Previous thread: >>558965704This thread is dedicated to all games about building machines and systems, in space or otherwise.List of commonly discussed /egg/ games:Voxels, blocks and vehicle builders>Avorion>Besiege>Empyrion - Galactic Survival>From the Depths>Machinecraft>Robocraft>Scrap Mechanic>Space Engineers 2 +1>Sprocket>Starbase>Starship EVO>Stationeers>Stormworks: Build and Rescue>TerraTech>TrailmakersAerospace>Chode - Children of a Dead Earth>Flyout>Kerbal Space ProgramLogistics and factory management>Autonauts>Captain of Industry>Dyson Sphere Program>Factorio>Factory town>Infinifactory>Oxygen not Included>Satisfactory>Shapez>Timberborn>Workers and Resources: Soviet RepublicProgramming puzzles>Exapunks>Last Call BBS>Nandgame>Opus Magnum>Shenzhen I/O>SpaceChem>TIS-100>Turing CompleteThe 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/e6SPFz8VSRmpV91t8bmkWwhttps://fromthedepthsgame.com/Games that are not /egg/:>Minecraft>EndfieldSomeone keeps whining so no OP pad for new threadWebM for physicians: argorar.github.io/WebMConverterReminder: /egg/ has no discord, any discord links posted are from tranny servers.Current and recent /egg/ hosted servers:>Factorio>Stationeers (Monday@2100Z)All IPs are in the pad for security reasons.
Desynced did their 1.0 release today.Do you still program the bots yourself?
Why is he in the washing machine?
>>559424234probably, that was like their whole thing to set themselves apart when otherwise it was a shittier game than dsp for a higher price tag.
>>559423250Sushi belt my chiseled ASS.
>>559425619YEAH CAR BUS WHOOOI still need to try it sometime. Highly underrated.
>>559424234>Do you still program the bots yourself?Yes, you don't even need an external controller component anymore - there's one built into the frame already.Can even have runner-type frames running complex programs, if you need that for some reason.Extends to buildings as well. Handy for turrets with target prioritization, I guess?
I can't believe how SpaceAge destroyed factorio. Game would have been so much better off if they did nothing.>>559425619do cars increase belt capacity?
>>559427667>Game would have been so much better off if they did nothing.You can download and play previous versions.>>559427667>do cars increase belt capacity?You tell me
>>559424234I got filtered by the first demo.
>>559427667How did it do that? You can of course complicate your own life as much as you want, but the optimal way to run Nauvis doesn't differ from Vanilla., you just have to grab SA science off the hub, and thanks to quality/endgame buildings the ratio of raw materials to end products has greatly improved (subjective). For shits and giggles I plugged roughly what I'm producing (1 full belt of each science, 240/s) into the vanilla calculator and it would take over 10k mining drills, over 300 refineries, around 10k ovens, thousands of assemblers, an untold amount of research labs, all with full speed modules.
>>559427413>you don't even need an external controller component anymore - there's one built into the frame already.thank god, can I set a program to look for a flagged symbol and read its register value? I had to have the station change its flag when it reached a certain count instead of having the courier bot wait until something had a high enough count instead of wasting time going back and forth with partial runs on closer sources. though if I'm not wasting a slot on a controller that's less of an issue already.
>>559428453SA is pure cancer, there's nothing fun about it. It's an insult and a spit in your face. (stationary planets? couple kilometers apart? space made up of hard asteroids? dumb metal worms gong in a circle? lube fusion? sattelte drop pods spawning infinitely out of no where? I could go on forever)
>>559430254Idk about being so negative and shit, but I always felt like having to planet hop messes with the flow of the game.Also you have to wait a lot for spaceships to become proper, the rocket limit of stuff is kind of a pain.That being said, the new production facilities are really cool and thank god for green belts.
>>559428850Pretty sure you can filter by greater than/less than in loop signal. Offloading that to an integrated behavior in the storage is fine too.
>>559431360Not him, but my main issue with SA is how it is about post scarcity puzzles. Everything is about infinite resource bullshit and dealing with new restraints, like heatpipes in aquilo.Its a completely different approach from vanilla, where you need and ever increasing amount of basic stuff and many challenges comes from logistics.Yes, I get that they can't just keep scaling demand forecer without vertical upgrades because of IRL cpu power limitations, but still, they could have gone a different way. Also, locking what was peviously nauvis content behind other planets is lazy, not matter how you look at it.
Has anyone made puzzle-like custom scenarios like belt madness? I feel like scenarios is a heavily underused feature.
>>559428259>3 belts produce more gears than 1No shit.
>longer trains in Factorio should be better, because that mean less trains needed for the same amount of cargo>longer trains are cool>but more inserters active at loading stations can be worse for ups>need more space between junctions>double headed is less viable for longer trains>roundabout issuesFuck. Are longer trains worth it?
>>559438604i don't megabase, but i the UPS tradeoff of more trains vs longer trains would be very pertinentin theory long trains sounds better but you have to design everything around them
space engineers 2 is so close to NOT EGG it is so fucking bare bones.
>>559437120Holy shit you're retarded. It's clearly showing the throughput it can achieve compared to a single belt, you fucking idiot.
https://www.reddit.com/r/factorio/comments/1rkpjpc/i_tried_making_a_factorio_cosplay_and_took_many/would
>>559445059would what? raid a biter nest with her?
Star rupture is pretty fun but holy fuck switching from push to pull logistics is a mindfuck.
>>559448817Saw that in Megafactory Titan (not recommended). Just made a few loops around the whole base connecting everything then fast-forwarded to victory. Trivializes logistics, as long as you keep the few very high volume items separately in point-to-point belts.
>>559423250Endfieldbros...
