, blame it on the furry
>go to repair the damage
>damaged building explodes into formless masses that swarm and devour you in seconds
>welcome to the mimic planet, don't touch anything
>don't let drones fly too far outside your base
>and don't go outside at night
>>
>>507536602
Gleba-inspired, where spores take root in machinery and either erupt into shoggoth swarms, or one big fungal mass.
Infestation in one building can spread to others nearby, turning your smelter array into an ambush waiting for your arrival.
Nests look like any other terrain object, and can even be marked for deconstruction. Spawns monsters at night that hunt YOU.
They only move when off-screen, and on-screen taking form of loose items, pipes and conveyors, or larger buildings depending on their size.

Planet unlock is psychic pulse generators with two modes: "madden" (initial), and "pacify" (unlocked later).
One drives everything mad, buffing and turning those caught in it hostile to everything, while other pacifies everything until you attack them.
Effects don't stack and don't cancel each other, maddening simply takes precedence.
Emitters have range, inflicting psychic damage with no effect on HP, and only inflict status effect when accumulated damage exceeds current HP.
Infinite research: status duration, emitter range, ammo capacity.

Planet-specific resource is neuromorphic fungal tissue, extracted from "ore" under the nests, and is required to make pulse generators and their "ammo" — neural clusters that burn out after emitting the pulse.
Emitters run constantly, and need both lots of energy, and "ammo" loaded into them. More ammo loaded = more damage, range, and energy cost.

Pulse emitters are a counter to the constant mimic threat, pacifying them to let you factory up their planet in relative peace.
>>
>>507536527
Guild.
>>
>>507527279
Do you have a setup to restart egg production?
I made one that I'm proud of.

Every egg maker is connected to a requester that asks for 1 egg, and is enabled only when the ingredients of the maker say egg = 0
Every egg maker is also connected to a combinator that gives a green signal when egg > 0
These combinators are then connected to an inserter that is ready to insert a biochamber to a recycler, with a stack size of 1 and only 1 biochamber requested. If the total number of green signals is less than the maximum (i.e. one egg maker has run out of eggs) a biochamber is recycled until an egg spawns. The requester only asks for 1 biochamber and the recycler is close to the egg makers so the system goes green before another biochamber can be recycled needlessly.
>>
>>507527279
Why isn't the 240/s output belt fully stocked then?
>>
Surprised by how simple Aquilo turned out to be. A lot more efficient than my Gleba factory for sure
>>
Are walls good at all against asteroids?
I'd be using reactive armor TM if it wasn't nerfed.
But now I question if just putting more turrets is not always better than using any walls or anything.
Does wall health matter as well? Maybe legendary walls will be better?
>>
>>507537586
I put walls on mine for looks but it has never been hit and I don't really know if it does anything at all.

I also don't think it adds any significant amount of weight? It seems to me only the floor really adds a lot of weight
>>
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>>507536950
>>507536602
>research infested science
>get warframes
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>>507537696
not asking about weight. I'm asking how they are against asteroids.
And yes, only the floor has a weight cost.
>>
>>507537849
Nidus did nothing wrong. Helminth is FRIIIEND! Stupid void demon!!
>>
>>507534656
If you can program basic arithmetics with variables and if-checks, you know how to use circuit networks.
>>
>>507539129
Isn't that literally part of the high school curriculum in most of the first world?
>>
how do you guys deal with having to pump resources in from pretty "far" away on Aquilo?
do you lay a heat pipe all the way there, or do you just have another heating tower that gets supplied with fuel via bots?
>>
>>507539815
Visualize underground for what they truly are, very long pipe that you can run over. If you put a real pipe all the way from your pumpjacks to your base, what would you use?
>>
>>507539815
You can make rocket fuel form ammonia and crude oil, so as long as you're within heat pipe distance of a crude oil patch then you can make rocket fuel. That's a pretty wide area.
Once you get a sizeable base set up you can mass produce rocket fuel at the oil patch and then just ship it to other areas if your base grows beyond heat pipe range.
>>
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>>507537849
Infested power armor sounds kino actually.
Like a smaller, squishier but faster and more mobile spiderbot.
Maybe if it has some built-in parts, or some sort of bonus for specialized "breeds" of it.
>>
The cryogenic plant steam outputs are throttled?

