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Previous thread >>500143759

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

List of commonly discussed /egg/ games:

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

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

Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Mito
>Oxygen not Included
>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
All IPs are in the pad for security reasons.
>>
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yep thats fulgora
>>
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>>500237929
It should use ram if you're running out of vram though, I'm not sure why it doesn't load for for you with compression off
>>
>>500240435
Earendel would have banned logistics bots on Fulgora if he could have.
>>
>>500240435
why are you doing this to your base?
>>
>>500240712
>logistics bots take a small amount of damage per second due to the electric atmosphere and thus are limited to very short trips
>quality bots live longer and thus are more valuable
i can see it
>>
>Never enough copper or green circuits on Fulgora
>>
what should I bring to vulcanus? how's the power there?
>>
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>>500240435
>>
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Well that's one easy way to get rid of any excess.
>>
>>500237309
Worth.
>>
okay seriously how do I disable science pack display on labs with alt mode on
I'm not playing with alt mode off fuck you
>>
>>500241946
Bring cliff explosives
>>
>>500241946
This gets you out fast and kills a worm in seconds so that's ideal
Uranium cannon shells
Tank
Solar panels
250 blue chip
50 low density
50 rocket fuel
200 red engine
>>
Is there no way to make a generic interrupt that sends empty trains to a depot until an ore mine is available? The inverse works for full trains, but there seems to be no way route my "[*] Delivery" train to "[*] Mine."
>>
>>500242689
move your screen somewhere else
>>
>>500241946
>how's the power there?
Solar is pretty powerful there, you can also convert the free sulfuric acid into steam to power turbines which are also practically free to craft with all the resources the lava shits out. So power is an absolute non-issue. If you bring all the basic stuff you'd want on any other planet start out and make sure to automate foundries asap it's by far the easiest planet.
>>
>>500241912
And that's why you go there after Gleba, having researched advanced asteroid processing so that you can just ship all raw mats down from space
>>
>>500243994
>Gleba
>the hardest planet
>that actually fights back
>anything but last
>>
Just about done redoing my Gleba factory. Before I had a sushi belt of mixed nutrients/spoilage that around everything. It sucked, so I switched to routing bioflux to subportions of the factory and turning it into nutrients where its needed.
Spoilage and the nutrient requirement for biochambers is really fun, haven't even got my science factory figured out yet.
>>
>>500242951
fuck you I installed disco science for a reason
>>
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>playing on server
>tell a guy to make a nuclear reactor
>he makes 6 handfed miners that take forever to mine the uranium required
>builds a single handfed 2x2 reactor in a middle a of nowhere lake kilometers away from the base
>both trains and bot networks are unlocked
>>
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Accumulator island is going decent so far.
I still need to interact with the planet proper, but this works so far and I do have science trickling in.
>>
>>500244663
Run a second instance of Factorio without sound on, turn alt-mode off, shove it onto your second monitor while you play on your primary.
>>
>>500242689
it's probably possible with modding
figure it out yourself
>>
>>500244742
stop tormenting your paypiggies, dosh
>>
>>500244742
>builds a single handfed 2x2 reactor in a middle a of nowhere lake kilometers away from the base
Kino, take a screenshot.
>>
>>500245225
it just looks like any pre 2.0 reactor, even with 8 offshore pumps
>>
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where is came in a fluffer on this
>>
>>500245498
what
>>
>>500245498
>came in a fluffer on this
What?
>>
what is the accumulator to laser turret ratio?
>>
>>500245573
stop using laser turrets
>>
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I need some help with trains before I pull out whatever's left of my hair.

For some reason the wildcard stations don't work for me. There's assloads of copper waiting to be picked up, but my trains don't even know what to get. What the hell am I doing wrong?

The combinator on the train switches the stop on and off depending on how many/little plates there are so not to overload it.