>>559448817>switching from push to pull logistics is a mindfuckcare to elaborate?
>>559452420ntathink Satisfactory, with direct machine-belt connections without insertersbut a machine will only output X items onto a belt if there is a consumer on the other end requesting those exact items
>feel in love with satisfactory about a month ago>put nearly 80 hours in said month>been taking it slow in regards to progression>only on phase 3 of the space elevator adn have only delivered the frames from last phase, haven't done anything else>at the point now where I need to scale up power>decide to do a turbo oil set up>decide to build it on that coast line near the grassy fields becasue my dumbass did a coal set up in that crater>make a diagram in satisfactory modeler>60+ fucking fuel generators>realize the absoulte massive scale this shit is gonna be>sulfur is far as fuck away>decide to build a train to bring the sulfur, and likely coal, to the spot where I'm gonna be building this stuff>only laid down a bit of foundation and rails and it's already really tedious>still need to set everything else up yetMy motivation to keep playing is fading fast
>>559448817>enjoying star rupture>start to notice after you deliver something you basically never interact with it again>the star exploding just becomes more of an annoyance after the 10th time
>>559454809*turbo fuel, not oil
nu dosh
Sup nerds,https://youtu.be/m1fq9jxKZ68This video was great to play, but it was a pain to edit, because for some reason all my video files were plagued with inexplicable bit-crunching. You can see it in a few places where it gets fuzzy as hell, or some square is banished to the pixel dimension, but I did my best to edit around it like eating around the bad parts of a banana. If you saw the original files, you'd be astonished that I managed to make it look normal.If your base doesn't look like this, you didn't beat the game. Throw away your Nilaus blueprints and join us in the sun.
buy an ad, tranny
Space age filtered the fuck out of me. I think i played it wrong. I had nuclear going before I ever left the planet and the thought of gambling for quality was a huge turn off. I've tried to go abck but the early game coal smelter stacks I hate so much. I still am tempted to play again but I can't be bothered
>>559456127Both times in my space age runs I got to Gleba, finished Gleba and the desire to continue just died for me. Every time I want to go back i remember that I got to the same point and it puts me off. I tried quality and I didn't see the value in it for most things which was disappointing. I even went back to Nauvis with all the shiny new things from Vulcanus and Fulgora which was nice.
>>559455714Finally, a strategy for sane people
>>559456915What game?
>solution fails at test 30>"why the FUCK...">test 30 needs your payment to be the first of a new day, instead of just copying the last date in the list like I have beenOh motherfucker, I need to copy #DATE don't I?
I guess I'll just put XA to work moving over to #DATE and back instead of having it spend most of it's time waiting
>>559455714It looks like an ai-generated video that struggles to animate something so it just has a gas leak over it.
>>559455714https://www.youtube.com/watch?v=_htnaGN8eOs
>>559454809>trying to build a simple turn around>litertally fucking impossible>close gameI'm fucking done with this shit
>>559430254I'm not really trying to change anyone's mind about SA but a lot of these are a whole lot of nothing. Like what would any of this really change? I mean some of these are silly but what would it change?>stationary planets? couple kilometers apart? All this would do is make variable times to ship back and forth which means more sitting around doing nothing but waiting on fuel in early SA. With perishable science packs it would make people's main complaint about Gleba even worse for the sake of waiting around more.>space made up of hard asteroids?There is an exploded planet in the system and changing this is just adding more waiting around or making dust scoops which would be neat but this is still just adding waiting time.>dumb metal worms gong in a circle? I'll die on this hill and it is OPINIONS but I don't want more enemies in Factorio. Having one fight to expand your territory is great, then you can just focus on the factory in this factory game.>lube fusion?I'm down for alternative recipes. I think there should be a couple more but I know balancing that would be a nightmare.>sattelte drop pods spawning infinitely out of no where?Yanno, I kinda feel this one. Dropping goodies should have some kind of resource drop but the more I think of it, the more this just ends with "wait more or launch more rockets". Maybe some kind of upgradeable drop pods might be alright. Reusable pods seem kind of cool but that's more rockets for the sake of more rockets and can make one hell of a bottleneck if you're not watching the resources you need to drop. I dunno. I think there should be a little something here but I'm conflicted on how to go about that in an interesting automation way that isn't just "wait more".
>>559455714Ah but my good man, I just finished jerking off. I can't go a second round!
bro typed a whole ass essay just to say he's shit at the game
>>559457740That's DSP
>>559452420Push logistics are like factorio or satisfactory. You set up lines and your miners/smelters/constructors just shit things onto the line, you then extend the line to bring those things elsewhere to make more things on more lines.Pull logistics are when the destination building places an order for a material, the upstream buildings try to deliver that material or place their own orders for the material to make that material. This means instead of designing your factories with discrete lines for organization you just make a looping sushi belt highelway with the challenge being organizing a hierarchy so there's minimal redundant looping to eat throughput.
>>559455714My greatest pride is that in thousands of hours I only ever downloaded belt balancer blueprintsStill trying to unlearn the bussy
>>559455714Your base looks like a bit like a Sea Turtle at the end
>>559455054It has good bones but the material requests need more depth. Like you should actually have to deliver different amounts of different materials rather that it just being a point system. Shooting bugs is fun.
>>559462548Is DSP any good? I'm beyond done with factorio and satisfactory is getting more and more tedious and less and less fun the more I progress adn trying to make a simple fucking rail curve may be the final straw
>>559462548>>559463689nvm, no cloud save is a hard pass
So I'm guessing I have to transform the 20 to 0020 and the last 39 to 2839? Right?
