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Previous thread >>499255316

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

List of commonly discussed /egg/ games:

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

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

Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>>>499251000 (Cross-thread)
>Factory town
>Infinifactory
>Mito
>Oxygen not Included
>Workers and Resources: Soviet Republic
>Satisfactory
>Shapez

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

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

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft

OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.

Current /egg/ hosted servers:
>Empyrion - Galactic Survival
>Satisfactory (private server, ask in thread for IDs)
All IPs are in the pad for security reasons.
>>
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>>499423776
sure you can, what else do you think happens when you put quality modules in miners?

but it can only hit legendary after you actually unlock the legendary quality research which is quite deep in the tech tree, so you won't be doing much stockpiling.
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I don't get it. The pump and everything leading to it is full of fluid.
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>legendary ore
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My Slip 'N Slide park is coming up nicely.
I have streamlined the headlift system with the blueprint so no more 2 minutes of diddling around with pipes and modded junctions.
Bottom left will be the design for all future extractor areas.
Also, I recently discovered you can drag the flooded extractor to your UI trashcan to save time.

https://www.youtube.com/watch?v=HyW1RFTtuS4
>>
>>499424324
it's pump-pipe not pump-flamethrower
>>
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The new bot work queue can lead to a bistable repair loop situation. They keep chasing each other until they tucker out, then head home for a recharge. Pretty easy to repro with a small dab of fire like I did here.
>>
>>499424464
Dig up ore, if it isn't high quality put it back in the ground.
>>
>>499424642
You can attach pumps to flamethrowers just fine.
>>
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>epic fish
>>
Getting into space engineers for the first time.
Is there an actual reason to build a base on solid ground? It seems like the normal thing but I don't get why a space station isn't just better.
>>
I feed my fish with at least uncommon jellyfruit, that’s why they’re epic
>>
>>499425004
landing on planets is easy, lifting into space is difficult. Go full kerbal and try building a ship to breach into space.
>>
>>499424628
What is this for, anon?
>>
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my lazy bastard ass defending my castle.
>>
I don't like how useless quality is without a dedicated recycling setup. Maybe I'm missing something here but so far it seems annoying, unlike green/blue/red modules which you can just put into machines when you unlock them.
It would be nice if recipes just tracked how many quality ingredients you put in instead of you needing to explicitly filter out quality ingredients and then put them in their own machines.
Or at least to have the option to have a quality-indiscriminate recipe which squashes the input down to the lowest quality that's already in the machine. Like if you try to insert a q2 ingredient into it but it already contains q1 ingredients, the q2 ingredient gets downgraded to q1. Same if you try to insert a q1 ingredient while it contains q2 ingredients, they get downgraded to q1.
>>
I have to say that I do hate k2's radar rework
it puts it behind blue science, which is like 6 hours down the line instead of the start of the game
yes it takes more power and scans a bigger area but that's what moar radar is for already, goddamnit
I don't want to be able to see what's going on after a fourth of a day has passed
>>
>>499424628
thanks doc
>>
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I have to recycle scrap by hand? Can't I use assembling machines?
>>
>>499425187
I have a ship that can do that. You just have to slap some hydrogen thrusters on.
>>
>>499425896
Take a guess what machine you can use to recycle scrap
>>
>>499424105
>didn't update the currently active serbs list
>>
>>499425896
start digging
>>
>>499424479
>>499424464
That doesn't just applies to ores. It applies to everything with quality. You could technically make a legendary mech armor from normal parts if you use quality modules and got the tier unlocked. It's just that your chance would be literally divided by 1000.
>>
>>499424864
>not legendary
lmao
>>
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>>499408968
>>499403210
Ok, I've figured it out, it's actually quite funny. Turns out, pipe junction doesn't add any head lift while adding physical height to the pipe when in vertical or 45° orientation. This essentially allows you to gain (or lose) up to 4 meters of free head lift if you pass a pipe through a vertical junction. I've cobbled together a quick test of a free junction pump and it works, even though more testing is required as it's only about half as efficient as it should be in theory. I think it's U-bends that take away lots of gain, maybe some other configuration would be better.
On the pic I've pumped some water on the left side but as you can see most of it somehow ended up on the right side.
To understand how it works try to imagine the junctions compress in the vertical direction until each has zero height and the pipes are connected directly to each other. This will cause the zigzag part to slope and the right side will actually end up way below the left as far as head lift is concerned, while being on the same level physically. This will cause water to flow to the right, and effectively upwards, for free.

This also unravels the mystery of how VIP junction works: the two junctions eat 4 meters of head lift from the upper pipe so the lower pipe takes priority as it now appears to be at higher level to the game engine. Each extra junction on top of that eat 4 more meters and goes even lower both in height and priority.

Credit goes to BitwiseAssembly on youtube for junction experiments that gave me the idea.
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>>499426069
Damn bro
Just
Damn
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>>499425423
Yer a bugstomper Harry
>>
>>499424647
neat!
>>
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>>499425423
>>499426368
>>
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>common key to your moms bedroom
>>
>>499426803
why does your mom have a lock on her door?
>>
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space age is the first game i bought on release since guild wars eotn. having a lot of fun right now building pure vanilla stuff, no mods
also turned off pollution and expansion cause i don't like biters tha much
>>
>>499425669
Not only that, it also puts the car behind oil. So if you have no oil in your starting area, you have to fucking walk around the map until you find some. I'm still mad
>>
First playthrough of factorio ever, should I go into space age right away or freeplay without extension first and restart one after?
>>
>>499428021
without space age first
>>
Is there a mod to activate blueprints from the start?
>>
>>499426182
Oh my, that is funny.
>from the goat simulator devs
checks out when you think about it.
>>
>>499425585
Yeah t1 quality modules feel useless when you get them. Wow, up to 2% chance of getting something 30% stronger... I'm probably not going to touch quality at all until t3.

I expected quality to be based on some average of the ingredients, but I guess weighting ingredients would be tricky, and NOT weighting them would be stupid. Having an extra button press every time I assign a recipe might be getting me siding with the quality doomers...
>>
>>499428295
space age
>>
>>499427598
I actually was really annoyed at how arbitrary that change was: I can understand a complete car fuel rework, I can even get behind it since it adds a new method of acceleration in the form of engines and whatnot, and the tank gets ridiculous later on with those

that's exaclty why I added this specific mod who just adds a literal item that is a discretized wood gas tank (and not even an actual gas that you can use in a gas burner generator) which is also strictly power negative
you spend 10 wood (15 KJ) to get a unit of wood gas, which has 5KJ of fuel in it
that's because you CAN make biofuel, but it's behidn 500 blue science which, you guessed it, requires oil
I tried my best driving in pitch black darkness without night vision before adding this https://mods.factorio.com/mod/krastorio-wood-gas-fuel
honestly something like this should be in vanilla k2, a super inefficient fuel recipe that you unlock earlier that makes bioethanol more viable
enabling the vehicle changes shouldn't actively punish you
>>
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my first platform, not how I want to do things but I don't have enough space yet so this temp solution to get me bots and prods

the platform is a neat thing... once you figure out all of the dumb earndel bullshit they don't tell you like chests and stone furnaces don't work
and that you don't need power poles
i still haven't figure out how you automatically drop the space science
the cargo container has shit constantly going in and out of it and I just clicked on a science stack to send it down and i just sent some random shit down instead
it is nice how there are multiple different ways to approach it and it would be cool to see what everyone else's starter platform was

quality is also really poorly explained, even the tips for it didn't come up until I was using it for a while
it is crazy how few things actually work with quality besides health for it being such a main mechanic
seems only useful for weapons, super optimized beacon builds, and the space platform (and maybe aquillo)
>>
>>499428921
You'll need some cargo bays attached to the center for more inventory space
>>
>>499428921
>it is crazy how few things actually work with quality besides health for it being such a main mechanic
???????????????????????????????????
>>
>>499428021
space age freeplay has the start of a normal game. there's no reason to play the same game twice
>>499428120
are you stupid?
>>
>>499424105
>webm
Well now I know what I'll get my nephew for his birthday in a few weeks. Thanks for that, op.
>>
>>499429671
>there's no reason to play the same game twice
bruh what the fuck you think I've been doing for the last 4 fucking years
>>
>>499428497
Yeah you can't really average it out. I think the only sane way is to track the quality of ingredients and do a single "all ingredients were quality x" once every ingredient has been put in with that qualtiy. That would make it perform exactly the same as if you had a dedicated machine for each quality but without the part where you have to put down a different machine for each quality level.
With the current implementation there's also the problem that everything locks up if you have a higher rate of high quality items for one ingredient than for others. Quality ingredients just don't function without recyclers.
>>
>>499428921
>seems only useful for weapons, super optimized beacon builds, and the space platform (and maybe aquillo)
quality is really powerful on a lot of things
>armor gets bigger equipment grid
>equipment generally gets better at what it does
>roboports recharge faster
>robots get bigger battery (have to recharge less frequently)
>weapons and turrets gain range (huge!)
>inserters swing faster (more throughput)
>modules just get straight up better (super strong)
>beacons get bigger effect multiplier
>pumpjacks and miners get improved ore efficiency (super strong)
>all production buildings get higher production speed
>>
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>>499429394
i just clicked on 10 random things and 5 of them that had obvious things that could work with quality and they don't
>>
>>499425585
I put quality mods on the quality module machine, and then put the best ones on prod modules.
If I had a more organized base I'd put quality modules on every end product in my mall, and then I'd build up a teensy amount of better assemblers and shit. but then I need two chests per assembler, and it's a pain
>>
>>499430000
maybe its because you dont have quality unlocked yet you fucking retard.
>>
>>499428021
Vanilla is shorter but will still probably be a couple dozen hours on your first time through. Space age has the same early progression as vanilla, so you might not want to do it twice, but on the other hand you might appreciate having had a chance to learn the game mechancis before setting up the base you want for space age. On the other other hand, "this base sucks, I'm gonna build a new one" is a standard part of mid-to-late game factory strategy, so just gunning space age might work if you're willing to learn on the fly.

Biggest disadvantage of space age is that you can start visiting planets before unlocking what are in vanilla mandatory lategame sciences. Having to automate those sciences (and learning appreciating what's gated behind them) would be an important lesson you could end up skipping.
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>>499431447
>>
>>499431447
the diamond that indicates quality upgrades is always there. In fact, you can see it in that screenshot. You fucking retard.
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LTN who?
cybersynwho?
>>
Quality ice is the bane of my existence. It is purely a detriment to the factory.
>>
>>499424105
all kids toys should be like this
>>
>>499432628
yeah, the one thing I've really felt missing is a way to either tell a machine "I don't care about quality, stack it all" or even better, an easy way to strip quality from an item.
>>
>>499432920
I hate that you can't just use quality in non-quality recipes. Especially for fucking ice when it's all just turning into water anyways.
>>
>>499432628
since it has no other use, it should produce more water
>>
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Behold, the compact steel smelter
(i'm quite proud of its design. I know it only uses one lane. it will be fixed)
>>
>>499431884
combinators make head hurt
does each station have to be redesigned, or just change the input signal
>>
>>499425423
Nice i like that's it's not a square box.
>>
>>499434551
square corners are weak points. They have guns in one corner, and enemies in 3 corners.
>>
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>>499427517
Ventirad doesn't mean radish, incompetent fool.
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why are they like this
fuck you
>>
Why does /egg/ shit on green modules? I always use them between boilers and nuclear
>>499434010
I like it, stealing
>>
>>499435910
flamethrowers are better investment
>>
>>499432920
wait, you can't? there's no option to just say fuck you ignore all quality?
>>
>>499435862
can you flip them horizontally with h?
>>
>>499435862
can you not flip them? i remember being able to flip fluid inputs had a whole FFF dedicated to it
>>
What size trains should I use this run? I guess they all have to be compatible if I'm using the generic interrupt crap, or maybe I can have different sized fleets
>>
>>499434196
redesigned from what?
It's a pull based system, so trains are only sent out when a drop station can accept one, it takes into account trains in transit
pickup/drop station is one parameter (what it's for) blueprint
>>
>>499435991
too much set up without bots
>>
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>>499436230
>>499436280
obviously i tried
>>
>>499436230
>>499436280
You can't

>>499435862
The devs specifically said they didn't want you to flip thrusters because then every design would just be a horizontal line of thrusters. Whether you think that's justified is up to you but personally I agree. They're flow through, however, so you can set them up offset so that one fluid lines up and just use some undergrounds to attach the other ones.
>>
>>499435862
Intentional so you don't do boring ass shit like that
>>
>>499436402
You can separate out stations and train gruops by length
>>
>>499436492
god damn it... the furry has fucked our spaceships
>>
>>499436531
>t. earendale's artificial difficulty
>>
>>499434010
>that many electric furnaces before even researching modules
yare yare...
>>
>>499436732
form is infact more important than function
>>
>>499436439
>pull based system
What does the interrupt look like?
I'm using the same setup that they showed in some FFF blogs and it works very nicely, the only downside is that trains will wait at a provider station even if there is no request for the item.
>>
>>499437152
Disappear.
>>
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>>499436732
>>499436706
Just do this, retards. It's not that hard
>>
>>499437404
form is infact more important than function
>>
>>499437152
>>499437664
form IS function you retards
>>
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>>499437268
Forgot pic, not that it's anything novel
What I'm asking is, how does the system only dispatch a single train per request? If you have one "sulphuric acid requester" station and 10 "sulphuric acid provider" stations and the requester dips below the threshold so it issues a request, how does that not result in 1 train going to each provider station for a total of 10 trains?
>>
>>499437763
Form can be of function, but form is not function
>>
>>499437463
>just make a giant vagina/anus
EARENDEEEEEEEEEL!!!
>>
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>>499432628
>Quality ice