The trains can make it to their destinations. I tested it with some manually renamed stops and they drove to the stations just fine.
>>
>>500245641
I need a fail-safe base defense method while I'm abroad
>>
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>>500245573
stop using accumulators
>>
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Well I hope this is enough shit to get started on Fulgora.
>>
>>500245573
That depends on how active your lasers are, anon.
>>
>>500245573
>Nauvis
Nuclear power.
MORE NUCLEAR POWER.
>Gleba
More steam power.
>Vulcanus
Don't use lasers against worms.
>Space
Don't use lasers against asteroids.
>Fulgora
N/A
>Aquilo
N/A
>>
>>500245898
10% uptime
>>
>>500245668
just use a mod lol
>>
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now we test
>>
>>500246226
wha-
no, you can't be
NO
>>
>>500242927
Wouldn't you have your normal schedule have an empty train just hanging out at the depot and an interrupt be the one that's like "oh I gotta go pick up X"?
>>
>>500246226
MOM GET DOWN
>>
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>>500246226
would you look at that
>>
>>500246226
did you manually tag those resource patches on the map
>>
>>500246443
yeah
makes it way easier to at a glance see where things are and compare current patches to original size
>>
>>500246443
It does that automatically, you can just click them to keep an eye on them. Somehow. Futz around, you'll figure it out.
>>
>>500246226
i don't get it
>>
>>500244742
>Handfed miners
What, with barrels?
>>
>>500246627
max heat nuclear reactors that are destroyed, explode
>>
>>500245668
I don't know, but when I read the FFF on this, I thought the interrupts were probably inadequate to do a logistics network, but I don't remember exactly why and I could be wrong.
>>
>>500245770
No

>>500245976
You can't run a whole factory on spoiled hot dogs

...

Can you?
>>
>>500246820
You can make rocket fuel.
Lots of it.
>>
>>500246684
Neat, seems useful for that exact purpose
>>
>>500246226
guess I'm automating reactors
thank you, brave pioneer
>>
>>500240207
Haven't been to /egg/ in over a year but decided to drop by because of 2.0. So what the general's verdict? People still mad about quality? I'm enjoying myself, it's like SE except it doesn't take you 100 hours to get to other planets and 800 hours to finish.
>>
>>500246780
It's a shame as I really want something akin to the LTN to work in vanilla.
>>
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>>500246916
uhhhhh
maybe just use underground belts and elevated rails to get around the cliff
>>
>>500247031
>it doesn't take you 100 hours to get to other planets
speak for yourself
>>
>>500247152
better phrased:
it doesn't take you 5x as long as a normal rocket launch to get to other planets
>>
>>500247152
Yeah, I'll speak for myself: I'm a slow player and SE made everything a slog. Doesn't change the fact that it's a lot faster to get to space in 2.0 than it is in SE.
>>
can I kill a worm with just blue quality uranium ammo? that's like 75 dmg a bullet
>>
>>500247070
Yeah it would be nice. I've been thinking of porting or redoing LTN for space age. Someone will probably port it but I disliked a lot about LTN.
>>
>>500247094
I'll take it. Not planning no going to vulcanus any time soon
>>
Ban all bots. It makes everything too easy.
>>
>>500247435
if you put it in gun turrets, you get a lot more damage, a lot faster
rare spread out in turrets can probably kill a medium worm
>>
>>500247435
you can kill a small worm with normal turrets and normal uranium ammo. I did it with about 10 turrets
>>
>>500247435
Can you kill a worm with this? >>500246226
>>
>>500247000
it's likely more expensive than even nuclear weapons, that's 500 red chips and steel per explosion
>>
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wait waht the fuck how long have you been able to text search the map???
>>
>>500247707
I dunno, a week ago?
>>
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>>500245641
Diversity is our (defense's) strength.
>>
>>500247545
Speaking of devastators in one of thr FFFs they mentioned a server that killed one in an interesting way they didn't think would work. Did they ever follow up on that? I don't know what they could have done. Scatter turrets? Follower robot spam? Make it turn in a tight circle and run into it's own tail?
>>
>>500247756
>they said you can't create pollution on vulcanus but I'll be damned if I don't give it an honest try
>>
>>500247696
sure yeah, that's where I got the idea
>>
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>>500186619
For you, anon.
Each lab has a speed of 19.64 and 18% productivity.
>>500247756
Wait, can you chuck anything into the lava to get rid of it, not just stone?
>>
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Space science the space science in space
>>
>>500245498
I don't even look at these workflow diagrams anymore, it's all I can think of.
>>
Can you launch a new space platform hub directly from a space platform?
>>
>>500246226
Does just one reactor work?
>>
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Might be ready to touch the Fulgora