>>559455714Finally some good food
>>559463689>>559463923Hah. I forgot about that. Needing to transfer my save to and from Google Documents was annoying. I secretly play games at work when there's nothing to do because nobody has eyes on me
>>559455714
The Shattered Planet should have been the endgame of Space Age where you have to literally rebuild the planet (see: some kind of advanced space platform connected to various floating chunks of the planet) to do one last logistical challenge before completing the victory condition. Maybe something like build a fuckhuge satellite so you can send a proper SOS out or scan the galaxy for where to go next.
>>559428850>can I set a program to look for a flagged symbol and read its register value?I think loop signal is what you want then. It'll iterate over all the matching signals and output their value.May not even need to change the flag, just dump it's state into the signal register.Courier can then look for signals that go over/under certain threshold.Yeah, it's a fucking godsend, not having controller taking up a slot.Flying frames are especially pressed for slots, this lets you use them with something else in the sole socket.
>absoultely can not forthe fucking life of me get a good rail loop in satisfactory>rails do stupid shit like flip the curve if you go to far>no way to get a good vantage point>can't nudge the rails or do auto curve>finlly had enough and uninstalled the fucking game even after putting 80+ hours in over a monthI'm going to try factorio again.
>"Hey Chat GPT, generate the rest of this sequence for me from 0 0 M to 2 8 M>pasteKek. This is certainly a way to solve the puzzle. I think I have an idea that uses 4 Exas and utilizes NOOPs though
>>559467930Why'd you crap out of Factorio?
>>559468404Think i was just burned out. I put a lot of time into K2, quit then when SA came out I couldn't be bothered.
>>559455261kek what a bitch
>>559469689I know, right? Actually having ZERO views on a video
>>559467930just wait for 4.0 for when they finally add in factorio ctrl rail placement ghost build or something
Well shit. I guess that /v/ infection never cleared up. I was hoping it wasn't terminal.
>>559471165I like that your schizophrenia isn't directed at any posts so we can't judge this statement.
>>559455714>building a base that's so cursed that it manages to trigger an unknown major bug in vanillaI kneel.
>>559474561https://www.youtube.com/watch?v=no_elVGGgW8
>>559467930I'm starting to think I am doing something wrong becasue I really struggle to find any loops like pic rel but in Satisfactory and there isn;t a single blue print with something like this.
>>559474561As it turns out, it was the inserter that I added to take out space science. It was instantly taking the satellites out, and there was no part of my brain that even considered that as a possibility because it used to be impossible for inserters to touch that slot. Presumably if I had a landing pad first it would've launched before getting taken out, so it's mostly my fault for just reverting to 8+ years of experience and forgetting the cargo pad exists in vanilla. It didn't help that the launch was impossible and all it said was, "Can't launch an empty rocket." Just add it to the I'm an idiot idiot pile.
>>559477071Alright, good to know. I really wondered how a bug like that could even be possible, but yeah that makes sense.
>>559467930>>559475907I guess it was a skill issue. My rail are likely too close together and I found something like pic rel whcih i can just do and be happy with. I figured out rail signals in factorio, I won't let this shit beat me.
>>559468110The max size is a soft cap. Solutions above it don't go on the histograms.
I'm guessing this is the only way of moving scrap fast?
I LOVE PHYSICS and to be more careful with scaffold placement
>>559468110Yeah I can see that.Any advice?
>>559455714base is pretty aesthetic, but it's also quite ordered for a spaghetti. you probably know too much about the game to ever be able to create the type of absolute mess that comes about from not knowing what you'll need next and how much of it
>>559478417instead of doingkillgrab 276link -1link -1link -1halttrymark Hblahblahjump endmark Bblahblahjump endmark endkillgrab 276link -1link -1link -1halt
>>559455714>a whole hour of spaghettieggsellent
What sort of sauce do you like with spaghetti?
I'm not surprised Dosh liked making a spaghetti base. It requires creativity and the entire challenge is to find how to squeeze things when you really don't have any space. But I don't see him squeeze belts through unrelated arrays by using undergrounds so it's only a 3/10 spaghetti.
>>559479686Ooooooh right right. Use a Kill-Grab part they all have in common. Obviously.
>>559478932well said. dosh will need to suffer an extensive memory loss for the "first time spaget" playthrough.
>>559478417why don't you think for yourself? this is one of the easy ones
>>559455714made a bunch of tumors off my main belt lately so I really appreciate this.
>>559455714>space explorationbut I didn't finish the mod yet and don't want to be spoiled by this video :(
>>559455714https://youtu.be/EDlRdRjVmSE?t=32
>>559485839I'm still chewing on the game. I didn't know what kind of advice I'd receive
>>559486820it's much more rewarding when you figure out all the solutions without any kind of outside help
>>559486913I don't disagree. I was just feeling asky
>>559486189what
>>559488778I noticed a core miner in the gif and I thought he's playing space exploration
>>559455714Upon our return we shall plunder it.
>>559455714forced spaghet, not true spaghet
>>559489226Fashioned shit is prettier than natural shit.
>>559455714anti soul ga- spaget
>>559489226>>559489335trvke
>>559455714>modsDidn't beat the game.
>>559489985the base game is a mod
>>559490334gonna launch factorio with all mods disabled and beat the game like that
>>559455714boring shit. do some real challenge
keep quality mod oldfag unc
>>559425619This is cursed.
>>559444446A stacked green belt would work more efficiently and tank your UPS far less.
>>559427667SA is great, I had a lot of fun with it
>>559492203A stacked car belt is even faster
>>559455714>because for some reason all my video files were plagued with inexplicable bit-crunching.Isn't this starting to become a thing and you only managed to get around it by uploading in 4k?
>>5594924211080p is not what it used to be!