>NOooOOOOoOoOo The H2O In this leGENDarY icE HaS EXtra prOtOnS
>>
>>499437463
it isn't about being hard
it is about how they saw the obviously most sane way to do it and then decided to fuck with it for no reason other than to fuck with the player
is there a single spacecraft that doesn't have all of their primary thrusters in the same plane?
it is like someone made a house and then put a 2 cm step between rooms because xD
it serves no purpose other than being a nuisance
>>
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>>499432628
>quality ice
it's a real thing
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>>499437268
basically
pickup stations send on radar how many trains are coming to them * -1 as their item
dropoff stations are sending on radar how many trains they want - how many are coming as their item
this means the radar has how many extra trains of each item are requested to be sent out (well, it doesn't take into account refueling but that's rare)

still tweaking the dispatcher to make sure whether it is not oversending or not
if it is I will need to add delay between stations to update the request with the newer radar data
>>
>>499433347
>>499432628
>>499432920
Yeah this is fucking stupid and annoying. The fact that it's in the game despite god knows how many hours of cumulative playtesting makes me wonder if the setting is there somewhere but it really doesn't seem like it.
>>
>>499438509
Drop has to have empty cargo too I forgot to update it when I switched it from two pickup and dropoff interrupts to one "route" interrupt
>>
Man, this vanilla playthrough was going so well until I started going deeper into fluids.
I think I'm gonna give up and install squeak through I'm not doing this shit with pipes.
>>
>>499438293
WAAAH WAAAH
That's u lmfao
>>
>>499438509
Does that not dispatch multiple trains on a single tick, one train going to each matching pickup stop? Or does the game have a global limit of one interrupt per tick?
>>
>>499439060
back to /v/, child
>>
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>>499426182
>This also unravels the mystery of how VIP junction works: the two junctions eat 4 meters of head lift from the upper pipe so the lower pipe takes priority as it now appears to be at higher level to the game engine. Each extra junction on top of that eat 4 more meters and goes even lower both in height and priority.
Damn, that makes sense. The fluid simulation still makes me feel dumb. picrel
Supposedly the smaller fluid buffer doesn't have enough height to neutralize the pressure in the rest of the pipeline, so I tried elevating it to give it that height. The junction beneath it is horizontal so I wouldn't expect it to lose much headlift, but the setup locks up pretty quickly. Adding a second buffer on top of it still doesn't fix the issue, though water flows back and forth in the vertical pipe even when the rest of the system is locked up.

More testing, I suppose.
>>
>>499439139
Why do you need priority fluids? Just make more juice
>>
>>499439119
And yet you're the one crying... Curious.
>>
>>499439203
wastewater
>>
>>499436116
No. Recipes can only accept their own quality level. If you set it to normal then it will refuse all higher quality items. Factorio has introduced strict segregation with no exceptions.
>>
>>499438450
>>499433561
irl, water has both a purity scale and the deuterium and tritium variants called "heavy water".
>>
>>499439086
honestly, not enough train traffic for now to make sure, if it does, the solution is what a described:
add a delay when propagating the selected signal between stations (just +0 combinators)
if a train was dispatched to pickup that type from the previous depot station, radar should have new data by now, so filter out everything not in selection, subtract (old+1)-new, send that to the station
so instead of dispatching all trains at the same time they "waterfall" the dispatch with a three tick delay between the stations
>>
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Not only is it real, but they also want you to get one!
>>
the asteroid chunk filter doesn't really help you get more of an asteroid right?
right now i'm super starved for ice and just throwing 80% of the iron ore and carbon away
i probably should use circuits to set the filters to what I don't have but it isn't like asteroids are a limited resource
the best thing seems to just be put 3 collectors of each type on each side and output to a sushi belt on what is needed but that sounds boring
>>
>>499438171
https://en.wikipedia.org/wiki/Heavy_water
>>
>>499440249
yet it has no use in Factorio
>>
>>499440249
>Drink legendary quality water
>die instantly
>>
>>499439139
Actually, all of my Head Lift Reset setups are slowly losing efficiency. That's fucked. I'm really curious how the hell the devs intended for us to deal with byproducts at all. I swear it's gotta be to feed into other things, like pure ingots or acids or wet concrete or something.
>>
>>499440405
this also applies to the ultrapure water interpretation of ice quality, distilled water is a powerful solvent
DON'T DRINK THE LEGENDARY WATER
>>
>>499440405
mogged, should've lift more
>>
>>499440228
It can if you're in transit with lots of asteroids, If you're going fast you'll encounter more asteroids than your arms can grab and focusing on ice can be good
>>
>>499440382
Is there nuclear power in Factorio?
>>
>>499440557
Is there a Fluid Sink mod?
Without needing to waste packaging on it.
>>
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>Testing headlift when there's only one junction in the entire game
L o l e
>>
>>499440741
yeah but you don't use quality ice for it
it would be great mod material though
>>
>>499440747
A water sink? Yes, coal or nuclear generators.
Fuel sink? Yes, fuel generators.
Any other fluid? Lol, lmao even. Spend the plastic, spend the metal canisters, and sink on that thang. Satisfactory is too jank to build carefully tuned shit.
>>
>I need rare quality ice to craft heavy water to craft a reactor that runs on raw uranium ore
>>
>>499440405
>drink pure water
>die
>drink large amounts of regular water
>also die
>>
Using pumps resets headlift to zero FYI.
>>
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>>499441314
>dont drink water
>still die
GUESS ILL FUCKING DIE THEN
>>
>>499440405
>He chose... poorly.
>>
it's been two days, how far are you? I'm about to unlock the other planets and/or get yellow science.
>>
>>499393239
On my x100 space exploration run with boosted biters (the ones that are immune to fire etc) i had a lot of work to do with bugs, i also played deathworlds etc so I am pretty sure how biters work.

Stage 1: Biters are weak, they attack you early on/you need ressources
Clear them out, you can build machine gun and automate some ammo. Then you ascend to turret spam (place like 20 turrets, load them all with 1 ammo). This can clear even larger nests. Keep in mind that it increases evolution. Get car and automate grenades and red ammo. It helps with clearing bugs as well, but turret spam is better imo.

Stage 2: Survival
At this stage you want to expand further but there are too many bugs for you to handle. You also have to handcraft defenses. To reduce bug attacks put eff modules into everything, miners etc. Try to go solar. Reducing pollution will reduce biter attacks singificantly.
Rush flamethrower asap, it will melt bugs. To clear new ressources you now want to craft poison capsules. You sit in a car, throw a shitton of capsusles (works against large nests), then follow up with turret spam (sit in car so you dont get poison damage). Also use slow capsules.

Step 3: Automation
Once you get to the bots, you can make special train to resupply outposts with walls, ammo, oil, etc. This can work without bots but it is so damn difficult, you better get bots instead, they also can rebuild shit. Since they changed science you get artillery much later so you have to keep that in mind. Once you get artillery bugs become nonissue.
>>
>you slow down in space when you engines shut off
???????????????????????????????????????????????????????????????????????????????
>>
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>>499441702
>haven't played in over a year
>very little time to play in the afternoons
>just finished setting up the skeleton of my main bus and basic science
>tfw time to design a mall again
Go on without me brehs, I'll get there eventually...
>>
>>499442375
diagnosis autism
>>
>>499442216
>like imagine shooting space ships into orbit but the industry behind it is fueled by 19th century steam engines like you're some sort of animal
Like, exactly what happens today? Power grids are only starting to move over to solar, and only in the successful countries.
>>
>>499442375
Uh no you dont, space engineers doesnt work that way
>>
>>499442216
>steam engine
just wait till you hear what most of the world's electricity gets made by even today
>>
>>499442375
space friction
the same thing that keeps the planets glued to one spot
>>
(Cross-thread)
>>
fission is barely any better you're still using rock+water
>>
is it feasible to move your main base somewhere else in late game? nauvis is lame. I kinda wanna make a fulgora megabase powered solely by copious amounts of lightning.
>>
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>allows you to see more clearly in darkness
>>
>>499443290
impossible, sorry
cant move to other planets due to engine limitations
>>
In space engineers if i have a ship carrying a smaller ship can i remotely control the connector of the second ship to attach to the third ship?
>>
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>>499443353
notice the very subtle difference

Hey I guess it's better than pitch black darkness.
>>
>>499440028
I see what you mean, that sounds kinda painful. The trains still have a unique numerical ID and I'm pretty sure that there are multiple ways to use that for a really robust system that scales effortlessly, it would take some effort though.

What came to my mind was using the train ID as priority where the train with the highest ID is dispatched. It's a little annoying because the train IDs will be added up when you broadcast them on the same signal but you could do negotation like this:
1. Every dispatcher stop with a stopped train broadcasts the train ID on signal P and broadcasts a +1 on signal N.
So P holds the total sum of all IDs and N holds the number of IDs
2. If N * trainID is less than P, stop broadcasting the train ID on P
(this is checking if the local train ID is less than the average, using multiplication instead of division to avoid rounding errors)
3. Wait until N = 1, i.e. all but the highest ID train have stopped broadcasting their ID

For example with 3 trains with IDs 10, 100 and 101:
Round 1: N = 3, P = 10 + 100 + 101 = 211
Train with ID=10 stops broadcasting because N * trainID < P, which evaluates to 3 * 10 < 211
Train with ID=100 does not stop broadcasting because 3 * 100 >= 211
Train with ID=101 does not stop broadcasting because 3 * 101 >= 211
Round 2: N = 2, P = 100 + 101 = 201
Train with ID=100 stops broadcasting because 2 * 100 < 201
Train with ID=101 does not stop broadcasting because 2 * 101 >= 201
Round 3: N = 1
Done, dispatch the train
>>
i am tired of reddit niggers in /egg/, i really am
>>
>>499443353
>>499443562
it's crystal clear in the first image and only slightly hard to see in the second. try turning up the brightness on your monitor
>>
>>499443674
>switch to anything else
>get flashbang'd
>>
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Anyone has any better idea how to separate out items from fluids? While keeping the input amount
This here
>gets the stack size for each (filters out fluids as they have 0 stack size)
>each != 0 output 1 each to flatten item stack to 1 of each
>for each multiply the "has stack size" from green with input amount from right
>to flip to fluids do a subtraction
>>
>>499443642
give it a week or two, they'll go back to /v/
>>
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Why can't I take out items from the cargo bay extension? I can only take out items from the main hub?
>>
>>499443674
>it's crystal clear in the first image
I can see perfectly fine in the second image too, I don't see the problem.
>>
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>couldn't find /egg/ by searching for factorio in the catalog
i thought you died, i thought it was over. don't scare me like that.
>>
>>499444039
balance reasons.
they don't want you to use the cargo bays for ez mode logistics
>>
https://mods.factorio.com/mod/NuclearPowerRebalance
Well? Fire up your autism engines you worthless nerds and make yourselves useful for once. Is this mod correct?
>>
>>499444134
Do unfuck the OP if you get the chance, I just noticed some uppity and jealous Satisfagtory retards are shitting it up again.
>>
>>499444613
I just copied it without looking, sowwy
>>
>>499443290
What so you consider you main base at that point?