>>500248226
Looks nice
>>
>>500248523
yeah, I was just getting 4 to get it up to temp faster
>>
what was heat pipe throughput rules again?
>>
>>500247756
Fuck copper wire
All my homies hate copper wire
>>
>>500249160
Understandable, thanks!
>>
>crack down excess heavy/light oil
>turn excess petroleum into solid fuel that gets priority fed to boilers
How do I keep this from clogging when I switch to nuclear?
>>
>>500249354
more pipe = less hot
>>
>>500249458
Make more plastic so you don't fill up on petroleum
>>
>>500249458
Recyclers.
>>
>>500249458
What are the consequences of it stopping?
>>
>>500249458
I don't have modules in my plastic or sulfur because I'm in the same boat.
>>
>>500245668
item interrupts trigger off the items in the cargo
so the red station will never trigger because the condition is empty cargo, and target has an item wildcard - there's nothing for the wildcard to bind to
push logistics where you name every pickup station the same, have a train chilling in each one and interrupt which drop they should go based on cargo are trivial in vanilla
pull based logistics like LTN where your trains sit in depot until a drop station actually requires a delivery, then they go to the appropriate pickup station are much harder and need circuitry

>>500247070
you can, I already did
I think ill upload a vid explaining it tomorrow
>>
Is there no way to build a fast space platform by building lighter?
I made two one-rocket designs, about 240 and 135 tons each, and they both topped out at 120km/s.
I've been trying to make a fast ship to bring agri science back fast since it spoils, for fun.
>>
>>500249774
>I think ill upload a vid explaining it tomorrow
Thank you, king. Upload it to youtube.
>>
>>500249645
>no lube
>no rocket fuel
>>
>>500249645
Advanced oil processing stops, shit requiring lube no longer gets made, this leads up to orage science no longer getting made, research grinds to halt, whole factory grinds to halt.
>>
>>500248859
Thanks. I wanted it to be as symmetrical as possible. I'm pretty sure it can't deadlock too. The inner belt is sushi-controlled to never have more than it can hold and the outer belt is controlled so there's only ever X amount of iron plates and meteors on it. Meteors get processed regardless of if there's any need for it and the waste gets ejected. It's wasteful but since power and resources are infinite in space, who cares?

Honestly I could probably do with sending some of that iron ore back to Nauvis rather than flinging it into space but I just can't be arsed
>>
>>500249783
Just make sure you have 5x your mass in thrust.
I don't know what the math looks like, but that just feels good to me.
>>
>>500249458
how the fuck do you have excess petroleum, launch more rockets
>>
>cargo bays are chests for space but must be connected to the platform hub
>they shoot out rockets and can accept rockets as well
>but you can’t use inserters on them
This is just an arbitrary fuck you, come on
>>
>>500250168
do you get above 130km/s?
>>
>>500250338
It would lead to pretty dumb gameplay
>>
>>500250580
This

I'm honestly more interested in building around limitations than breaking the system
>>
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there needs to be a mod that automatically places accumulators with highest quality first using whatever powerpoles give you optimal packing
i'm tired of doing this shit manually and i'm almost out of space on this island
though I almost have enough science to leave and come back when I have foundations or something
>>
>>500250338
Arbitrary fuck yous are part of the game.
>>
>>500249774
Thanks, I knew I'd need something like circuitry conditions. I don't want to be arsed with it, so it'll go back to just making dozens of trains. The refueling issue is easy thanks to interrupts.

But by all means if you want to tell my dumbass how to use circuits then that'd be great.
>>
>>500250728
>come back when I have foundations or something
...
>>
>>500250787
And yet you didn't object to fluids 2.0. Curious!
>>
>>500250787
ever since erandel joined, yeah
>>
>>500250407
With 4x my mass in thrust I'm able to get up to 327km/s
>>
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>>500246226
you bastard, I just thought of testing the same thing
>>500248523
yes
>>
>>500248226
I can't figure out the resource weighting from asteroid arms. ice certainly seems the lowest, but idk the split and the /s of each one
>>
is vulcanus day 24\7? no downtie on sola3X
>>
>>500251546
no, it has a short day/night cycle
>>
>>500249458
>>500249934
make a dedicated lube factory (lube only) with a separate power grid with all non-heavy oil getting converted to fuel and boiled to power itself. make sure you run a slight power deficit with circuits that crack heavy oil to tip you back over to surplus when a buffer gets low.