I thought pipes have infinite throughput without pumps involved so I hooked them with one connection going from steam to water maker and it does not work, the steam clogs

I ran a full pipe along the side to connect all three outputs and inputs and not it works but very briefly flashes red for maybe one tick even like this. The steam plants output 13K steam per second with one speed beacon.
>>
>>507431123
The S is for the "size" in "hand size", which is the term used to refer to the capacity an inserter can hold.
>>
>>507540696
>breeding power armor
https://youtu.be/0sN5z7mqbtM?t=451
>>
>>507511093
Use a pollution condensation - evaporation loop, even a simple one can move tons of heat
>>
>>507543397
Up until recently my dumb ass had just been venting my furnace to vaccum so I don't have much in the way of pollution yet to use. I wound up coping in the interim with a portable AC unit. Saved my crops from dying at least.
>>
How do I make a circuit that has a signal input and outputs it up to a maximum value, and if it's more than that just output the maximum?
>>
>>507470108
Try turing complete, when you realise you built that computer from scratch its quite the feeling.
The efficiency of your designs influences how well it works so its not just a matter of completing the levels.
>>
>>507504368
It does require knowledge of reverse engineering and interpreting stack traces.
Or for example for the HeapAlloc screenshot, it seems natural that the game might alloc memory periodically, and you provide no explanation of what exactly is the context - is it spamming allocations for every tiny object or something? I don't know because I don't have the context you have and you aren't providing yours.

>>507505818
>They're stuck with it now
It seems absolutely trivial to add a new API to the kernel that fixes this. Again, this is squarely a windows issue that "read from a file at this location" internally does a string allocation for no reason whatsoever.
>>
>>507492710
>I just know he overreacted to some thin-skinned redditor a few years ago.

Actually, the only thing he did was to tell a lynch mob that he accurately had assessed was out to cancel him, to their faces to pack it up and fuck off because he wasn't going to give them one quarter.

That's not an overreaction. That's in fact the exact correct reaction. It's all the redditors which actually overreacted after that; and made a big mess of things trying every scumbucket tactic in the book to demonize him; the company; and the game.
>>
>>507547418
>new API
for the legacy support? Sure, I get it, don't rock the boat and break 30 year old medical devices and all that. But archaic bullshit is meant to be depreciated. The old archaic stuff stays with the legacy support, no one looks at it ever again, and everyone moves to the better thing, and the better thing, in theory, just works.
>>
>>507547418
>Again, this is squarely a windows issue that "read from a file at this location" internally does a string allocation for no reason whatsoever.

Moreover, the actual file in question is the Nvidia user-mode driver DLL. Which probably means this isn't even a file access explicitly written by Wube, but rather is part of a standard bit of code emitted by a compiler to load a DLL. Might even be the SDL library that's doing it as part of feature detecting what graphics platform(s) it has available to work with.
>>
>>507500960
hmmmm yeah alright. hating women is based, althoughbeit pedophiles are cringe.
>>
what starting supplies should I bring to aquilo?
>>
I gotta say that cooling the new realistic reactors is a bit of a mess compared to the previous versions due to the new ECSS changes, can't seem to wrap my head around it
none of the old methods seem to work

also I compeltely forgot that the breeder cell wasn't an addition of realistic reactors but plutonium energy's, despite RR having a breeder reactor to get more spent fuel to get more depleted for kovarex
it's not even called depleted for christ's sake it's -235 and -238