You can only build the gigalabs on Nauvis, most people don't want to miss out on the prod bonus they provide.
>>
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>>499443836
These new decider circuits are pure sex
>>
>>499445829
oh shit ur right, thanks
>>
>>499445829
explain the function of pic related pls
(like im retarded)
>>
>>499445829
what does a legendary combinator do?
>>
>>499446195
Only more health
>>
>>499442216
there should be petroleum gas turbines unlocked with basic oil processing
(I know about K2's gas power, but it's not quite how I want it, I'd have to make my own mod)
they would pollute less than boilers
and produce more power per plate than steam engines
fuel-efficient enough to not worry about oil cost for a while
when using full prod3 modules and speed3 beacons everywhere, the oil cost for power would be twice the amount used by science
you wouldn't ever HAVE to switch to nuclear (or solar), but you'd feel some pressure post-rocket
>>499442604
>>499442626
they use steam turbines, not the rackety-looking piston engines
>>
>>499443634
so "stop broadcasting if my priority is decreasing the average" = smart!
>>
>>499446074
you have a mixed signal of items and fluids as input, you want to the same thing on output butwith fluids filtered out (or items, tiny modification)
>>
>>499446074
The goal is to separate solid item signals from fluid item signals, which the constant combinator (bottom right block) provides for demonstration purposes (50k water and 400 iron plate, so it's supposed to output only 400 iron plate)
The selector combinator (top right rectangle, new space age feature) outputs the stack size of the items, which for fluids is zero, so it outputs 100 iron plate
The decider combinator (top left rectangle) takes the stack size signals on the green wire and the original item signals on the red signal. Its supposed to output the numbers from the red signal but only if the items aren't fluids, so it it outputs the red input count (because i only checked the R box) of each item (thats the yellow * symbol thing) under the condition that the green input count (because i only checked the G box) of that item is greater than zero (because remember, for fluids this signal will be zero)
The "each" signal basically means "do this individually for each signal". So it will do "if green iron plate > 0, output red iron plate", then it will do "if green water > 0, output red water"
>>
>The path to Fulgora has more asteroids and is much more difficult than the journey to Vulcanus; gleba is gleba, and Vulcanus has the best technologies and ALSO artillery
Nice job!!!!
>>
>>499447668
>fulgora sounds like a great first stop, literally no enemies
>uh no, it's hard to reach
EARENDEL
>>
>>499447668
>>499447918
Good morning brothers!
>>
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Is that all I need to leave to another planet or is there anything else?
>>
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>five fucking thousand science for epic quality
This whole time I'd been planning to quickly stop off at Gleba for just long enough to unlock epic items. This is gonna be hell.
>>
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aaaaaaa I gotta get mines set up at my walls
>>
>>499448321
>five fucking thousand science for epic quality
OK that was epic
>>
>>499442375
>asteroids are closer together than 600,000 miles apart
....?
>>
>>499448321
you WILL scale up the anus planet
>>
Kill earendel. Behead earendel. Roundhouse kick earendel into the concrete. Force feed earendel hydrofluoric acid. Throw earendel into a woodchipper.
>>
desert start is better than before but still screwing me. I want to get off the planet but random attacks are annoying... time to assemble the cuckbox I guess
>>
>>499448678
Literally unplayable
>>
>>499446195
More UPS efficient
>>
>>499445829
The red/green wire stuff is so much needed. Factorio 1.0 circuits are cringe.
>>
>>499442375
The newtonian fund had to go to self insert fanfics instead
>>
So far, putting the big fluid buffer up on a platform seems to work, and getting rid of the unpowered pumps and just putting valves that only let in enough water to make up for whatever isn't produced as byproduct also seems to work. I'd kill for a remote valve trigger that just lets water in from the pumps when the byproduct water supply gets too low.
>>
Anyone else stagnate between blue science and yellow/purple?
I always have a lot of downtime (nothing left to research) while I set up outposts, bots, and nuclear.
>>
>>499448321
just use the epic science packs, dumbass
>>
>>499444243
>can take out items from every side of the hub instead of the dedicated unload hatch
Limit that shit aa my logistics are too powerful
>>
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WIDOWMAKER MOD MAN
the bike doesn't work
it shows as a blackened icon with an empty recipe
send help
>>
>>499448063
>tier 1 productivity module in rocket silo
>>
they really should add a delay combinator
>>
>>499450867
Wtf kind of coomer nonsense is this?
>>
>>499451034
yeah, it should be an uncommon or rare tier 2
(each tier 3 module requires one of the planets)
>>
>>499451034
I don't have white yet
>>
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Why is this possible?
>>
>Helmod updated
Yey
>It's totally fucked (more than usual)
Shit
>>
>>499451648
Because you're pasting shit into MSpaint without smallening the image size first
>>
>>499451648
nigga taking screenshots like it 2004
>>
is there engine support for quality modules having a chance of changing fluid recipe outputs to different fluids
can pumps filter fluids
>>499451648
they didn't bother to make it not possible
>>
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>>499451060
i love coomer mods
https://gofile.io/d/Z4ES8d
but the bike does not work
>>
>>499451648
I'm surprised how jank the quality system is
>>
>Each individual enginneer Armor doesn't have a unique style to it that is visually displayed yet.
Literally unplayable.
>>
>>499451962
>can pumps filter fluids
I mean specifically without already having some of the fluid in the system at the other side
of course only one fluid in a network at a time
>>
>>499443634
Now here's a question, since you can't set train station to send only green channel to train and output train id on red, will the wildcard work if P is sent to the train
>>
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That early stage of the game where you can make just make things faster by making them longer.
>>
>>499441702
Currently at blue science, I wanted to unlock bots as fast as possible so I aimed for 120spm, I now have bots but my starter patches are almost completely dry and it will take me an eternity to make enough rails to build new outposts. Seems like my plan was pretty stupid.
>>
>>499451034
have you played the expansion
>>
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>stare at combinators thinking
>pause game to not lose time
>thinking stops
>unpause the game to resume thinking
>>
When using wildcard interrupts how do you keep a 4 wagon train out of a spot designed for a 2 wagon train?
>>
>>499451417
>need space science to get module 2
wew
well, try to research prod 2 with your first rocket, I guess
>>
>>499453087
did they lock tier 3 prod mods behind another planet
>>
Click on a beacon

BADINGDOING
>>
>>499452850
that is litearlly not how it works.
>>
>>499453723
Elf mods need Gleba and Spoilage
Prod mods need Gleba and Biter Eggs
Speed holes make the car go faster but need Vulcanus and Tungsten Carbide
Quality mods need Fulgora and Superconductors
>>
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>>499453320
same
>>
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>>499441702
Just unlocked bots, started military science upgrades, setting up a more permanent perimeter with laser turrets. I chose this map specifically for the peninsula. Boring main bus but I'm hoping it will get me to a good spm and eventually become a massive bot mall. Currently, resources go up, science goes down.
>>
>>499453014
making that much science that early is a meme. It sounds good but unless you already know what you're doing what ends up happening is you end up researching literally everything before you have the next science set up. For red and green sure they're easy enough to set up but making smaller builds for the other makes more sense early on.
>>
>>499453928
I mean there are no throughput limits due to belts at this point.
>>
I'm just about to get bot frames.
When i get to vulcanos, is that planet basically infinite copper/iron that i can ship to nauvis?
>>
>>499455190
I heard you can only send like 1000 plates per rocket launch, so sort of, but not entirely.
>>
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>>499452621
I think it will try all the signals and just ignore the ones where the conditions don't make sense, so it doesn't matter if you're sending a bunch of junk signals to the train.
>>
>>499454979
I know, usually I build my starter bases way smaller to research all I need without running into any problems. I just built big out of sheer impatience to see the new content.
>>
what length train should I use /ztg/?
>>
>>499455395
You gotta think about the value of having shit on different planets as opposed to how much you burn getting them there

>>499455190
I feel like you're better off just shipping shitloads of calcite instead and making iron and copper on Nauvis. Their intrinsic 50% chance to consume resources every mining action (down to 8% if you get legendary ones) makes sourcing ore on Nauvis more sensible. Then you can totally lose your mind and create quality ore while using imported calcite to feed the garbage into molten iron/copper forges since fluid can't have quality

Vulcanus having retarded levels of free resources is probably a balance check against launching a massive amount of rockets. Each rocket can only hold 20 Calcite
>>
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Is there even anything to explore here or just a bunch of mine islands in a sea of oil?
>>
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>>499455732
4-20

>>499455901
>Explore
Playing the wrong game, memsahib
>>
>>499455732
I'm a 1-2er, it's comfy
1-1 is gay because it's so small
1-3 is impossible to balance
1-4 is also acceptable
1-2-1 is also cool if you feel like putting weirdly shaped stations into things, it used to be kinda impractical because of traffic congestion but maybe it's better now with elevated rails
>>
>>499455732
zachtronics general?
>>
>>499455732
I'm using 1-2 for this playthrough, I've only ever used 1-2 or 2-4 (except for my SE playthrough, where I used 1-1-1 trains in space).
>>
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weren't bots suppose to be smart now?
>>
>>499456637
oh no no no...
botbros...
>>
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>>499457195
GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Playing around with the platform, I might be too tired to get a real setup going for now but I'm eager to bite into it tomorrow and make it to a new planet (I think it will end up being vulcanus since foundries sound too cool).
So far I set up a rock thrower.
>>
>>499457394
>rock thrower
youtube.com/watch?v=LcQq6VR13Ls
>>
>>499439139
>>499440557
Have you tried putting valves in front of the water extractor and the refinery output and then flushing the network? For some reason that fixed it for me
>>
>>499457195
EARENDEEEEEEL!!!!!!!!!!
>>
>>499457195
If this happens more often than once every 452345234534534 hours of play time, Space Age is officially shit. The odds of a random asteroid intersecting the path of a ship smaller than a gas giant are so tiny as to be trivial. I can't fucking stand space games that crank up the density of debris in space just to make up dangers, as if cosmic rays, stellar radiation, overheating, etc, aren't enough of an issue.

Ask yourself: Where does heat go in space?
On Earth you use air or a liquid to disperse it. Space is empty. No air. No fluid. All the heat you make in your body and in your ship stays there, aside from what you can radiate out into space. If thermal radiators aren't a major part of designing your ship/platform, the DLC is shit.
>>
>>499456637
They're only smart when not being observed.
>>
>>499458385
lol
lmao even
>>
>>499458385
>muh realism
Go play Euro Truck Simulator or something.
>>
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I somehow played almost 20h since release (have the weekend off). I am on oil still, about to make red circuits, lmao.

How come some people are launching rockets already? Do you just rush science and rockets with the bare minimum?
>>
I want to be good at KSP and make cool interstellar craft and space mining colonies but I'm simply too retarded
>>
>>499457394
You don't need electric poles since the platform is powered.
>>
>>499457394
you don't need power poles in space
just one of the many unexplained things you are just supposed to magically know about them
>>
>>499458510
Huh, so they are exactly like me.
>>
>>499458683
You were supposed to read the blog that mentioned kovarex getting excited about building a giant light platform in space. Duh.
>>
>>499458563
/egg/ is the one place where it's valid to bitch about realism, imo.
Some of us have actually done work on spacecraft irl ffs.
>>
>>499457195
artificial difficulty the game
>>
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finally, cum research achieved
>>
>>499459002
I remember people being filtered by starbase because ship mass was
actually taken into account and could cause tilt. No more space engineer asymetric blob ships.
>>
>>499459002
Yeah but why bitch about realism in a game like Factorio? I get that you would expect realism in a game like KSP or such, but Factorio simply wouldn't be fun if it was too realistic.
>>
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do nu-pipes have a maximum throughput?
asking for a friend
>>
>>499459002
>Some of us have actually done work on spacecraft irl ffs.
Where did you work?
>>
>>499451648
Chemical plants can produce solid items, so therefore can accept quality modules. They didn't deem it necessary to run a check and disable inserting quality modules if a fluid-producing recipe is selected (or if theyre already inserted, disable selecting a fluid-producing recipe until they're removed) because it won't cause any inherent issues.
>>
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>>499459579
nope
want 12000/s throughput?
it's as simple and stupid as pic related
(1200/s)*10
>>
>>499459656
Mcdonalds
>>
>>499460261
Thank you for your service, sir.
>>
>>499460261
/OUR/ Hero.
>>
>>499460226
So my friend can use a single water pipe to the nuke reactor?
>>
>>499460771
Yep.
You also get 10 units of steam per water.
>>
>>499460771
So long as the pipe isn't too long and has enough pumps, yes

You can supply a 300 GW nuclear setup through a single pipe if you have enough pumps
>>
>>499460863
>>499460882
are the offshore pumps sufficient per se or are pumps needed in addition?
>>
>>499461003
Offshore and pumps both pump at 1200 units per second.

Just imagine pipe networks as massive storage tanks that need pumps to move between the tanks at fixed rates
>>
Treat pipes as power poles blud what are genxers cooking
>>
>they don't want you supplying ammo via rockets
>only ammo you can make in space at the beginning is yellow
>100 turrets shooting yellow ammo isn't enough to survive asteroids
the fuck?
>>
>>499461540
Did you try going to Fulgora first?
They don't want you doing that.
You need to go to Vulcanus.
>>
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How do I tell where the train is stuck?
>>
>>499461629
gleba
>>
>>499461854
are you a masochist
>>
>>499460882
Has to be the worst part of the update. Surely building meme circles with pipes shouldnt be optimal.
>>
>>499461757
step-train ...
>>
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>>499459704
what solid items does a pump jack produce
>>
>>499462221
Sorry, but I'm done tard-wrangling fluids in this game
>>
>>499458613
do you have some target spm you're going for? otherwise people might just be going faster
>>
>>499462229
They probably just wanted to leave it open to modders if they need it