can do the same for rocket fuel
>>
>>500251051
What else did he do aside from SA?
>>
>>500251703
>downplaying SA
yikes
>>
I can't believe he got away with it all, crazy stuff...
>>
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Well I'm done with my pre gleba ship. Testing how many thrusters I should be running now
>>
>>500251947
That was a simple question, dumbass.
>>
>>500252135
the joke is that SA is also an acronym for sexual assault, and Earendel is a furry, so ripe for degenerate actions
>>
>spent all this time sweating ammo n shit for the first journey to vulcanus because a platform was a big investment
>all you need is like 4 turrets with yellow ammo and some upgrades
>>
>>500245668
Xterminator'a first video of "hello I will play the expansion" - I think it is named build a space platform goes through his setup with this

My understanding is you have an ordinary 1 train per station all mining stations are named the same and lots of trains to go to them
Then the wildcard reads the cargo and knows which station to deliver it to
I'm at work right now but tonight I'll be wrapping my head around it.
>>
>>500252214
Yeah until you want a shitload of cargo and high travel speed
>>
>>500252201
Oh. My autism didn't allow me to pick up. Still, I honestly don't know what he worked on outside of the expansion once he was put into the official team. I don't even know if he kept working on SE.
>>
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>>500251546
>>
>>500251412
Why not go the easy route and toss out any excess.
>>
>>500252309
>until you want a shitload of cargo and high travel speed
is this an actual consideration? I had six of those extra cargo things, two engines, and a travel speed of ~180 km/s - which would make the trip to vulcanus 85sec + a few seconds of acceleration/deceleration
I don't quite understand what and how you'd be transporting things that would fill like 180 inventory slots and need it to be less than 3-4 minutes back-and-forth
>>
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>>500251412
the game tells you
>>
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here's your train loader
>>
>>500252702
Science
>>
nothing great, but this carried me to at least one research.
Reorganization will probably have to wait for tomorrow, since I'm getting tired. Batteries are my bottleneck right now, but I can definitely scale up scrap very easily.
>>
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>chronically starved on iron
>to the point that I'm struggling to make enough inserters
>make platform to drop iron
>have multiple recyclers that are dedicated to gears
>still have 120k gears
what the fuck happened to my iron usage
was it literally all in my mall
>>
>>500252702
Oh and are you sure your ship is going to survive atmosphere do you have 360 coverage with 4 guns?
>>
>>500251412
I just sorta...guessed. Basically I wanted total platform coverage (this design actually has a sliver that isn't covered between the top and middle arms because of the furnace needing space for output)

My lab world had the four assemblers running with 100% uptime and it wasn't constantly tossing iron ore, ice, and carbon into the void so I called that Good Enough™
>>
What's the strategy for Fulgora, is it best to shove quality in all of my scrap recyclers and sort out that shit?
>>
I think big stompers do 500 damage per stomp. On their own they're still fine to deal with if you're well equipped but when they get mixed in with strafers shooting shit and the little guys from rafts both slowing you down they start to get really dangerous. I had 20 rare mk2 energy shields, 4 rare exoskeletons, and 2 rare mk 3 batteries in my mech armor and still ended up getting killed by pentapods because my batteries ran dry from full. Combat shotgun carried me surprisingly far against them but now that the big guys are coming out I've gotta use rockets if they're not isolated.
>>
>>500247882
Some supposed lan anon mentioned it was making the worm run into water tanks, but I'm not sure if he was bullshitting.
>>
>rockets have weight limitation
>surface gravity doesn't matter
>>
>>500253191
Quality mods in miners, quality mods in recyclers.
>>
>>500253191
Quality recycling requires significantly more effort to build up a robust system to handle. Don't do it unless you really want to invest the time and energy into setting it up. It also requires quite a bit of space, so make sure you find somewhere big if you're going to do it. I'd recommend looking for a big island that's close enough to two of the medium islands that you can connect them with big electric poles. Not having to use your main island for accumulator space is a big help.
>>
how long do I have between launching a satellite and it being thrashed in orbit
I don't have any defensive designs I can copy and it'll take a bunch of rockets before I have everything I need to keep it in one piece
>>
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God damn my steel production is just NEVER ENOUGH

I need more STEEL STEEL STEEL
>>
>>500253784
on nauvis forever
>>
>>500253889
on gleba
I want off this rock ASAP
>>
Should I start mass producing bots (...a few factories) before scaling up for purple research?
>>
>>500253979
lol
lmao even
>>
>>500253979
Remember: you are here forever.
>>
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>>500252586
>400% solar