>>559455714Your base almost looked like a brain at the end
>>559431360I didn't find planet hopping to be a big deal because I only went to each planet a couple of times at most, I would do everything remotely using bots. I don't think my character moved at all for a good 2/3rd of my playthroughs.I'm actually glad the rocket limit is low as it makes it necessary to build on a large scale. It's a bit like everything else in the game, it wouldn't be fun if you could feed your entire factory with one furnace for instance.But the loading system is admittedly finnicky, the fact you need a full stack to launch is annoying.
I'm sure this has been asked many many times but is there a total overhaul mod for space age? I don't mean one that just 'works with' space age like krastorio or something. Closest thing I've seen is void block and that got boring after about 5 hours, I'm sure there's more puzzles and solutions later on but even with other people building the island I felt so trapped and bored.
>>559465998how do people build these things to have zero gaps at all?
>>559496701spam lots of useless shit to fill in the gaps
>>559494676I saw one called The Factory Must Grow that needed math through combinator signals to do science but I think it only went up to the equivalent of green science last I checked. It was updated last month so it's still active at least.
>>559494796My feelings after 5 SA runs from most to least fun:Gleba>Fulgora>Aquillo>Vulcanus>Space platformGleba is the best planet without a doubt with the most unique mechanics and unconventional builds.Fulgora is close 2nd for the recycling mechanics+limited size forcing wacky rail networks and spaghetti buildsAquillo is bare in content but can be made a lot more fun by buidling everything on site using resources gathered from space. The building is a fun challenge, not as much as the other two.Vulcanus is my least favorite because it simply feels too strong. Infinite power+infinite resources+OP production methods=no logistical challenge. Demolishers aren't a challenge, merely a chore to deal with. Also it has no mechanic that significantly shakes up the way you bould. They should have leaned harder into the whole liquid theme with foundries requiring more liquids to operate (and maybe spit out waste to be processed).Space platforms would be great if we had a reason to build things on them (perhaps a space assembler?) but as it stands it's too limiting. The most fun I have had was buiding a space mall but unlike Aquillo there's really no reason to do it.Hard to rank Nauvis in there because everything is bound to get a bit stale after thousands of hours but objectively it should still be top tier in account of the sheer amount of things to do on there.
>>559497306I did appreciate Vulcanus' infinite resources when I was going around trying all the modded planets. Having a planet that could fill cargo platforms to supply whatever the modded planet wanted was nice. Though it ended up being somewhat useless because half the ones I tried had a special tech you needed to land cargo pods.
>>559497306Explosive biters mod makes Vulcanus more interesting. They're immune to fire and explosives, spitters leave burning ground that ruins turrets long after they're dead, and biters explode taking out large chunks of walls. There are also no trees to absorb pollution, and using modules on foundries the usual way makes them extra smelly. So while you do have infinite resources, you have to quickly automate production of turrets, walls and construction bots because it's near-impossible to build a defense that doesn't suffer attrition. Until you have tesla towers or artillery.
>>559430254truth nukeSpace age is flat out worse way to play the game. Notice the latest dosh video is him (again) playing 2.0, not space flop.
>>559465998Is this from runway the shizo?
>>559499319it's a 10 year old pic
>>559499542And runway was posting such pics 10 years ago
>>559499542were cliffs a thing 10 years ago?>added in 2017I see. Time flies when I'm unemployed, I guess.
>>559499542were pics a thing 10 years ago?>invented in 1826I see. Time flies when I'm a vampire, I guess.
>>559496701Build without foresight. Never dismantle anything. Duct tape is for making ducts.
WHERE THE FUCK IS COI UPDATE REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>559501960Sorry sar small india company pls redeem $15 google gift card for coi update saaar
2.1 will fix spage
>>559427667Do you mean Space Age or 2.0? You can simply not buy SA or deactivate it when playing; base game is still alive and well.If you mean 1.0 then like the other anon said you can download an older version but at least I can sympathise with you because nobody else would be playing it, so discussion will be impossible, mods will no longer be developed for it, etc. However also almost all the 2.0 changes are objectively better so I really don't see why you would miss 1.0.
>>559492319NTA but is it? That demonstration gif compares 3 belts to 1. But stacked belts have 4x capacity. Is a green car belt faster than a stacked green belt?
>>559438604The real issue with long trains in factorio is that it takes immense amounts of space for very little benefit. You need more space between junctions, your junctions themselves need to be bigger, you need huge loading and unloading stations and huge waiting stackers. And in the end assuming perfectly saturated deliveries (i.e. next train waiting in line before the current one has finished unloading) the throughput difference is going to be extremely minimal beyond a few wagons of diminishing returns, because the fact that you have to switch trains less often gets offset by the trains taking much longer to leave the station, and also if this is really a problem then having two unloading stations is much more reliable and easier to run and manager than trying to micro-optimise the train switch overhead by a few %.
>>559492421>>559492521I assume by video files he meant the files on his own PC, not the files on the remote youtube servers.
>>559463923discover syncthing
>>559492421No, it's that the video itself inexplicably looked like this 10% of the time and made editing around it extremely difficult. It's the same recording settings I've used for my past four videos, so I don't understand why it suddenly did this across multiple days and multiple power cycles. My only theory is that some OBS update fucked with the fragmented mp4 format, but it also went away as soon as I updated my drivers for some reason, so who knows.
>>559503906One usually supposes that people in an "engineering games" thread wouldn't be mouthbreathing IDIOTS like this dude, but oh well.A car occupies 3 belts slots. 3 fully-stacked belt tiles have 72 items.A car has an inventory size of 80 FUCKING slots, customizable with filters. Be QUIET, dog.