Like how there are only two kinds of pollution in this game but they left all the specific workings of pollution open to modders to do whatever they want with, save for only allowing for one type of pollution per surface
>>
>>499462308
I didnt have an issue with fluids before the update but I also never went much father than 200 spm.
>>
>>499462609
they could have done it the way it works with efficiency modules and have it set per recipe
>>
>>499462676
I never did either until I booted up Nullius
>>
How do I set the contents of a logistic group automatically? Alternatively, how do I communicate between the space platform and planet surface, to tell the platform to fucking STOP sending space science, I've buffered like 10k
>>
>>499452072
This is without a doubt too high definition
>>
>>499437268
>>499438509
>>499439086
>>499440028
>>499443634
Since the interrupt is scheduling both pickup AND drop, maybe additional condition of "[wildcard] drop" is not full" would fix the issue entirely?
>>
>>499461757
you click on it
>>
How do I use the cargo bay?
>>
>>499464605
just attach to the side of a platform hub/landing pad for extra inventory size
>>
>>499464917
Oh yeah just got it to work can you just do it infinitely?
>>
Quality modules are green science. Recyclers are go to another planet.... What am I supposed to do? Make a warehouse landfill?
>>
>>499465147
use em for things you're going to mass produce and don't mind having mixed quality for, like solar panels or something
>>
>>499465147
split off the quality ingredients and store it for special use
put the quality end products not made from quality ingredients, into a second chest
>>
>>499462695
It is set per recipe. Which makes it even stranger that you can use quality modules for liquid recipes.
>>
>>499465274
noooooo the ratio the ratio!!!
>>
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So I'm trying to make a blueprint for a bot mall using parameters. How would I set the requester chest request automatically? Normally I would just shift click it but I don't know how to do that with this new tool. I was able to get it to request a single stack of of one ingredient but not any others in 2+ item recipes.
>>
>>499466186
Can you do it with multiple requester chests?
>Ingredient of (0) #1
>>
>>499466186
You can read the ingredients an assembler is asking for
>>
>>499465147
Whatever you do, do NOT put quality modules into anything that will ever be consumed by something else. I went "oh yeah let's just put a quality module in this gear production" thinking it would give me a higher chance to produce quality machines that are crafted from the gears, turns out recipes do not use higher quality ingredients and my entire mall locked up. It's a useless mechanic without recyclers unless you really want some specific high quality items so badly that you sort out quality immediates everywhere and collect them.
>>
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>>499466418
Well that works sort of.
Would I need a combinator to request a higher amount of items? I see it asking for a single plate and 3 wires in the request now.
Compared to shift clicking it's 45x less requested items.
>>
>>499466808
lol I have no cliffs anywhere near my base not affected
>>
>>499466808
>retard don't understand that cliff = free invincible wall
>>
>>499466808
mercifully vulrectum is the easiest planet
>>
>>499466808
With the new world gen this is just user error
>>
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>products finished
It doesn't actually track finished products but rather how many cycles of production have been completed.
>>
>>499466808
Underground belt, bro.
>>
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>>499466808
>>499467554
I became one with nature
>>
>>499466808
>main bus babby
deserved
>>
>>499467534
Yes because it wouldn't make sense when things aren't cleanly quantifiable. For example recipes with percentage based results or fluids.
>>
>>499468005
what? You can't make a fraction of an item
but anyway dont call it "products finished" then
>>
How do I send a signal when a specific train enters a station?
I want my refueling stations to be able to serve double engine trains without filling the cargo of single engine trains with fuel
>>
>>499468285
You can make 0.5 unit of a fluid. You can make recipes do several products at the same time. You can make recipes with chance based recipes. You can make all of them at the same time.
>>
>>499468572
and this makes the quantities uncrackable because????
>>
>>499468572
But it still shouldn't say 1 unit produced until it has
>>
>>499464160
>>499452072
addendum it's not very good, because it's a clearly a porn model some poses suffer, and the boobs clip through the clothes on some frames
>>
>>499467143
I understood that reference
>>
is there a way to rotate the other direction when using the rail planner? extra annoying now since it's 16-way
>>
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>>499468497
A more pointed question:
How does the game determine the "unique number" (pic related)
I want it to work for any train of the type, specifically, one forward engine, two item cargo cars and one backwards engine
>>
wild card signals and train groups are so fucking nice, god damn. before, even with mods you had to constantly fiddle with signals to get anything approaching a logistic network. now you can just plop down a station and a train, select a group and off it goes to carry anything anywhere.
>>
>>499469664
I think that's legacy support for when train systems were controlled entirely through combinator magic. Ignore it, use the train schedule thing instead.
>>
>>499469429
you can hold shift to rotate any object counter-clockwise
>>
>train interrupt
holy shit this wasn't in the base game right? really cool
>>
>>499469664
I heard each train you place has a unique number assigned to it, in case you want to call out a specific train.
I haven't used the new trains yet
>>
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surely taking these circuits won't cause a shortage : ^ )
>>
>>499470287
>2 lanes of green circuits
God I love noob bases, the scrubbey is so fun to watch
>>
>>499469828
I don't think the schedules can give me the solution I want
>>
>>499468497
Don't think that's possible directly but you can read the train contents to see if you inserted fuel into a cargo wagon, upon which you would pull it out again and disable the back inserter until the train leaves. Or maybe there's some other new signal you can use but I'm pretty sure the ID has nothing to do with engine configuration
>>
>>499470695
You can always just build dedicated refueling stations for each train type and have a different refueling interrupt for each one. Those trains should be in different groups anyway.
>>
>>499471391
>dedicated refueling stations for each train type
I know this, but universal is always gooder
>>499471053
>if you inserted fuel into a cargo wagon, upon which you would pull it out again and disable the back inserter until the train leaves
not ideal but would work.

Is there anyway for the train station to send a single relating to the train group?
>>
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Man, rip my rail blueprints lmao
Completely forgot how I signalled some of the fucked up intersections.
>>
Quality is great because I fucking hate power poles and even t2 (ideally t3) basic power poles vosually occlude infinitely less of your factory than those ugly ass medium poles
substations suck as well since they’re 2x2 which annoys me
>>
>>499467845
Post factory.
>>
>>499463946
OK I figured it out. Thought platforms can only push (auto trash), didn't realize the landing pad can also pull.
>>
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How'd they get there?
>>
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>>499472267
>>
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>>499472267
It was me
>>
>>499472267
How did nogs get to Australia?
>>
>>499469664
Trains are assigned a number when you place them. This is actually needed for the A* algorithm implementation to work properly. This allows the trains the know who is inside which block.
>>
>interrupts are shared between EVERY SINGLE TRAIN regardless of group
for what
possible
purpose
>>
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i was rushing to get off the planet so I only did small science setups
but then I couldn't get off easily
it is funny how i have way better production of space science than piss black or purple (lol i don't have it)
>>
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>have to ship blue belts and lubricant to vulcanus then ship them back
>20 belts per rocket launch
EARANNDEELLL
>>
>>499472547
Nullius players are the villains of Factorio
>>
New to Factorio. Setting up oil and trying to get the right ratios for everything is a pain. Is solid fuel used for anything other that rocket fuel? idk if I should add it to my big belt or not
>>
>>499474598
>>20 belts per rocket launch
sounds fair to me, we need to wait for the space X DLC to ship more
>>
>>499474065
disregard this I suck cocks
they're just added for convenience, you can remove them
>>
>>499474598
You gotta admit, the guy knows how to design a nightmare treadmill to harvest souls.
>>
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my ore processing is set up for theoretical infinite expansion to the east and my main bus line infinite expansion to the south
>>
>>499474598
Some of those restrictions are pure tedium. There’s zero reason why you can’t produce them on nauvis if you got the speshul resource from vulcanus. Biological shit that’s on gleba, sure, but a fucking transport belt?
>>
>>499475123
You see, when a dev doesn't want you to do something but is being passive aggressive shit about it, they simply make it cost 100x more than the other options
>>
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>>499474651
Nevermind I just looked it up and it doesn't seem to.
Rate my cursed oil setup. I think the ratios are right so it doesn't back up on any one fuel/gas. Also tried to make it so I could stack the whole thing sideways somewhat easily.
>>
Guys the spaghetti caught up with me :(
>Secretly, i've been wanting this because now im doing more unique things even if its 8x slower to produce anything.
I am researching the rocket silo now, but i'm nowhere near getting it done, my base is out of copper, power and red circuits. I've invested a bit into solar but i think i'll just plonk down more steam in a bent way to appease the spaghetti.
>>
>>499474598
Those are pretty worthless compared to gleba’s stacking inserters desu
>>
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>>499435862
>>499437463
start doing this
>>
>>499474598
What is coal liquefaction for $3.50, Alex
>>
>>499475267
Nuclear soon brōther, keep to trve path
>>
>>499474651
Rocket fuels the only recipe that takes it yeh, but it's also a burnable fuel for furnaces/boilers/vehicles so it can be worthwhile to swap to it over coal when you start needing coal for other things.
>>
>>499474598
Are you retarded? Blue belts only take iron and lubricant to build. Just make them there, Vulcanus shits out iron and copper like you wouldn't believe.
>>
do the factories on the planets you aren't on stay loaded and keep working?
>>
>>499475123
its also a complete cancer that there is no way to build cargo rocket with bigger inventory or no researches to increase amount of lift done by rocket. Its just fucking botched, I want se space elevator so I can setup train space logistics once and forget about it.
>>
>>499474598
>rocket capacity: 50
How much throughtput do they have anyway? I can’t intuit whether that’s a lot
>>
>>499475615
no, everything outside of your direct vision completely stops working. this is intentional, it's meant to simulate an actual real life factory.
>>
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>stick a nuke nobelisk to a green alpha spider
>jetpack away so I can detonate it from a safe distance
>nuclear alpha hog charges in from behind me, misses me, crashes into green alpha spider
>detonates nuke ~4 feet away from my face
>our 3 corpses all ragdoll through the air in different directions at high speed
>I flop and bounce halfway across the swamp
>spider corpse probably made it up onto the cliffs overlooking the swamp
Nuke nobelisks are my favorite item in the game.
>>
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>>499475424
Anon the biters have just started to attack. Its been very very quiet the whole game, but now i also need to invest into flamethrowers. I dont know how i'm going to get them fuel to the far reaches of the wall i made.
I cant think about nuclear now, that also needs purple science.
In picrel, oil is producing pollution as is iron, copper isnt set up yet but i want to defend it before i turn it on.
>>
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Well finally nothing left to do in Nauvis where we droppin
>>
Earendel reimplemented shallow water in vanilla like he did in alien biome but you can't landfill it.
Thanks Earendel. I can't tell the difference because I'm colorblind so you just screw up my factorio plan.
>>
>>499475123
if they wanted to restrict stuff they should have made it seem cool in-universe. like a foundry that can only be placed inside a lava lake because it requires the planet's heat or something. instead they let you place it anywhere, but arbitrarily restrict the recipes. kinda dumb.
>>
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>>499476047
>but you can't landfill it
Surely that's just an oversight, right?
>>
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Almost had a noob power death spiral (due to building a ton of laser turrets and demanding 1 gw / 80mw), barely recovered from a 12m autosave.
>>
>>499476139
It is an oversight. It worked correctly in alien biome, I guess he just forgot that shallow water was scrapped before Wube made landfill work on it. That's just one more bug to add to the list of minor bugs and oversights.
>>
so is there any trick to dealing with spoilage? or do you just have to use items before they can spoil and thats final.
>>
>>499474598
I can't wait until there's a rebalance mod that defurries the game.
>>
>>499476285
GOD WHY ARE YOU USING BURNERS THEY USE 7 TIMES MORE POWER THAN YELLOW INSERTERS.
>>
>>499475969
Or you could just kill all nearby bases with first tier of combat robots and make a wall with just a few turrets to kill off any expanding bases
defense never made sense to me unless you play on deathworld and removing all biters is impractical
>>
>>499476435
you can literally read the contents of an entire belt now. just set it up so you only output exactly as much as the machines are going to consume
>>
>>499476139
I assume the color blind settings don't help you. I played IR3 with someone and he couldn't tell the difference between any of the plates.
>>
>>499476501
Serious? It's an emergency buffer for no power.
>>
>>499476435
Build a fridge, nigga
>>
>>499476501
So they keep working when the power goes out.
Though for that many, you might as well make a second power grid jump-started by burner inserters.
>>
What the fuck can I do on the space platform? How do I use anything
>>
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I dunno if this is what I should be doing but I'm doing it
>>
>>499476546
> you can literally read the contents of an entire belt now
sheeeeittt
Spaghetti as the new meta pre robots?
>>
>>499476752
I think you need to put (some or all?) stuff on your hotbar before you can use it in space.
>>
is it feasible to move plate production to vulcanus and just ship plates to wherever you need
>>
>>499476971
no
>>
>>499476285
I'm not sure burning a quarter of your coal on the backup system is the best emergency plan, but it'll definitely do a thing.
>>
So what’s The Way to power your shit on nauvis pre-nuclear? Spam solar fields? Spam boilers? Or rush nuclear before beacons?
>>
>>499475436
See, I see people doing this but I'm never at a point where I need my coal for other shit more than I need oil
>>
>>499476830
that's unintuitive that I can't just click from the base inv weird
>>
>>499477142
It's probably a bug.
>>
>>499477120
efficiency module beacons
>>
The smelting graph says I need more iron
>>
>>499477000
thats lame. kinda figured the whole point of a planet that lets you get infinite ores from lava would be to feed retarded 6/7 digit SPM bases that are possible with quality now but i guess not
>>
Bit embarrassing to admit it but I need a couple more inches down there. Yeah. Yeah, I’m talking about the hotbar. Is it possible to lengthen it?
No I don’t want to make it thicker (3 high is too high), I’m after extra length.
>>
>Have more uranium deposits than iron deposits
wtf is this shit
>>
>>499477120
Rush nuclear.
Rush kovarex, even.
You want the uranium for science and stuff.
>>499455886
>Each rocket can only hold 20 Calcite
The fuck?
It's one of the main exports.
I can get needing a lot of rockets for things you're meant to make locally.
Balancing, forcing you to make entire self-sufficient factories on each surface.
But you can't get calcite elsewhere, and it's supposed to be a major boost to metal production.
>>
>>499477124
Generally for me it's a case of
>my starter coal is running low and I need it for plastic
>i already have oil coming on trains and can't be bothered to go claim another coal patch
>swap in solid fuel for coal and dedicate coal to plastic
and that keeps me going until nuclear, or at least until I get off my ass and set up more coal mining
>>
>>499477193
>efficiency beacon lowers everything nearby saving you 500k energy
>beacon itself uses 480kw
That’s still 8 solar panels or half a steam engine
>>
>>499476971
but that would make vulcanus useful
>>
>>499475686
60/sec x 60 sec = 3600/min
>>
>>499477489
I typically start slapping down solar blocks before then so that might be why. I prefer to solar it up after robots rather than stretching out boilers