Oh baby
>>
>>500254000
one assembler for each is enough until super lategame
>>
>>500253834
Have you been to vulcanus
>>500254102
The sulfuric vents (especially the first one you get outside the starting area) are comically rich, and you can just reduce it down to hot steam (that the nuclear turbines can use).
>>500254000
I make a decent setup for robot frames (enough to sustain my eventual yellow science), but I never make more than 1 robot assembler.
>>
>>500245878
you know one of your thrusters isn't hooked up right?
>>
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>>500254000
>>500254113
>About to get yellow science automated and still have just a few construction bots on me
>>
>>500209445
You are aware that there are no lightnings in space? Tesla turret shouldn't even be able to shoot
>>
This is the first time I've seen this train stop name and it made me laugh a lot.
>>
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>>500253979
>gleba
You're going to be there for a while
>>
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i had a small error
>>
>>500254113
>>500254252
thanks
>>500254269
this is what i had done before restarting, wasn't too bad
>>
>>500249458
Bigger buffers, also use coal liquification for heavy oil bias.
>>
>>500254252
>Have you been to vulcanus

No I haven't even launched a rocket, I'm getting yellow science automated then I'm going to get up into orbit to get space science

Vulcanus is my first destination once I'm ready though. I'm hoping to start making my base extra defensible before leaving soon
>>
>>500254372
oof
ice is certainly the rarest
>>
>>500254489
Yeah considering logistics is behind space science now I haven't been too concerned about it. I'm also mostly doing primarily rail based stuff so I'm not missing logistics too much at the moment
>>
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>>500254372
>>
>>500251703
Alien biomes, AAI industries,jetpack
>>
>>500252201
>Earendel is a furry
Wait what's? What's happened? I thought Bob was the only one.
>>
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where did this wood even come from
i spam deconstruction filtered everywhere before I even put down the landfill
>>
>>500255006
I don't have a link but I know he had that snow leopard icon
I think he changed it though
>>
>>500254102
Just use turbines, they are so fucking free energy and you also can just line them up with new pipes
>>
>>500255021
The jungle planet has wood, go figure.
>>
>>500255081
nope it's still there
>>
>>500255228
like I said i cleared all of the wood out first retard
what happened is I put down more robo ports to fix trains and that connected my logi networks and the part that is supposed to clean out the wood from the harvest area imported it all back
>>
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>>500255081
Shit taste. Cats a shit. Fox is where it's at.
>Captcha: GRRGR
See? Even Google knows.
>>
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>>500255081
It's animated now
>>
>>500255520
So everyone who has some white tiger as their avatar is a furry nowadays of what?
>>
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This is all it takes to make nine blue belts of green circuits now... 54 machines and nothing is quality either. Insane.
>>
>>500255081
He still has that icon on his patreon afaik.
>>
>>500255520
Looking at this makes me feel like I'm on an old school phpBB forum
>>
>>500255654
It's 4chan. It doesn't take much. You could say you don't really mind gay people and suddenly you're a dick gargling woke faggot.
>>
>>500255654
Shut up Earendel.
>>
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>just landed
>kill worm 20 feet to the left of me
>as soon as it dies a second worm shows up
help
>>
>50 hours in
>Only finished 2 planets (Vulcanus and Nauvis)
>Fulgora has basic logistic and nothing else
>Hasn't visited Gleba yet
Now I understand why Wube said it could take over 100 hours... To give some context, the first time I finished the game, it took me 19 hours blind and I launched a rocket by the 7 hours mark in my space age save.
Just how long are the other planets?
>>
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>you dont gain speed from throwing items offboard
>>
>>500256158
Shooting asteroids in the front should slow you then
>>
>>500256120
About 9.
>>
>>500256257
thats why you put guns in the back as well
>>
>>500256383
How about a platform propelled entirely by latching on asteroids and throwing them behind.
>>
>>500255783
>blue belts
get with the times
>>
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>setup auto trains
>sometims works fine
>sometimes all trains go for copper
>everything stuck because without iron no copper consumed
>somehow all trains go for iron one time
>everything stuck
>try to lower copper station priority
>all trains always go for iron station now
>shit stuck