>>559494676Space Age itself is a campaign, basically an overhaul for vanilla. The only way to make an overhaul that works with Space Age is to make a dedicated overhaul mod that's just "Space Age but harder" and nobody has bothered doing this yet. All the existing overhaul mods like pY, SeX, and seablock have their own progression which is logically completely incompatible with SA, and have had years of work put into them, so I guess nobody feels like starting yet another major overhaul from scratch.
>>559504596You're not funny lad
>>559504818NTAThe major issue with belted cars is that you not only have to loop them (so the empty cars don't fill up the belt), but you also can't split the belt without using inserters. Only works for a single producer going to its single consumer.And no undergrounds now that I think of it.
>>559504157I was thinking the same thing. Dunno if the ups gain would be worth to offset the cons. I am under the impression that the biggest offenders for UPS are things like assemblers, splitters and inserters. As for throughput, better rail planning, better intersections and more rails can problably solve the issues with tons of smaller trains, with less effort than what is needed to accomodate long trains. I am not even thinking about huge trains with 30+ wagons, mind you. Even 8-16 already takes a lot more space, and takes away some of the flexibility that you get from using smaller trains.
>>559504818The irony of me calling people idiots and failing to count. 96 items in 3 tiles*
>>559501960Go play COI Extender mod, while it still works
>>559505091Cars don't replace logistics, obviously, but it undoubtedly DOES accomplish astronomical throughput on a single line, and that other idiot was debating that a stacked belt is probably faster.
3 fully stacked belts hold 48. Am I missing something?
>>559505541>>559505541Oh yes. I just woke upEVEN WORSE
>>559505263UPS-wise the optimal solution is belts anyway, which is sad. Especially in space age where you have stacked green belts, ultra cheap mining productivity and big miners, and immense productivity bonuses across a lot of steps in the manufacturing chain, meaning you can unironically feed humongous endgame megabases purely with ore belts coming from relatively nearby patches.I don't really know how bad trains are for UPS, but they're certainly worse than belts, I believe.Inserters are actually alright when they're container to container. It's scanning a (non-saturated) belt to find spots to pick up and drop items which is expensive for UPS. But of course entities are never free.I'd honestly like to see a mod that makes huge trains worthwhile. I've theorized about this before. Making locomotives accelerate very slowly and eat tons of fuel would incentivise having few giant trains rather than lots of tiny trains. But also now that SA exists, you'd either need to make giant wagons or nerf belts.The other problem is that if you put patches very far away, it'll be very tedious to walk everywhere. So you'd also need some personal transportation, like maybe one of the aircraft mods. The ultimate end goal is to have a few very distant mines with trains lugging 50-100 wagons behind them for kilometers on end to bring ore to the base.
>>559505314might as well be 400 items because that still fall less than 80 STACKS of car cargo>>559505432yeah
Make purple/yellow science on top of the stone/copper patch. Infinite scalability, zero autism.
>>559455714>click on youtube>damn new upload>wait is there a factorio general in vg>check thiswtf...
>>559507524nah don't worry that's just a cringe larper who pretends to be him
>>559507524Don't kid yourself, Doshdoshington would never stoop so low to play with 4chan racists, he's above that.
>>559507604>>559508524i-it can't be...
>>559503457fixing exploits is nice, but I hope they expand a bit on aquilus and improve the tutorial for the dlc parts
>>559503906I said STACKED car belt
>>559504596you're funny, don't listen to the haters
>>559507604>>559508524I will include both of you in my next video just to prove you wrong
why are you arguing about how many items a belt tile can hold when it's about the throughput?as simple as 60 * stack size
>>559508906>my video committed sepukku and recorded itself at 10 bits per second>"don't listen to the haters bro you're good"
>>559509017That py playthrough will be a blast then, thanks!
>>559509324I see you don't understand how to read 4chan threads
>>559507524The only reason Dosh exists is because I was repeatedly complaining about the lack of good factorio content on youtube until some anon posted he might try recording and I nagged him to do it, and then his channel blew up from the very first video. So really if you think about it I'm basically a celebrity myself you know
what is the significance of the lube barreler lube unbarreler duo, just memes?
>>559509504See >>559496863
>>559509236hint: two parallel belts have twice the throughput of one even though 60 is 60 and stack size is the same
>>559505864Maybe if some mod made the distances insanely bigger (100x or more) they would be more feasible, but a lot of things would need to be rebalanced, like roboport range (otherwise building would be ass), costs of some items and biters. We already have vehicles in game, the mod could add better versions of the car locked behind science and planes. Teleport pads late game, maybe.
>>559509931>building would be assActual factories and assembly lines don't need to be any bigger>cost of some itemsMaybe the ones directly involved in transportation (i.e. trains), and maybe you could tweak the ore->plate ratio, but otherwise I don't see many issues.>bitersYeah. No expansion would be a must, and they'd probably need to be a lot rarer than default.>teleport pad late game maybeThe issue I see is that right now you can walk 200 meters and get some extra ore patches early game, and within a 1km radius you will likely have a full complement of decently sized mid-late game patches.If getting more ores requires going 100x as far then the current vehicles are woefully unsuitable and would bring extreme tedium. Even a legendary spidertron filled with legendary legs would make it tedious.IMO you'd need at least a midgame vehicle that's both all-terrain and reasonably fast. If you can also build something like an ore radar/scanner and cut out the exploration portion, so you don't have to run a snake pattern for hours but can move in a straight line directly to an ore patch, that'd also help a lot.Late game teleport pads would be interesting, but honestly I wonder if it could be cludged together with the new space launch systems, allowing orbital transfers for fast track transportation when your exploration jet or legendary spidertron is not fast enough in the late game. The idea of having to build independent outposts because running to them will take a couple of minutes in the late game is appealing to me, you set it up and then for the rest of the game it exports 100-wagon massive trainloads fully automatically, because going there for manual maintenance is an actual investment (of time) rather than something you just do casually.