>>499477472
>Each rocket can only hold 20 Calcite
So that was a lie someone told me and it was before the game launched so I couldn't call them out on it. Rockets can hold 500 Calcite
>>
After spending so much time in K2 I just don't think I can bring myself to play space age. Remembering all the fucking vanilla science recipes, no loaders, none of those ultra-fast inserters, nothing beyond blue belts, no advanced crafters, furnaces or anything. All the rail books are fucked. I'll just wait for K2 to get updated and go from there.
>>
>>499477364
It's not about the length it's about the motion of the bar (switching between them).
>>
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>>499475779
>>
>>499477668
Do people get some kind of rush out of telling lies?
>>499477729
You could just add loader mods.
There's green belts on Vulcanus.
>>
>>499477472
The balance in spage in general seems to be that if you can’t make it on-site it better have really high rocket throughtout or you’re fucked. I’m not really sure what it is supposed to accomplish - why even add planetary logistics when it’s such a fucking pain to transport anything? It would make sense if you were meant to make a few high ticket items on planet then ship them back to nauvis, but you get locked out of that due to arbitrary planet locked recipes.
I just don’t see the point. It’s like you’re SUPPOSED to make planetary logistics a thing, but.. you can’t.
>>
>>499477729
Space age has like... all that stuff you're complaining about it not having

Save for loaders, I guess
>>
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cool
>>
>>499474598
anon's been real quite after this retarded post KEK
>>
>>499476679
>>499476689
This setup is using almost 8mw worth of coal. If he had used yellow inserters he would have used 1mw and only 33.6kw of passive drain, a single one of those burner inserter takes 3 times that to run. Burners are also significantly slower and will use power for even longer.
Why would you ever do this to yourself? A buffer won't even help you in that case because the problem would come from the supply chain, find a new source of power like solid fuel.
>>
>>499477846
It just sounds like you just need a lot of rocket production to get anything at scale.
>>
>>499477838
>add loader mods

The only loader mod I've seen is AAI and their stuff looks like shit. Also no K2 Warehouses, which AAI also has and also looks like shit.

>green belts

Purple or bust


>>499477850
I doubt it has all the T3 Miners, Furnaces, Assembly machines and basically everything K2 did better.
>>
>>499478030
That's what quality is for.
XD
>>
>>499477935
Wish I was you. My starting iron patch was so small I need to look for Iron AND oil now that I have trains

>>499478030
You mean the shit it gives you 10 minutes before the mod ends?
>>
it's a good idea to place one gorillion accumulators if I want to use laser turrets, right?
>>
>>499478070
I'm disabling that shit, assuming I even play. I have bad enough RNG is everything else I do I don't need it here. I'll probably just stick to Rimworld until K2 gets updated and play that. Vanilla was bad enough to play through I'm not doing that shit again with quadruple the need for fucking everything on 30 planets.
>>
>>499478030
>t3 miners
vulcanus fives you a yuge 5x5 one with 13 range
>furnaces
gacha gambling or recycling for good beacons/furnaces
>>
>>499478167
Laser turrets have a lot of passive drain, you need tons of power production.
You should get nuclear power first.
>>
I'm having a hard time playing space age because I'm forced to go through the early game for the 20th time. I'm sick of the pre-bot era, building furnace stack manually is boring, not being able to make a proper mall because I can't fit enough miners on my patch is not fun.
>>
why can you place quality modules on fluid-only recipes
it doesn't do anything
>>
>>499478225
>vulcanus

Can't wait to play 90 fucking hours before you can even get there.
>>
>>499478303
you only need blue science
and 1/10th the normal rocket ingredients per rocket
>>
>>499478167
i think steam batteries got nerfed so yeah
>>499478303
nigga you can get there in like 8, or even quicker if you’re a speedrunning tranny
>>
>>499478247
>started space age
>looked at all the blank/empty stuff
>alt f4 out of the game
>>
>>499478303
Admittedly its been a while since I played K2 but don't you only get the final tier of buildings right at the end of that too?
>>
>>499478441
I mean it still takes awhile to "finish" since you need so much fucking power forit, you basically have to build an entirely new base just to support it....or maybe I'm retarded.
>>
Sup fags,
How annoying is going between planets?
All I really want from vulcanus is thr big miner and all I really want from gleba is stacking belts. Is it sensible to beeline for those two real quick (like 1hr on other planet) then build up my shit on nauvis properly with new toys?
>>
>>499478370
Did they change the requirements for rockets then, that shit used to take a ton of materials
>>
Oh the space platform is a whole annoying minigame by itself I thought I just got to go but nope
>>
>>499478641
1/10th the cost in Space Age
>>
>>499478670
Wait for modders to fix it
>>
>>499469912
yes but the rail planner is also shift, so how do I rotate clockwise?
>>
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>>499477986
Okay point is made.

Hope to get to nuclear soon.
>>
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> mining
> mining in space age :0
>>
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Rocket silo time
>>
>>499478303
>90 hours
Bro this isn't Space Exploration this is Space Age

>>499478363
Even if he still needed Production and Utility that wouldn't even account for half of that time
>>
>>499479382
>Even if he still needed Production and Utility that wouldn't even account for half of that time
*looks nervously*
>>
Fuuuck i want to travel to fulgora but bugs will eat my Nauvis base, what do I do?
>>
>>499479720
build a wall

new cliff gen is pretty good for defenses, lots of long cliffs to save time/resources
>>
>>499479720
I suggest you don't let them do that and you should build an automated rail network system to supply some choke points with replacement parts, ammo, and light oil

It's so much easier to do this now you have no excuse
>>
>>499478551
vulcanus is doable if you come prepared but gleba is going to filter you for far longer than an hour
>>
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>You can drag blueprints into logistics network slots to automatically add their parts to a new network setting
>You can multiply the values in a non-destructive manner
>>
>>499479180
You automated the first silo?
Why?
>>
>>499479969
That's a lot of walls id have to do. There are barely any choke points. I hope new train system can replace cybersyn
>>
>>499480230
Habit I guess because I usually go for megabase, also seemed like it would take a bunch of inventory space.
>>
>if you build a 200-meter tall tower and use the photo mode zoom to look down on your factory it almost resembles Factorio
>>
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my do people suggest a bus so much
this shit sucks ass
>>
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>waiting for source items
but why
>>
>>499481172
I'm never doing a bus again now that trains are modular by default
>>
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>>499481203
figured it out
filter/item slot mismatch
don't know how it got like that
>>
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>>499478829
is this balanced lol
24 smelters on 30 miners red belts
>>
>>499455732
1-40
>>
Let's play some Stationeers.
>Open inventory
Oh. Yeah, I remember now.
>Close the game
>>
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Is this enough to get this thing to launch or do I need more?
>>
Oh and can I manage space stations from ground?
>>
>>499481172
why are you building away from your iron and copper? those are the things that get used the most so you want them closer to the machines
to answer you question it's for organization. All of your base material is going in the same direction so you don't have to worry about overproducing in one part of your base and under producing in another. I do think people oversell it a bit too much and doing something big like that is overkill for early game.
>>
Boilers consume 6/s? Is something wrong with my game. Patch notes don't mention it, only that you get 10 steam from 1 water now, and all the info online says it should be 20 boilers and 40 engines per pump.
One pump can supply 200 boilers and 400 steam engines? Not 20 and 40?
>>
>>499431884
>Radar signals
Is this new in 2.0? And does it distinguish between green/red wire so you can use the extra channel for something like byproduct prioritization?
>>
>>499482071
60/10 = 6
steam consumption/energy density has not changed
>>
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thruster design is actually full se minus thrusters on the sides
>>
>>499476765
the kind of sovl you can only get once while figuring out the game (or DLC) for the first time.
>>
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furnaces on the space platform are too slow man, can't keep up with the ammo production.
>>
I don't get it. How is this related to being able to put 200 boilers and 400 engines on 1 pump?
Is this intended behavior, or will they fix it later? Why?
>>
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the new cliff explosives are neat
>>
>>499482212
>>499483213
>>
>Add features that allow you to push upwards of 7 digit SPM
>Add planet that allows you to extract infinite iron/copper from lava
>Make it unfeasible to ship plates from this planet to feed said gigabases
Why are they like this?
>>
>>499481761
you drop nakes on new planet and cannot drop supplies cos you have no planetary hub built (and no rocket silo either). before you get to the hub you are just building from zero with burner things and other shit.
>>
>>499483213
a pump can move a lot of water and water doesn't boil that fast.
>>
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I am create spagette
>>
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>>499483358
oh..
>>
>>499483358
So much for putting bots and roboports in there
>>499483543
Lol
>>
>>499483358
>you MUST start from SCRATCH
why are they like this
how expensive is a planetary hub
>>
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>>499483543
>>499483645
Nah I actually lied you can drop shit in shuttles
but furry made it so that for some retarded reason you cannot lift space launch pad into space so you have to build that on site to get back
>>
>>499483358
Can I manage the stations from ground or do I have to launch myself to use it? Don't quite get this yet but I'm working on it
>>
>>499483808
why are you a liar
>>
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I can almost spes
>>
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i automated mili science! :D
>>
>>499440382
In vanilla* factorio
K2 uses heavy water
>>
can someone tell me why both raiguard and earendel thought for some godforsaken reason that his buildings should be 2x2 and 6x6 in a game where 3x3 and 1x1 is the standard? my setup is now off off by one and it's really annoying, someone else must have been angry at this in a game for autists
>>
>>499483818
space platforms? from everywhere
different planets? only with bots (and radars)
>>
>>499484259
how can I manage the space platform from everywhere?
>>
>>499484156
holy shidd :DDD
>>
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>>499484335
press m
>>
>>499483324
I'm doing it right now, seems like a skill issue
>>
>>499483324
rocket part productivity research might make this more feasible in ultra lategame.
>>
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WHERE THE FUCK ARE THE OIL FIELDS IN FULGORA
>>
>>499484771
heavy oil oceans
>>
>almost 30 hours of playtime and still haven't left the starting planet
I don't want my base to fall apart while i'm gone...
>>
>>499484798
It says you can't build pumpjacks in deep oil oceans
>>
>>499484882
offshore pump?
>>
>>499484845
you can drive tank remotely for defence but it is limited by the radar coverage
>>
>>499424324
you don't need pumps over long distances with the new fluid system anon
all pipes in one contiguous section share a single inventory and liquid travels across it instantly
>>
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>>499484912
I see
>>
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>>499481540
solved game
>>
>>499485029
There's a limit on how far a fluid can travel without pumps.
>>
how does quality work exactly? if a machine reads "+5% quality" does that mean a 5% chance to jump to the next rarity level?
>>
>>499485364
I've seen a lot of things posted in this thread that could be explained by people charmingly not knowing what they're doing, but this is so retarded it hurts.
>>
>>499485029
nah theres dropoff over very long distances but it can be fixed by pumps on both ends easily
>>
>>499485003
Wait you can? That's neat
>>
How do dragon's teeth perform in 2.0?
Are some designs broken?
Are there new designs?
>>
Did tanks always have equipment grids?
>>
>>499486014
Not in vanilla 1.1.
Some mods added that before.
>>
I love the new biter corpses piling up against the walls.
>>
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>>499485029
you literally can't
>>
>>499485918
how is 90%+ utilization of the entire mine "so retarded it hurts" you absolute nigger
>>
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this is cringe
>>
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One sleep until I finally play SA.
>>
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>>499486643
too busy?
>>
>>499480142
i recognize those giant perfect milkers
>>
Why do i need so many steel plates and before electric furnaces too. Fuck coal
>>
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>>499480142
>>499486875
forgot pic
>>499485364
for the love of god anon use trains
>>499486601
looks based to me
>>
>>499485364
Your solution is shit. You can fit more miners by putting power poles in the middle of the belt and use undergrounds.
You can saturate more belts with beltweaving
You solved nothing, bitchboy
>>
>>499487053
your way sounds ugly as fuck just like you
>>
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I have no idea what I'm doing
>>
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>>499487027
i only have 39 because one side got completely backed up and the centrifuges stopped working because up stream I'm only grabbing from one side of the belt
i thought it wouldn't matter because I would get 40 anyways before it backed up
thankfully there was 1 more stuck in one of the outputs
>>
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I might be retarded but shouldn't the yellow inserters be grabbing both sides of that belt?
>>
can I automatically send space science i generate down?
>>
>>499487718
Wait don't answer I AM retarded.
>>
>>499487718
is it full? the inserter on the right is the wrong way around no?
>>
>>499487770
okay I won't answer
>>
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>>499487053
>You can saturate more belts with beltweaving
Not exceeding max throughput of the belts is more important than saturation (downtime of miners), as long as you compress the belts before processing (downtime of furnaces)
>>499487523
It's called soul, anon
>>499487649
I always set up at least 2 steel chest per centrifuge, with a klaxon warning when they get near full
>>
>>499487803
Double yes...
>>
Please stop saying the R word.
>>
>>499487053
>beltweaving
disgusting
>>
>>499487726
Yes. The cargo landing pad can make requests.
>>
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I have some idea of what I'm doing, I think. I got excited about launching the rocket and just cludged together some automation of processing units, low density structures, and rocket fuel, and hand fed several rocket launches, so the rest of the nauvis factory needs some bulking up before I go to another planet.
>>
>>499488160
how does that furnace work in space
I know it's electric but the animations always gave me the idea there's still fire inside
>>
>>499488160
You want to make sure your factory can defend and repair itself without you.
Probably set up a tank to be remote-driven too.
>>
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You will accept unlimited fast belts using excess space iron, and you will be happy
>>
>>499488226
induction furnace
>>
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>>499461953
whats wrong with going to the qualitykino planet first
>>
>>499488226
I always got the sense that it was heated with an electric coil. It clearly doesn't use any fuel, even on the ground, so there not being any atmosphere to help oxidize fuel shouldn't be a problem.