I literally haven't used kovarex since I first played the game, mox and plutonium always felt like a more interesting choice
I see PE was also updated for 2.0 and it's gotten a serious overhaul, nuclear fuel seems completely redundant now
even the cell reworks seem more reasonable, now mox fuel cells really just exist as a cheap way to refill on breeders and it takes 20 to recycle them with a handful of 238
It should still be possible to have a self-sustaining cycle with breeders, although right now that you can visit planets that don't have resources that does feel like you're getting an unfair advantage
I'd imagine having a reprocessing nuclear plant on a platform would just be cheesy, although it'd incur in the usual water problems as a usual nuclear reactor would, and if water stops flowing flying on a radioactive space brick would definitely be interesting
>>
>>507550553
It'll never be enough, just be able to supply things as you need them by remotely controlling space platforms, so you should have bots be able to build and supply anything you need to the rockets.
But you'll need a shit load of heat pipes and chemical plants to get you started, as well as the basics like inserters, belts, power poles, and some way to generate power until you get a heating tower up and running.
>>
sneed
>>
>>507550940
Just enough to get me to build a rocket to get off that planet? I don't need a full list for everything, I want to dip my toes in and bail out without getting stranded.
>>
>>507551334
I always bring along enough to build a rocket silo and 1 rocket so I can escape if I need to.
But what I mean is if you realise you need a lot more of building x (such as heat pipes) then your current Nauvis production of that thing might be really slow, so you'll want to build way more on Nauvis to ship them to Aquilo. You need to be able to build things remotely on Nauvis using bots instead of having to go back there yourself. As long as you have bots and a logistic network set up you can build anything.
>>
>>507542389
there is a limit of 6k/s per connection, so 13k/s should need 3 connections to fully drain.
>>
>>507551334
A rocket silo, 50 processing units, 50 LDS, 50 rocket fuel. And one (1) solar panel.
Voila. You can land and get off planet.
>>
>>507551672
wont all of that need to be heated?
>>
>>507551672
You need at least 1 power pole too, to connect the solar panel to the rocket silo.
>>
both nuclear reactor and heating tower will heat things up with their pipes, right?
>>
>>507551981
Yes, all heat is the same
>>
>>507552065
with these devs.. you never know.
Some foundry generating motlen steel probably freezes over.
>>
>>507552101
The freezing system is silly, if you have a tank full of steam it can freeze, hot cooling fluid? frozen. Hot things are not hot, except heat pipes.
>>
>>507552101
I think things defrost at 30C, but they need to be 500C to power heat exchangers and turbines. Both things can reach that.
>>
>>507552276
sasuga
>>
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Why does this happen? Why won't they just leave those repair packs alone?
>>
do you need nuclear power on your platform to reach aquilo since solar panels are useless or do you get some recipe that lets you make steam or something otherwise?
>>
>>507552802
nope, you need nuclear
>>
>>507552802
>>507488662
>>
>>507552802
solar power in space is 60% of normal.
So its possible, just not efficient.
>>
>>507552802
>>507552932
Solar is at 1% there, nuclear is the best option, others are accumulators, acid to steam or something, ordinary boilers won't work in space. You could make a lot of legendary solar panels I guess. But 1 reactor, 2 turbines, a handful of cells and a steam tank will last you for hours.
>>
>>507552802
Aquillo space solar is weaker.
Aquillo energy requirements are higher because the ammo demands are higher.

The square cube law still makes solar viable, but you'll need a pretty big platform for it to pay off.
>>
>>507553787
>>507553787
>>507553787
Relocate
>>
>>507544792
Two combinator series, in parallel with each other

Decider: Each =/< 50 then Each
Optional: two arithmetics set to X1 or + 0 in series in order to synch output with the other series

Decider: Each > 50 then Each
Arithmetic: Each x 1
Arithmetic Each X 50

More or less, you could probably do that in one less combinator but this should work.
>>
>>507508393
Depends on the absorbtion of the ice. Like how a LED laser can cut wood and various plastics but can't cut clear acrylic
>>
>>507513590
you might be better off just playing around a good CAD program that has built-in material simulations
and/or learning some actual scientific material simulations software
>>
>>507537070
just circuit-disable a biochamber in the middle of crafting eggs, ingredients that are part of a recipe never spoil
>>
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>>507482967
what are these?
early asteroid sprites?
>>
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what do i even do with legendary mech armor? i currently have T3 mech armor and im already struggling to figure out what to put inside. i guess the inventory upgrade later could be neat but im already more than happy with what i currently have. ill get some more batteries and maybe add a thrid reactor, but once i replace them with fusion reactors, im again left with tons of space i cant make real use of.
>lasers
>shields
>electric discharge
useless desu.
>>
>>507550553
All of them
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>>507555495
his best bet is probably to start building shit in his garage
>>
>>507513590
Children of a Dead Earth is pretty autistic.
>>
>>507556606
More legendary legs
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>>507558208
im already faster than all vehicles, i dont think i need more. just replacing the existing ones with higher quality will already make me faster, adding even more units is just overkill imo.
>>
>>507556606
inventory upgrades are a huge QOL boost
it helps to have a couple of shield and laser units as well
>>
>>507559259
I'm faster than the trains, and I Still carve MORE speed! MORE LEGS!
>>
>>507559259
You've got the space though so why not
Also more roboports and more inventory space yeah. Make yourself able to instabuild everything.
Focus more on generators than on batteries.
>>
>>507559438
>inventory upgrades
What is the use case? I already have more space than I ever need.
>>
>>507559771
more stuff for builds away from your mall
>>
How much damage do cargo pods deal? Can you survive with enough shields?
I've died to cargo pods more than I've died to trains this playthrough
>>
>>507560190
I don't know exact damage numbers but I took about half my health bar when I had 100 points of shields and 3 or 4 health research.
>>
>>507560451
Okay that's not too bad



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