>>559509910okay, so:S - item stack size (50 for iron plates for example)4 - stack height on the belt60/s - belt speed assuming my dad is sober3 - size of the car entityconventional belting throughput = 4 * 60/s * 3 = 720/scar belt throughput = S * 80 * 60/s / 3 = 80 000 for iron platesregular belts multiplied by 3 because you can run 3 belt lanes in the same space you could run the car lane, still cars are bettercuriously enough cars have the stack size of 1 so transporting car items in car entities on belts is worse than transporting car items on belts
>>559510691You can already effectively teleport stuff by launching it into space and dropping it to the cargo landing pad in the same planet is you really wanted to.
>>559511028wait, moving cars in cars is still better with the throughput of 1600 cars/s
>>559509448Right well that's just plainly a lie
>>55951102860/s is already a measure of throughput (items/second of non-stacked items) not speed, the speed of a 60/s belt is 15 squares per second.
>>559511460Yeah, I didn't like calling it "speed" too, but Factorio itself calls it "belt speed"
>>559509931There's a mod that adds quality scaling to cargo wagons, drastically increasing inventory size. As for longer trains, the main issue is stations taking up too much space. Some kind of automation similar to COI would solve it, let long trains use shorter stations and still utilize all their wagons. Another less fun alternative (also from COI) would be to have high-tier belts require power or lubricant, exponentially more the longer they are.
>>559511292nuh-uh
a maxed out spidertroon has an inventory size of 1575 slots, 40 wagons, and you can direct an infinite (afaik) number of them with the click of a button, all they're missing is automation
>spidertroon
>>559509448You wouldn't have gotten big without me inventing 4chan.
>>559513349You wouldn't have gotten big with me inventing 2chan
>>559513738You wouldn't have gotten big without me inventing the internet, kiddo
>>559510691>Actual factories and assembly lines don't need to be any biggerI was thinking of the rail network and outposts, imagine building things by hand or needing a billion roboports to reach a single 10m iron patch, if the distances were 100x bigger. I think its fair to buff a few things dramatically, like big power poles, radars and robots. And yeah, mostly make train stuff cheaper and maybe landfill. Maybe buff the starter resource patches a little (because other patches would be far away), buff the default car and maybe even the locomotives, or nuclear fuel. I think people putting 8 locos for only 32 wagons looks dumb, but that is open for debate.I think the issue you point out with vehicles is just a matter of balance and adjusting numbers.
>>559509504That shit is INTEGRAL to the factory. There's nothing better than checking back on it and seeing it up to 1,000,000 recipes completed.
>>559514139>I think people putting 8 locos for only 32 wagons looks dumb,I agree, IMO if we're going for a more real-feeling train setup then extra locos wouldn't matter as much. If the base acceleration is super low and fuel usage is super high, and individual wagons only affect acceleration a little bit, then the equation changes so that even for a very long train you might be deciding between 2 and 3 locos to save on legendary nuclear fuel.>just a matter of balance and adjusting numbers.That's literally everything we're talking about right now though.
Ok but seriously is there any legitimate balancing reason why they might not have wanted to add capacity bonuses to quality wagons like they did for chests? I seriously struggle to imagine why, other than just oversight or poor judgement>inb4 muh earandel lolololNo seriously, I want to try to understand what any counter-arguments might be
>>559509504>what is the significance of the lube barreler lube unbarreler duo0% unemployment rate
>>559513824You wouldn't have gotten big without me inventing electricity, youngster
2.1 will fix everything trust the plan
>>559514676you wouldn't have gotten big without me giving birth to you, son
>>559514350>>559514139I wish I had the skills and time to make all of this true.
>>559515195Fuck.
>>559504596Time to use your patreon bucks to upgrade your computer
>>559514480different mechanics upgrading at a wide variety of paces (constant/log/linear/exponential) keeps gameplay fresh virtually forever, I'm sure there's someone out there with a cpu powerful enough to have a legitimate use for tank belts
>>559514758I was hoping it would be out by now
>>559514758Multiple surfaces is a mistake i know it, i preach it on street corners but nobody listens because i'm naked.The factory means The One Factory and it happens on the ground.
>>559514480I think they said they didn't have an elegant way to hot swap/upgrade train wagons ingame
>>559516993Huh? What's your point>>559518137Well bummer, that much is true but fucking sucks that they didn't even give the option for people building megabases at the endgame.With train groups, it wouldn't even be too hard to add a station to every train to come get upgraded at a convenient point where its storage would be empty. Or even have it be as an interrupt.
>>559514480It does seem like an oversight. Probably (hopefully) something 2.1 will fix.
>>559518756The point is that you are being forced to think about long trains vs short trains and locomotive ratios, and station layouts because they remain constantly shitty while your production expands exponentially. It's a problem-solving game and you've been presented with a new problem that's a natural product of your own success. It's elegant game design. You can always just belt all your stuff or make A to B loops and weave them with overpasses.
hmmit makes sense that most people would go for the least amount of components because they're likely to be the most straightforward to design
>>559511601Items are a measure of length, therefore items per second is a measure of speed.