>>499488237
Yeah I'm no stranger to the concept. Space exploration, desert death world marathon, etc. have taught me how to do it. I'm just excited for all the expansion stuff, so I haven't been as diligent with everything else so far.
>>
>>499459579
HOLY BOOBA
>>
>modules can have quality
>quality quality module
>>
>>499482174
yes, yes
>>
>>499488693
yes
>>
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only god knows if these circuit connections went to the right places when I pasted it between them
>>
we are reaching that point in the server where people join and stare at the spaghetti in awe and confusion for 3 hours before logging out
>>
>>499488736
Quality [items that have equipment grid] were the biggest winner.
The second biggest winner were basic power poles.
>>
>>499469915
it is actually part of the base game 2.0 patch even if you do not buy the dlc
>>
>>499488160
wtf lmao
also I just realised that you can actually bring space platform over vulcanus to make water, put it into barrels and drop planetside
>>
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Currently setting the collision and selection box to the warehouse by copying the one from the steel tank (3x3)
>collision_box = { { -1.25, -1.25 }, { 1.25, 1.25 } },
>selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },

This should work but for some reason, on game load they remain 2x2s
I thought it'd be a graphical glitch but no, they're still 2x2s

Anyone have any idea why this is happening?
Why can't it be something as simple as tile_width3 and tile_height 3 goddamn, AAI's containers do that
>>
>>499488301
>you can't make a torus because autism
>but this is ok
>>
>need to redo my minefields because apparently spitters can see them and just start spitting at them
???
wiki said this wasn't the case
I don't think it's newly placed ones from robots, looking over in the radar view I didn't see any robots placing them down as they got repeatedly destroyed by spitters
>>
I fucking hate biters sneaking on me and building between radar spaces and game pushing me to build periemeter walls or waste time hunting for their expansion bases
Is there a mod to buff radar coverage tenfold or something?
>>
>>499488808
what am i going to do to get rid of wood then?
have to clear a path through dense forests between and in the ore patches
>>
>>499489048
report a bug if you can replicate this, been a few of them going around. like inserters moving without electricity, they fixed that one quickly though.
>>
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>>499487825
Yeah, well it feels a little silly, it was not hard to figure out this mini game.
>>
>>499489112
Legendary radar
>>
>>499489178
this is in 1.1
>>
>>499486875
I don't.
>>
>>499489112
press F5
>>
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>>499481290
what's a modular train?
>>
>>499489346
if you put prod modules in trains now they move a little slower but spawn more trains occassionally.
>>
I forgot how much I don't like pre bot factorio
>>
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>travel to fulgora with a platform that barely survives
>deconstruct it and send all the material down to fulgora
the asteroids can have the starter pack, i will not be playing their game
>>
>>499489493
surely one of the 2.0 updated mods can fix that
>>
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>>499489186
i think you can do a lot better using the cargo hub
ignore the fact that I haven't looked at this platform in forever and it deadlocked
>>
>>499489570
I must experience Space Age as it was meant to be played
Wube demands it
>>
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>>499488972
You may not like it, but this is what peak performance looks like
>>
>>499489430
Great advice, I put 8 legendary productivity modules in 1 train and it spawned so many trains the whole network is deadlocked.
>>
>>499489193
hahahahahah thanks furry
>>499489301
f5 brings grid overlay, also if you are refering to seeing biter nests on polution graph its still cancer because you have to go and look for them (hunting), thats what I dont want to do I want to see them on a fucking map go to them and kill them instead of driving around
also major wastedopportuinity is absense of being able to scan from space or mount any knod of orbital weaponry in space to blast biters on the planet
>>
>>499483358
actual skill issue, literally just drop the hub on the planet surface from the platform and place it yourself. you brought a planetary hub with you, right? and the parts for a rocket silo?
anyone complaining about being nakey jakey on a new planet are having a massive skill issue moment that they literally could not bother preparing ahead for colonization
>>
>>499483324
>Make it unfeasible to ship plates from this planet to feed said gigabases
why not build gigabases on lavaland then?
>>
>>499489834
f5 has a setting to show expansion weight, it draws bright red circles around biter nests.
>>
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>>499489626
>not using quality collectors with 3 arms
i actually deleted a bunch of platforms to make it "lighter" when I tried to travel and then my thrusters broke halfway there
apparently if you have an undergroud pipe and then delete some of the sections inbetween it looks like it is working but actually isn't
can you do this on other planets orbit though? seems like it would cheese the fuck out of gleba
i certainly don't have a use for more iron on nauvis
>>
>>499489626
why have so many arms on the bottom? don't most asteroids show up from above?
>>
>recently set up Linux instance
>decide I'm going to keep 1.1 on Windows and 2.0 on Linux
>Factorio Achievement Enabler for Windows is updated, but the Linux version is not
nyoo
wait
if you disable mods and load the save without them, does that work
or does the save have to never have had mods on it
>>
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>>499489186
I just did this. Might improve it with beacons maybe if you can place them. I need more solar
>>
>>499490389
what?https://github.com/UnlegitSenpaii/FAE_Linux/releases
>>
>>499489971
DSP has taught me that I'm sick of looking at lavaland.
>>
>he doesn't have legendary planetary hub
>>
>>499490389
looked it up
>Yeah sorry this is wrong. You can totally make a mod that spawns everything you need for every achievement. Then save and turn off the mod and load the save to get all achievements in less than 5 minutes and they are counted in steam as well.
yaaaay
>>499490590
>Testing Envoriment:
>Factorio Version: 1.1.109
>>
>>499490471
That looks like a good solution. As long as it doesn't fill up the platform hub.
>>
Is there a mod to make cargo hub/planetary hub extensions share inventory?
>>
>>499490471
how does this work
i don't see any circuit connections
but you have a random power pole
half of your filters are bizarre, like an inserter pointing at a crusher set to crush ice doesn't need ice on its filter
>>
>>499486693
I am in this pic and i like it.
>>
>>499489982
I haven't left nauvis yet, but from factoriopedia it looks like the composition should be mostly identical. Though you can only pull the stunt I'm pulling here on nauvis. I'll probably retrofit some turrets and see how that does on the other planets.
>>499490359
Seems pretty uniform, from my observations.
>>
>>499491014
rando power pole is just so I can easily click it to check power. Beats me the filter isn't doing anything wrong either
>>
>>499487523
Whats with the yellow wire around the belt? If thats logistics, what are you reading/doing with it?
>>
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It works but I hate this
I hate this but it works
I should make my own mod to add 3x3s and 5x5s
why would you add an even number warehouse, you can't even preetnd it's to fit within a chunk because 32 isn't divisible by 6
>>
>>499490932
I'm dumping stuff on the bottom right. Probably going to have to upgrade those and maybe add more dumps
>>
Oh no.mp4

https://files.catbox.moe/450v3q.mp4
>>
Since Vulcanus has coal and unlimited iron and copper, does that mean that you can make all the nauvis sciences there?
>>
>>499491457
>going to shitter shatterer without railguns

I mean, that's one way to do it.
>>
>>499491331
Wtf? its just a wall of asteroids at some point?
>>
>>499477364
Suggest it to the devs.
>>
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>>499489209
Nyannyan from Did You Know That a Playboy Can Change His Job to a Sage?
it's dog shit but it has petite girls with huge tits
>>
why do so many anons in this general have the reading comprehemsion and the eyesight of a termite? it's driving me fucking nuts
>>
Since when do rails have 16 directions instead of 8? What did i miss
>>
i put prods in my science assemblers
my labs never got filled with them because they don't have roboport coverage
>>
damn, they really nerfed the damage boost to magazines and gun turrets from the infinite research by a lot, huh?

>>499492153
>What did i miss
The FFFs
>>
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Why didn't they just put FFFs into the game
>>
>>499491331
>why would you add an even number warehouse
parity with train wagon
>>
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>>499426182
But hold on, there seems to be more to it. As I was testing further ideas some setups turned out to not work at all even though they should've had by all means. Eventually even the ones that worked before stopped working as well. I didn't have enough time to look into it further, but now I have several theories for why this is happening:
1. It somehow depends on how long it's been running and it needs to be reset after a while in some way
2. There are more than one algorithm for head lift calculation used for different pipe network configurations and not all of them have this glitch, so you need to figure out the specific conditions that trigger it
3. This looks the most plausible to me right now - pipe elevation or some other value that's used for dynamic head lift calculation later is somehow baked into each pipe segment during the build and doesn't normally change until specific conditions are met. And the glitch could be not in the junction itself but in the algo that calculates those values, but it only affects the junction because there are two different ways a pipe can connect to the junction: if you slap one on an existing pipe it just splits in two but the ends stay together in the middle as you can see from the outline in the dismantle mode, but if you connect a pipe to an existing junction it starts at the flange, offset from the center of the junction. Overall that would mean that to trigger the glitch you may need to maintain a specific build order that also may or may not reset on restarting the game or after some other actions, and it'd be quite troublesome because it would take some care to both use it and avoid it if you want to, but on the other hand it also can possibly allow for some interesting shenanigans like baking the wrong elevation values into pipe segments and have them pump liquids all by themselves for no visible reason at all.
>>
>>499492292
old megabases started at like 2k spm
you get 10x that without even trying in spess age
>>
>>499493037
>comment too long
tl;dr it's not that simple and more testing is needed, and unfortunately the more I look at it the more this whole thing looks like an actual bug that will have to be fixed because it introduces too much poorly predictable behavior. But maybe this will finally force CS to give us an actual overflow valve or liquid sink because too many factories depend on it and people will riot if it all stops working.
>>
>>499493163
>this will finally force CS
lmao no
they don't even play their own game, why the fuck would they care about your hyperspecific autism
>>
>>499493432
A man can dream
>>
>fuggota: quality and big boost to circuit production
>vulcanus: big mines (convenient but who cares desu) and infinite copper/iron which.. also largely go into circuit production
i don't get the point of vulcanus
>>
>>499489117
Shit ton of grenades.
>>
>>499489117
Arson time
after that bug genocide because giga pollution
>>
https://litter.catbox.moe/9439ez.png
ONIfriends I know you're busy with the new Factorio or whatever but can someone give me a hand? I had an oxygen mask checkpoint into an atmo suit checkpoint (top and bottom) but I noticed the dupes wouldn't take off their masks and just walk past the atmo checkpoints and burn themselves. I tried building another o2 mask checkpoint where they would store their masks but now for some reason they just get stuck at the yellow section of the base. They won't go past the middle o2 checkpoint even if there's masks and will suffocate to death. Why? Toggling clearance and vacancy does nothing they still won't go past it and will suffocate in the yellow circle..
>>
>>499493432
>hyperspecific
This might actually be affecting a lot of players and so worth fixing, it's just not that easy to spot on top of all the other random bullshit that goes on in the game. Also doesn't help that it has a player base that had a hard time figuring out the load dependent fuel consumption rate by generators to the point it had to be dumbed down, so pipes might as well just be magic to them.
>>
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>>499474628
>>499472547
soon
>>
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>>499494870
I already finished my save so I doubt i'll go back to it any time soon.
>>
I'm trying to do space rush and keeping your hands clean at the same time, I wanted to go fulgora first but I guess I'm forced to go vulcanus first since that's where the artillery is... And I have next to no oil or iron near spawn on nauvis
>>
Is space age is there a way to tell bots to get RID of modules without tearing down the building?
>>
>>499495661
To clarify I don't mean manually clearing slots.
>>
>>499477986
is it possible to use a power switch to zero passive drain? switch condition to detect if anything is on the belts.
>>
>>499495741
Someone needs to make a 'null module' that is cheap and does nothing but can replace real modules so that the bots auto return them.
>>
>>499495860
https://mods.factorio.com/mod/ModuleInserter?from=search
It removes them too.
>>
>>499496009
>Incompatible
>>
>>499496069
fug, I assumed they would be filtered out.
https://mods.factorio.com/mod/ModuleInserterSimplified?from=search
try this one maybe?
>>
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>>499496308
Works great. Thanks anon.
>>
>>499495661
uprdade planner upgrade to empty slot
>>
>damn I can't wait to get to the new planets
>2 days later: I finally researched beacons and have 20 personal construction bots
>>
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maybe beaconing my silo when I haven't solved my power issue isn't the smartest thing to do
but fuck if i'm not doing it
>>
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>damn i can't wait to get to the new planets
>friend wants to play too
>pic related
Aieeeeeeee I could be loading up the space platform to get off this rock right now, but he wants to (incorrectly btw) set up trains
>>
>>499497000
Just have 2 clients open, while they're licking windows you can go to space.
>>
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>ok I'll do a shitty starter base
>ok I'll use the shitty starter base until chem
>ok I'll use the shitty starter base until I get a stockpile of modules
>ok I'll use the shitty starter base until robots
>ok I'll use the shitty starter base until I get nuclear power going
>ok I'll use the shitty starter base until I can build the proper base with beacon rows
>ok I'll use the shitty starter until space science, tier 2 modules stronk
>>
>>499497123
I'm in this post and I hate it
>>
>>499497091
I think i will end up doing this.
>complains about me progressing too fast
>refuses to automate even a single thing even if I explicity delegate it
Anyone else with this feel? We are having fun but my brother in christ wtf have you been doing while I set up the entire main bus, science, mall, and oil processing.
>>
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>>499497123
I just use some yellow belt starter base to produce enough stuff for me to build proper mid tier base with train logistics and proper defenses. (also researching all red&green tech. along the way)

Cons of this: It takes more time but its for me more satisfying to have "building material" to have more proper design.
>>
>>499497123
>abandoning a base
Either you future proof from the start, or you double down and go full retard. Anything else is a dishonourable action and those who do that should be vilified.
>>
>>499497123
it is a starter base until you have legendary beacons and modules everywhere
>>
>>499497406
>We are having fun
then stop being a bitchbaby, jeez
the content isn't going anywhere you retarded nilaus clone
>>
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>>499497549
Let me complain that I can't fly the spaceship I built on 4channel dot org.
>>
about mod copyright/license stuff
the solution is to threaten a BAN
obviously TOS can't override copyright
but the dev holds their account and usually the upload access to the main mod portal (ingame and Wube site for Factorio, Steam Workshop for many games...)
the solution is to preemptively and explicitly threaten DING DONG BANNU if any mod is uploaded which withholds the right to reupload, reupload modifications of, or create content using, an uploaded mod
this would have put a few modmakers I know from other games in their place...
>>
>silo is set to automatically launch with requests
>rocket gets filled and goes up
>few seconds later it drops it back down to the cargo landing pad
???????????????
>>
I think wube should remove mods altogether
>>
>>499497797
no what the fuck
>>
>>499497796
use more lubricant
>>
>>499497484
>>499497123

Confession: i have never used blue belts. I have never built a nuclear reactor. I have never used beacons. I just yellow belt to rocket, and a few times I've built a 100spm train base that needs red belts sometimes. With the number of hours I've sunk into this game, I really should have built a real endgame base by now. I'm a fraud.

this time for sure though right guys?
>>
>>499497942
>I just yellow belt to rocket
I sometimes use red belts when I'm using single lanes
not always tho
>>
>>499497942
this but I've used reactors
>>
>>499497942
Its called progression. Don't jump into deep water if you don't have foundations set properly. For me "space" is still a looooooooooooooooong way ahead. I need to construct a proper base which can produce stable output of needed materials.
>>
I just like to kill bugs and make trains :)
>>
>>499498264
Based train king
I sometimes just watch my main station process various trains and do nothing else
>>
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>>499497406
i felt this with my satisfactory 1.0 playthrough but the other two just... didnt play.
they both convinced me to go through a headache to figure out SF's shitty server software (which would close itself any time i left the game, this was a known bug) and then both played for a total of about 12 hours, the most i got out of them was
>concrete refinement
>initial rotor/reinforced plates
>initial modular frames
after that i automated just about everything else pre-oil. from the first iron products to steel beams, to MAM automation.
my personal limit was that i wouldnt progress mainline automation by more than one factory between their appearances.
did as much MAM research as i could from dropped resources, found a rather hefty amount of collectables and got the currently available alt recipes, covered the map in radars, got all the geothermal vents + a map wide power grid, got enough sam nodes funneling into the sink to buy all the building parts
eventually i gave up when neither joined for a week and just went solo.
at which point i progressed rather quickly...
then another few days later and i realized all my stalling just made the game feel 'meh' at best.
i complained about it here before but im still mad.
every time im convinced to play/host a multiplayer game focused on progression within a group i regret it.
>>
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wots there
>>
>>499497796
it hit the underside of the platform and bounced off
>>
>>499494350
well not that anyone cares but I found out dupes will not take masks if they're not 100% full of oxygen so I guess I'm just going to have to get completely rid of them in favor of the atmo suits and place these higher up my base
>>
>>499498667
Easier to mitigate that in factorio I feel, you can throw your slowbros blueprints and tell them to do something. Maybe, in time, they'll get the neurons firing and can reach from 'I'm out of x' to 'I need more y brought to base' or something.
>>
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>>499466808
I feel you
>>
Is there a mod that will let me flip the inputs on refineries/chem plants?
Why is this not a feature? I'm no Factorio junkie, I've probably played the game on and off 5-10 times throughout the years in large chunks but I never launched a rocket, but why is it still like this? It makes no fucking sense.
>>
>>499497123
for me the shitty starter base is exclusively used for pumping out red/green science and supporting a perimeter wall, after that i force myself to make a proper base to produce intermediates and buildings while green science is completed.
>>
>>499499138
anon...
>>
>>499499130
>busbaby encounters an immovable object
>>
so how many boilers and engines per pump? Is it 1/20/40 still or like 1/200/400
>>
>>499499353
1200/6=200
>>
>>499495751
You could but there isn't a real reason to do that. The drain is absolutely tiny. 400 watts, not kilowatts, just watts. In comparison, a piece of coal gives 4mj. A single piece of coal can feed an idle inserter for 10000 seconds. That's almost 3 hours. With 84 inserters that's only 1 piece of coal every 2 minutes but since yellow inserters are significantly faster, they don't drain as much active power than burners which consume more and are also slower. You could let the 84 yellow inserters idle the whole day and you would only need 726 pieces of coal to feed them. That's roughly what those burner would eat in 6 minutes of active use or 7 minutes if we take into account that the yellow inserters would need to be active for about as long as the burner inserters.
That is to say, burner inserters consume so much power that using yellow inserters and letting them idle for literally 24 hours is still significantly better than them.
>>
>>499499457
wtf
>>
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i clicked to manually go to gleba
it got to gleba and immediately went back to nauvis because of the schedule
the round trip completely drained 4 tanks of both fuels
>>
>>499499726
maybe most of it gets reused (and this is abstracted out since it could be done in a space smaller than a full tile?)
or just each unit is a lot
>>
I should copy the liquid power plant from K2, over to 2.0 using other mods as a guide, and tweak the stats
...but that's work
>>
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it seems like it automatically gave me a cargo pad when i landed but the one I brought with me is gone?
the locals don't like me very much
my lasers do fucking nothing to them but kill egg sacks that just spawn more enemies
>>
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any blueprints books out? I just did some blue science and I'm already burned out
>>
>frognigger does anything
>"bwahhh this is too hard"
yeah that was obvious when you taped a generic template image onto your post.
anyways its obvious you dont want to play the game, i suggest you stop playing it (and preferably leave the thread)
>>
>>499500967
>anon doesn't even want to play the game
balancers, circuits, junctions, etc. are fine IMO
but just grabbing someone's blueprints for your whole base?
what's even the point?
maybe you'd like Cookie Clicker
>>
>>499500967
nilaus released his bp book a week before release
>>
>>499500835
shotguns work fairly well against the big stompies
>>
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This is the minimum radius of roundabouts now

Does anyone else feel a little uneasy just looking at it?
>>
>>499500967
>frognigger spent a week basedposing over a 70 dollar update
>hates the game this much
please be real
>>
>>499501886
Fortunately inertia doesn't exist in the Factorio universe
>>
>>499499304
come again?
>>
>>499501886
Perfect place to build an ammo factory
>>
>>499500009
>>499500835
It's the game telling you to avoid Gleba
>>
>>499501551
i only brought uranium ammo
fucking 25 ammo a rocket
>>
What's the max speed for trains and how can I make them go further beyond
>>
>>499501886
doublehead chads eating good
>>
>>499502661
by feeding them legendary fuel
>>
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Train Length for my soulless cityblock megabase

0, 1, 2, 3: 1-1
4, 5, 6, 7: 1-2
8, 9: 1-4
dubs: 2-8
>>
>>499502951
>1-1
Speeeeeeeeeeeed
Remember to use legendary nuclear fuel
>>
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>>499502661
>>499502936
>>
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>>499502951
>1 to 1 trains
how bad of an idea is that?

>>499503052
>Quality
nyet
>>
>>499502936
>>499503052
Oh nice
>>
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>>
>just saw my friend fuck up gleba eggs without any turrets
funniest shit i've ever witnessed
>>
>brought a ton of stuff to gleba
>did not bring any green circuits or copper
>can't build a tower until i figure out copper
>>
I am become elv
mine is the way of the wood
mine is the slowest fucking progress imaginable
I am one with the biters
(I found out I can just place down a purifier, a power pole and 4 wind turbines and then remove it after a few seconds and it will still take the secondary pollution away while not consuming the filter)

time to connect the oil field with an armored train because these fuckers keep attacking the fucking rails even with no pollution, you can see a party of laser and suicide already up in the northwest trying to tear down my walls
now that I have finally researched reinforced plating I can put some actual walls instead of this shitty barricade of wood that blows up by the hundreds, and then repair it with roboports
>>
>>499498041
Well red belt is huge upgrade and lines up nicely with steel furnaces as they double the output without having to build anything, just by replacing
>>
>>499503072
>nyet
quality flacit virgin lel
>>
Can new train system replace cybersyn?
>>
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12 hours into the expansion, just launched my spess platform
>>
>>499501225
thanks anon will have a look
>>499501213
It's just so tiresome, I started doing my own thing and then at some point I realise everything gets fucked if you don't respect the ratios so you have to go to factoriolab and build what the calculator tells you. might as well use blueprints at this point to avoid the tedium.
>>499502010
of course I'm real, not decided yet on using blueprints or not, was just tired from my 10km run in the sun.
>>
>>499506058
Where are all the biters
>>
>>499506243
dead
you can see a nest up near the corner
>>
>>499506243
what >>499506310 said, I squashed 'em all when I unlocked the tank, and the large amount of greenery around has kept them from getting too aggressive
>>
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Repeat after me /fag/

AYYYYYYYYYYYY
LEEEEE
MAAAAAOOOOOO
>>
>>499483286
>nukes too heavy for rockets
>the whole reason anyone made rockets for 50 years was to carry nukes
>>
>>499507141
What a cop out, the only reaosn I can imagine that is he doesn't want you to land on a planet and bee too comfortable with the ability to kill whatever you want.
>>
>>499507467
thats retarded, cant you have your armor with you when you land? nukes arent even that good for anything but my dick
>>
Q: Where I can download for free factorio mods?
>>
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I recently got into programming puzzles and realised I'm a fucking dumbass....
>>
I can't decide if I want to go with vanilla settings or rail world
>>
>>499507995
You think most people come up with the best, most optimized way to make stuff on the first go? No. Now make it better. Aim for either the lowest cost you can or the least cycles.
>>
>>499507778
copy link to mod from here:
https://mods.factorio.com/
to here:
https://re146.dev/factorio/mods/en
>>
>>499507543
Consult willy wonka for your landing party loadout.
>>
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how do I get my ammo supply train to go to the mining outpost only when the ammo chests are empty? I suppose I have to use wire stuff but I have no idea how that works.
>>
>>499509027
wire ammo chests together
combine chest wires into a decider combinator
input ammo icon < 100
output "L" 1
wire from combinator to train station and tick "set train stops"
train will now only go to it if ammo is needed
>>
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elven flooring
>>
I tried boys, i fucking tried but i gave up at green science again. I cant deal with the analysis paralysis that this game gives me.
>>
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>>499509361
thanks a lot anon
>>
autism is one hell of a drug
I've built this fucking steel smelter setup before automating any science, because I want to build my first base to last and think I need a full belt of steel before moving on
why am I like this?
>>
>1.0 Factorio
>rocket was a the pinnacle of the game, you felt great automating your factory to get there
>2.0 + 35$ DLC Factorio
>you launch 1 rocket every 10 seconds to fill up a spaceship to explore and research techs and craft "Legendary™" gear
>>
ITS UP!

https://www.youtube.com/watch?v=cSuqFoRACcE
>>
>>499509868
fuck off.
>>
>Tuden shills ITT
What the fuck
>>
>>499509838
you forgot the real end game in 2.0 + 35$ DLC Factorio.