>>559519827>you are being forced to think about long trains vs short trains and locomotive ratios, and station layouts because they remain constantly shitty while your production expands exponentially.I'm not. I'm being forced to lay down four stacked green belts because they are vastly superior in throughput, UPS, ease of use and reliability. It's a problem-solving game and I've had the most interesting solutions, the ones that bring their own problems for optimisation, ripped out from me and I've been presented with a dumb optimal solution that takes no thought to execute and obsoletes every other interesting option. This is not elegant game design.If there were quality wagons, THEN I would be compelled to think about long trains vs. short trains, locomotive ratios, and station design, because I would actually have a reason to use trains in the first place. But SA providing extremely high throughput belts while leaving trains at 1.0 levels unfortunately leads to very one-dimensional problem solving.It's really worth emphasizing how most legendary entities give a 2.5x bonus to stats (including legendary chest capacity for example), while SA's belts have a 5.33x bonus over 1.0's best belts. Even legendary wagons would still be a nerf for trains, but having them common-only is a complete death sentence. Outside of the early game (where optimal problem solving doesn't matter because everything is temporary), trains have been reduced to just latency-optimised low-throughput applications, which basically just means delivering fruit on gleba and that's it.
>>559512458Fish-to-machine
>>559520703I have a piston allergy
>>559504596>OBS updatewhat would they even update? is there some sort of revolutionary new codec?i've been similarly bitten in the ass several times by various software and am extremely hesitant to update anything that is currently working fine
>>559521020UPS aside (I'll take your word) one wagon per second is still equivalent to 8+ full green belts, it's not OP but you're not forced to stop using them
>>559521020I hope they fix the storage with quality. Plus there's no trains in space either. People shit on Earandel but transporting a train via ship and having it roll off onto another planet in SE is fucking awesome. I'm really sad there's no real interaction between the ground and space at all.
>>559514480quality is mediocre and unfinished
>>559521776>i've been similarly bitten in the ass several times by various software and am extremely hesitant to update anything that is currently working finethis desuI still remember how updating AMD drivers would fuck up all screens in stormworks, and you had to downgrade drivers just so the game would work properly (this was the official dev response btw)idk if they ever fixed that
>>559522091Unloading one wagon per second takes a very robust network, multiple (bulky) stations each with their own stacker to ensure constant trains available to unload, and no bottlenecks on every step of the way from the loading stations through all the junctions, stackers, to the unloading stations. And proper actual unloading inserter design to ensure they always reliably saturate the output belts, can properly buffer for the train switchover downtime, etc. Legendary fuel makes this easier but it's a constant legendary upkeep cost, something nothing else in the game has unless you're making legendary science.The fact that you can get the same thing just by dragging 8 belts, of negligible cost at the endgame (especially when manufactured on vulcanus), is already an insult by itself. Why spend hours designing stations, junctions, and ironing out bottlenecks when you can just shit out some belts and it will have as much throughput as a carefully designed high-throughput train network?Why bother with the trains when doubling the output is linear and trivial with belts, but requires doubling the extra bulky stations with their stackers and risks surfacing a plethora of hidden bottlenecks in your rail network?Trains are supposed to be the high-effort solution that pays off by being strictly superior at bulk transport than anything else, the fact that belts are ust as good as top-end train networks while requiring absolutely minimal effort and thought is a travesty.
>>559517173I thought the fat fuck kovarex abandoned this game to focus on some rpg slop. I wouldn't count on anything coming out. Remember he teased space platforms back in 2015 and did absolutely nothing for a whole decade until finally hiring earendel to make spage for him only to complain about the dude's high productivity and kill 90% of his work and blame him for the turd he ended up shitting out. A total train wreck.
>>559521776if i'm using software, it's because it does what i need it toupdating will either make it do more things (that i don't need) or make it not do the things it currently doesneither is desirable
How Aquilo Saved Me From Depression - A Succinct Review (14 hours)
I'm honestly surprised that spage does not give any improvement to the actual process of loading shit onto platformsLike fuck, why not put a space elevator or resource delivery railguns locked behind Aquilo that lets you send shit to platforms for free/cheaper
>>559525518aquilo has rocket part productivity
>>559526042that's not enough
>>559523842As far as offloading goes, two stations for 4 wagons trains (1 train every 8 seconds) would get the job done probably with a single row of inserters. Six legendary stack inserters can empty a wagon in under four seconds (576 item/s), if you direct each wagon's output to a single belt you have 8 belts with buffers that are filling up and emptying at sustainable paces. It depends on esoteric variables like signal placement but 4 seconds to swap one train for the next doesn't sound excessive, at that size they're fast. As for the rail network required to sustain that it depends on too many things as it always did. Obviously sustaining a convoluted network of belts would also have its own problems and advantages
>>559526914>Obviously sustaining a convoluted network of belts would also have its own problems and advantagElevated belts when
>>559526914>Obviously sustaining a convoluted network of belts would also have its own problemsYeah no not really, that's the thing, a "network of belts" is just some belts dragged in a reasonable approximation of a straight line. You can bundle them in groups of 10 lanes with a gap of 2 in case you need to span undergrounds for an intersection, but even those are going to be pretty rare when you're routing from point A to point B.
>>559526914>each wagon's output to a single beltI am a huge faggot please rape my face. Six inserters are only enough to fill two belts you would need two sided stations for that that
>>559525361I can see that, probably
>Small Timberborn experimental update>Immediately reversed the sluice axe from the previous oneehehe
>>559423250i might be late but anyone else seen Anymaker? its from the same devs as stormworkshttps://www.youtube.com/watch?v=xHq-TzlFQJk
>>559514480Chests don't have increased slots.
>>559530601I wouldn't ever touch a game that looks like shit. 0 effort.
>got pissed at satisfactory becasue I couldn't make a nice rail loop like in factorio>uninstalled>been talking to claude about gaming>claude says that's okay and that I built a lot of nice factories and had fun>never felt so bad about uninstalling a game before>reinstalled>gave it another try>got somethin that's actually pretty decent>plan to keep playing
>>559534779Kill yourself, retard.
>>559534779>been talking to claude about gamingDon't kill yourself. Get help.
>>559535137>>559535263Who else am I supposed to talk to?>friendsDon't think so. I'm no gonn pretend to care about you and what you got going on and I don' expect any different from you. AI is one sided conversation which is perfect.
>>559531828im pretty hyped for the modular engine building and wiring, made plenty of cars and tanks in stormworks already. cant wait to recreate more real vehicles with higher fidelity
>>559535428so why did you write all that and send it to your friends over at 4chan.org/vg/svgg/?
>>559535428>Who else am I supposed to talk to?There's thread full of your fellow faggots to talk to but instead you chose to talk to the AI then talk to us ABOUT talking about games.You are insane.
>>559499843sheesh.......
>>559535428The fuck is there to talk about?Build a fucking foundation and place the goddamn rail in loop you disgusting failure.
>>559534779>Satisfactory tard gives the game another chance because an overhyped chatbot stroked his egoYou just can't make this shit up.
>>559535726>>559535728I'm not gonna see here adn blog post everytime I do something or run into an issue.>I set up a power plant>I think it's better to craft stuff out of containers>I like the way this turned out>I'm not sure if i should use this alt recipe or the normal one>this build seems kinda big for what it isI only blog post here about big stuff like fixing my rails or the 16 gen power plant actually working preoperly.
>>559535997>I only blog post here about big stuffI see >>559534779
might as well rename this to factorio general
>>559531451>https://wiki.factorio.com/Seel_chest>Storage size>Normal quality 48>Uncommon 62 Rare 76>Epic 91 Legendary 120
>>559535428>four (4) empty newlines for three (3) paragraphs of content each one a single line, i.e. three lines of content
>>559537913Then post other games nigger.
Remember this is who AI is made for
>>559538867we used to call that reddit spacing because of markup, markdown differences, all that
>>559539261i do
>>559535428>>559535137 had a fair point
>>559529127>Sluice axeexplain plz
>>559531451That was added in a patch a bit after release. Would have been nice for my Fulgora sorter too.
>>559542321Upcoming automation stuff had the sluice gate broken apart into the valve (aka sluice sans logic), contamination sensor, and a water depth sensor.You essentially had to build the logic controlling it, which in the past was built-in. One of the big draws of the sluice gate was it's compactness, needing external logic kills it.
>>559542747Ew gross. So does that mean every single sluice will now need one of these contamination thingies to set up it up how it used to be? Or did they revert it entirely in the latest patch?
>>559543921Yeah if you want it precise, personally I'll be fudging it by having them switch using a weather sensor (i.e. turning off/on during badtides), maybe a contamination one downstream so they only switch back when it's clear or something. Dunno, will need experimentation.It's possible they walk it back completely if enough people keep grumbling about it, there's a reason it's called experimental
>>559543921>>559544685Ah that's a point: sensors aren't needed 1-to-1 with every device, you can have 1 sensor anywhere on the map and connect any number of things to it.
>>559520703one reason why opus magnum sucks
>>559544685>Weather sensorI thought about that but decided it would suck for my map.The issue is when you have multiple sluices letting water out along one long river it can take minutes for the contamination to actually reach the last one. So if I enabled/disabled all of them at once after the badtide ended I'd probably be flooding my farms with badwater. Having to have a sensor for every single one of my offshoots sounds annoying and will probably lead to accidental contamination if you don't place the sensor in the right place.
>>559534779that's so wholesome
>>559545170Yeah, ultimately it's gonna make me change how I set things up rather than just 'current design plus extra bolted on' since the logic will let me do weird things with floodgates (it's not just sluices, pretty much every building in the game can be controlled with logic)I'm definitely glad this happened towards the end of my current save rather than halfway through
>>559546683I do like the automation be added overall. I can see myself building plenty of extra hauler and builder huts with lower work priority and then using automation to shut off things like pumps/lumberjacks when storage is full.
>>559499053He plays 2.0 because Space age doesn't make good challenge runs usually. Because it's like a 200-300+ hour commitment.
>>559548173>200-300+ hour commitmentLmao no, it's more like 30-50 hours (unless you're doing a challenge that makes the entire game 10x slower).But what it is is a rigid campaign with multiple different and pretty constraining pre-made puzzles, so it's pretty hard to make meaningful challenges that actually benefit from being played in SA.Like for example consider>what if burners onlyNauvis would be cool. Vulcanus would trivialise most of it because you use a fluid bus. Fulgora has no smelting and also barely any fuel, maybe it'd be interesting if you found a way to bootstrap recycling to route solid fuel around. On gleba everything is burnable so it'd be trivialised. On aquilo you already need to route heat everywhere, and fuel is free as shit, so it's just a bit of extra spaghetti alongside your heat pipes.Or>what if no beltsNauvis would be cool. Vulcanus would be trivialised with fluids. Fulgora would be basically identical to nauvis except even easier thanks to sushi wagons. Gleba would be basically the same again except even easier again because you have even fewer items and even shorter production lines. Aquilo would be basically the same as Nauvis.In both cases you're solving the challenge on nauvis and then either bypassing it on other planets, or at best just building another small base doing the exact same thing. Your run takes 3x longer and there's nothing meaningfully interesting happening that you didn't already solve or showcase on nauvis. There's just no point.
easy
>>559499053I hate to say it but I miss the simplicity of pre-space-age Factorio. Space platforms are always getting stuck or having problems and moving between surfaces has so much friction
>>559550904had the same issues as you in my first hours, but you can completely solve them with a little thought
>>559551147>he's a thinkcel
>>559538652>seel chestDid you type out the whole url by hand?
>>559551147>a little thought