You buff your space craft to the MAX (size, weapons, design, everything including quality as well - helps a lot) then venture out of solar system harvesting for black science.
>>
>>499509959
Turden probably pays them a cent per post.
I'm surprised anyone can stomach that thing's accent. It's ungodly.
>>
>>499509868
I'm more of a Nilaus enjoyer myself
https://www.youtube.com/watch?v=qr_Lep5UCJU
>>
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>>499509615
forgto pic
>>
>bio science is literally just space exploration except it rots and you can just bruteforce the belts with it, like it was meant to
>fulgora is output hell, except cool this time
wow this man really did just straight up join the dev team to get mechanics added to the game for his mod huh
>>
>>499509406
>gave up at green science
At least give up at blue science like the other retards, getting filtered that early is honestly pathetic.
>>
Does space age have steel pipes?
>>
>>499510310
You need:

4 RED full belts of: Iron Plates, Copper Plates
2 RED full belts of: Coal, Green Circuits
1 RED full belt of : Steel, Red Circuits, Stone Ore
Optimally 1200s (1 pipe) of Petroleum Gas, Crude Oil, Water

Other than that build other stuff based on These Foundations and expand further. Good luck Engineer!
>>
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>>499510310
>placing all those inserters manually
>>
its impressive how shit the polish on the dlc is for them to actually have had the balls to put it up for 70 eurobucks.
>>
do not reply to the discord /v/ermin
hide its post and move on
>>
>>499511456
Personally I play the game using english, what's wrong with polish?
>>
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The fluid byproduct experiments took an interesting turn when all 3 water pumps stopped producing water and instead show 999 Uranium Waste in their output.
>>
>>499511387
Why not? It's really easy, you place a line of furnaces and go on a circle around them with your mouse. Then you draw a straight line of red inserters.
>>
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gonna update later today, a lot of people suggested it
the replay will break, but oh well
>>
>>499511751
That was supposedly fixed in the last update
>>
>>499511751
>Get nuclear waste
>unpackage into fluid
>flush pipe network
easy game
>>
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elf modules are kinda dope i must say
haven't built a turret so far, aside from the ones for turret creeping biter nests
being in a forest also helps of course
>>
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This Gleba planet fucking sucks. Fuck it I'm burning up more fuel and going to Vulcanus.
>>
>>499511387
yeah as >>499512059 said it's not as tedious as it looks still a little tedious especially once you got the yellow inserters, you can just run up and down to fill the gaps with the red ones
>>499510850
Thanks, I think that's just about how I was doing it in my previous bases, two questions though
>2 belts of coal
>1 belt of stone
what for? military science?
>>
Is there a way to make machines accept any quality of product? Say I want to stockpile on rare items but want to use uncommon in regular production just to not stockpile uncommon items.
>>
>>499512548
The neat part is these water pumps are setup in a shallow stream in the Red Forest near some scattered uranium deposits, so it'd be interesting if it were intended for them to get clogged in shallow water, and for the clogs to be uranium if there's uranium in the area.
I know that's not what's happening, but it'd still make sense and I'd like the additional complexity of having to choose between accessible pump sites that need to be cleared periodically vs pumps in deeper water that don't need to be cleared but may potentially be much further away.
>>
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>>499452072
Sorry for the wait, crafting should be fixed now
https://gofile.io/d/v0Y03M
>>
honestly id say at worst the DLC has some rather questionable design choices.
biggest thing id say is spoilage
>spoilage should be replaced with organic items having a particle cloud that attracts the planet's native threat.
>on gleba, pentapods will just hunt down particle cloud sources, keeping items in containers rather than belts will drastically reduce the cloud.
>for navius organic items just add to pollution, biter eggs will hatch if a biter stays near them long enough
>vulcanus worms will seek out organics if they "smell" their particle cloud
>fulgora lightning bolts may strike near organic items due to some bullshit about extra particles in the air making arcs easier
>aquilo is cold enough to excuse any possible threat from organic items due to freezing.
>>
>>499513327
>>499511751
Wait, they're fucking doing it again. I rebuilt them to fix the issue and they worked for like 5 minutes and now are showing 999 nuclear waste again.
>>
>>499513482
>omg I fucking hate having to solve puzzles what are those wube niggers thinking it's so fucking over
have you tried not leaving 500 eggs hatching on your belts?
>>
>>499513482
>>vulcanus worms will seek out organics if they "smell" their particle cloud
can't agree with this one
that worm doesn't seem like a carnivore or herbivore, it's mineralvore
>>
>>499513482
>aquilo is cold enough to excuse any possible threat from organic items due to freezing.
Better fix that
>aquilo is cold enough to instantly destroy organics due to freezing. No spoilage etiher, it just vanishes
Fixed, I'll take my paycheck now.
>>
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This kills the "veteran" Factorio player
>>
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>>499513820
>>
>>499513301
Military, utilities, steel furnaces, explosives, plastics etc.
>>
>>499513820
loved early py especially burner drills plus ash, dislike the DLC so far.
sue me.
>>
>>499513482
sis just download the blueprints if you're too stupid for gleba
it'll be okay
>>
why are Laser Turrets red on the map? I keep thinking there are biters within my walls
>>
>>499513967
>I keep thinking there are biters within my walls
anon...
>>
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so are you supposed to prod/speed module everything in this game? I made 100-sciences-of-everything on nauvis and I need 299 electric furnaces for iron plates alone
>>
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THE SERB IS DOWN
>>
>>499513967
>autistic gaylord dev reworks and nerfs OP item to the ground because he has to pay for his sins of keeping items unbalanced and uses this as an opportunity to fuck his community who abused the OP item
Many such cases
>>
>>499494350
>>499498936
>not even a day and the image is deleted
>question incomprehensible without it
Very cool.
Ditching masks is reasonable; suits are just way better. I'm gonna say your problem was that dupes arrived with near-empty masks and completed their suited task before it recharged. This can also be a problem if you have dupes wearing suits everywhere except in their bedrooms. Maybe if you have 3 atmos you should have 3 empty mask docks and 3+ full docks. You might also whitelist only 3 dupes.
>>
>>499513967
their regular spacing and immovable nature doesn't tip you off?
>>
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>>499513323
>>
>>499513696
i mean its not really a puzzle if its solved by shoving buildings as close as possible and making a logic circuit that says
>IF [spoilable input building is almost full]
>THEN [shut off spoilable producer]
>>499513710
fair point. maybe it does it because it senses that something is wrong.
>>499513738
correction: items flash frozen on aquilo turn into something else, some products useful some trash.
>>
>>499513323
You don't have to use quality :)
>>
>tfw your stackable blueprint isn't quite as well-aligned as you thought
>tfw you don't bother to look at it from the side while you're building levels
>>
So its always better to quality science?
>>
>>499515764
Are you italian?
>>
>>499424105
God i wish i had this toy as a kid
>>
>>499515764
now make a selfie with you posing as if you're holding it from falling over
>>
>>499516392
Seems boring compared to good old LEGOs
>>
>>499515764
Change snapping mode next time
>>
>>499517018
I already do that, I think? I was aligning the white boxes as best I could, hitting H, then using ctrl+arrows to nudge the blueprint into position. The only thing I can think of that might've gone wrong was I didn't include foundations on the bottom of the blueprint, so I may have been aligning them using the pillar bottoms, and just misjudged how far back they're supposed to sit.
>>
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>438 trains per minute
>438 trains per minute
>438 trains per minute
>438 trains per minute
>438 trains per minute
>438 trains per minute
>>
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Wish more people played stormworks.
>>
Anons, help.

>Friends & I are playing fine, dedicated headless server running factorio
>1 friend cannot join. He authenticates but then the map stops downloading between 0-50%.
>Everyone else can join fine.

I've done everything I can think off, bouncing the box, removing the password to the server, replacing my docker container, kicked his entire user of the box. Nothing. He just gets disconnected.

Please, send help as I have no fucking clue what might be causing it.
>>
>>499520568
It's beautiful.
>>
>>499521240
have you tried pausing the game while he joins?
>>
>>499521497
Yep paused for a minute before he joined. Nudda. Good shout though
>>
>>499521240
tell him to open the ports in his router?
his ISP may be giving him a NAT servece, and so his IP might be janky
>>
>>499521240
Ask on their discord as well.
>>
>>499520568
brother, your use case?
>>
>>499521240
has he tried reinstalling the game
>>
>>499521927
my usecase is it looks fucking sick
>>
>>499521927
1-1 megabase.
>>
>>499520568
How did you calculate the trains per minute?
>>
>>499521240
could try radmin
>>
>>499520568
MORE
MORE
MORE
MORE

MORE
MORE
MORE
MORE
>>
>>499522462
he didn't; he grabbed that image off reddit
>>
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>>499521823
>>499521901
>>499521958
I should've listed everything I've done, its 2am and I'm a bit tired. Here's a full list of everything.

>User has reinstalled the game
>User can connect to other servers that are public.
>User can connect to the same save file but on another server (I was hosting on my local PC not on my VPS)
>User has cycled there router and PC
>Server has been rebooted and docker container spun up and down
>Server settings, changed to having no password and with a password. No difference
>Changed max-timeout within server settings
>Paused the game, allowed him to join.
>Switched ports for the server, neither worked
>Completely removed the users existence from the game (kicked & deleted)
>Restarted the box, allowed him to join first nothing.

This I think is everything that I can remember over the last hour. To be clear as well, within the factorio logs the below is all I get went it stops.

130.153 Info ServerMultiplayerManager.cpp:1083: Disconnect notification for peer (1)
130.153 Info ServerSynchronizer.cpp:613: nextHeartbeatSequenceNumber(7697) removing peer(1).
>>
>>499523160
It looks like you've tried everything so ask in the #server-setup-help channel.
>>
>>499523160
If it's steam, are either users blocking each other?
Could be a router snafu, try restarting those on both ends, no one would really program their router block a random IP. Unless it's some arcane operating system blacklist going on.
>>
Main bus meta has to be the worst thing ever to happen to Factorio
Before everyone had fun, unique designs, now all are doing the same meta shit
>>
is space age buying and coming back after 2 year of not playing and how it compares to big overhaul mods in terms of ability to build vertically?
>>
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>I stopped my modded playthrough for the DLC and now I can't stop thinking about going back to my mods
Man this update is kinda boring. I just hope that modders use this as an opportunity to make their mods even better
>>
>>499523926
True
>>
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>no main bus
>no city blocks
>didn't plan anything past blue science
I think it's over, time to delete my savefile and do a fresh start with blueprints
>>
I'm not baking today, someone else will have to do it
>>
>cant use kovarex with quality modules
AHAHAHAH fuck you
>>
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>fluid doesn't have quality
>can still put them in pumpjacks
>>
>>499524604
imagine having peasant-quality oil
>>
>>499507058
Can you get quality without quality modules in? I haven't unlocked it because I'm worried that it doesn't need modules to get it.
>>
>>499524604
>fluid doesn't have quality
>ice has quality
what does it mean?
>>
>>499524604
I use legendary oil, not because it has a use, but because I am better than you.
>>
>>499520749
Wish Stormworks had more gameplay
>>
>>499512294
what version is the server on now? I can't connect with 2.0.7 or 2.0.9
>>
>>499524029
>>
>>499524604
>he doesn't have epic oil MINIMUM and a row of 5 filter pumps
>>
>>499513361
thanks
>>
>>499524662
no
>>
do boiler consume coal at 100% no matter what ?
>>
>>499525307
Get legendary coal idiot
>>
>>499525307
no
>>
>>499525307
factorio burners operate as needed. Factorio steam engines operate as needed. Pretty much every machine has a harmless idle mode, except for nuclear which has to be starved out.
>>
>>499525307
no
>>
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>>499525424
>>499525547
>>499525689
>>499525695
ty bros
>>
https://mods.factorio.com/mod/Leviatron
>it's leviatröhnn
>>
>>499525993
Shut up, Hermione!
>>
MOFMAN THE SERVER
>>
>page 10
where are the anons who make new threads at 749 replies deep?
>>
>>499525779
>time of jew
heh my languages education is paying off
>>
I can't make a new op because I haven't unlocked Epic yet so my thread would be shit
>>
>>499526742
we're giving you time to dilate
>>
baking
>>
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>>499524770
Did he finish it? the fluid jet boat.
>>
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>>499525307
No in Stormworks, boilers don't. You actually want go nuclear because nuclear is more cost effective in the long run.

>>499524770
Imagine what could've been?
>>
>>499526742
Still working the best way to make the games list longer
>>
>>499487053
Replying to obvious bait with subtler bait? Devilish.
>>
>>499527137
swiggity swooty
>>
>>499527052
what's taking you so long? horry it up, it's been 7 minutes
>>
NEW fresh, MOIST. Engineered.

>>499527673

>>499527673

>>499527673

>>499527673
>>
istenem
i'll go and do it myself
>>
>>499527845
>300 seconds
>>
>>499527707
Fuck off
>>
>>499478247
>logistics tech is even more delayed now
lol, lmao
>>
>>499528305
Congratulations, you filtered yourself just now
>>
/egg/ thread here
>>499528616
>>499528616
>>499528616
>>
>>499527707
>>499528665
which one do I go to
>>
>>499484229
i like the mini assemblers in nullius desu
i'm pretty sure earendal just made his shit 6x6 in order to prevent you from sending underground belts/pipes through it
>>
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>>499528761
If you are /fag/ factorio thread >>499527673
If you are /egg/ less then >>499528616

simple as.
>>
>>499528761
It doesn't really matter because Factorio players will shit up both, but if you are playing Factorio, I'd go to the Factorio containment thread. If anything else, go to /egg/.
>>
>can fit 5 fluid wagons into a rocket
>can only fit a single heavy armor into a rocket
i know no ones gonna make heavy armor at that point anyway but some of these rocket capacity numbers are really silly
>>
>>499524029
Yes, it's very good
It's like a more polished and better designed version of SE
>>
>>499524139
Nah, fix your stuff and don't start over.



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