How in the fuck do I make them be balanced without disabling stations with circuits. I tried different priority numbers, but if I change a bit, it doesn't help, if changed a lot it's just not going at all.
>>
>>500256120
Gleba is the longest imo, just because there's so much you want to account for. It also has some really phenomenal techs (the machine itself kind of sucks, but it has epic quality, stack inserters, and bio labs), but the planet itself is quite a hassle.
>>
>>500256609
>How in the fuck do I make them be balanced without disabling stations with circuits.
you dont
>>
>>500256552
This build is 5k belts. That's 100+ rockets just for 15 extra items per second. It's always easier to just build another line in builds like this.
Greens are useful in space limited situations or where speed matters more, like spoilage.
>>
Shizos, did you already calculate what gives highest quality per less ore used?
Quality ore + quality ore smelting of normal ore + quality foundry smelting? What about second tier of products such as gears? Quality foundry smelting into gears or quality foundry into plated and then quality assembler?
>>
>>500256609
Add more trains or lower the train limit on the stops that's hogging them.
>>
>placing down quality concrete and then picking it up turns it into regular concrete
what the fuck
>>
>>500256609
Train limits on the stations + more trains.
>>
>>500257039
Report it as a bug.
>>
>>500257039
I figured this would be the case.
>>
What's one thing about the expansion and/or 2.0 that you despise?

I'm generally really happy but I fucking hate the hand holdy baby free techs.
"Oh no no no you can't plan your centrifuges yet you haven't put down exactly 1 uranium miner"
>>
>>500257039
Eeww it touched the ground it's ruined.
>>
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>>500257039
Bottom line
>>
>>500257137
How the fuck is that hand holding?
Do people here just hallucinate things to be angry about?
>>
>>500257137
I don't love existing technologies getting locked behind later science tiers
>>
>>500256821
Why are you asking schizos though
>>
>>500257137
yeah that's fucking infuriating
>>
>>500257039
They explicitly tell you this
>>
:)
I like Factorio. I'm having a lot of fun.
>>
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AAAAAAA my base is so shit AAAAAAA
>>
>>500257254
Normal people enjoy the game instead of trying to figure out 100 ways of qualitymaxxing
>>
>>500257306
>>500257325
the duality of man
>>
>>500257238
I'm trying to reverse engineer the justification and tutorialization is the only explanation I can cone up with
>>
>>500257306
kys FREAK
>>
>>500257229
>>500257283
You think I got time to read that shit? I'm busy gambling on quality equipment and tanks
>>
>>500257379
I love factorio BUT my base looks like shit.
>>
>>500257412
Pretty fucking stupid anon, no gonna lie, might as well complain there's a tutorial at all while you're at it
>>
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>Hop off on Vulcanus for my first planet
>Tried to load up the space platform with stuff i need but still woefully unprepared
>Severe plastic shortage at the home factory, barely any LDS so no hope to ship in what I'm missing
>Hand feeding electric furnaces and creating concrete and reinforced concrete from scratch
>Slowly limp along before finally getting enough shit together for a foundry
>Plug it into some lava and turn it on
Holy shit.
HOLY SHIT.
>>
>>500253191
There's no "the strategy".
You don't *need* to bother with quality at all, at first. Fulgora is a nice place to produce yellow, purple and fulgora sciences packs. None of which require quality.

You can delay it indefinitely.
Or at least until you've unlocked the T3 quality module, the Legendary tier, and a couple recycler productivity upgrade.
Because doing any substancial quality work with less than 10% quality rate just plain suck.
>>
>>500257548
not him but the tutorial is optional, being forced to place a pumpjack before you can build an oil refinery is bullshit
>>
>>500256672
(

>>500257034
>>500257063
It's already limited to one. And I have 8 trains per for 4 stations. And only 2 station actually get a lot of traffic as half the time trains stay in the hub waiting for unload spot.
After more thinking, I think I'm just doing this too early and don't have enough consumption, most of the time ore stations are empty because all trains wait to unload, so it's always closest one or the one that wins with priority.
I will just make separate groups for each ore if they break again.
>>
>>500257961
There's no use case for a refinery without oil
Seems reasonable to me
>>
>>500257961
>>500257137
I'm with the other guy. You nerds are silly. Like you are just searching for something to be mad about and there's nothing you can find so you latch onto a complete non-issue. Just set up your oil/uranium mine before setting up the structures that use them. Come on now.
>>
>>500257961
that is such a non-issue I can only assume you just want to complain about something for attention.
>>
just tried to kill a worm with a reactor explosion. barely scratched it
>>
>>500258018
Wait, your trains load up before looking for a place to go? Why not have them empty and called into action when needed so they can just pick up whatever is ready?
>>
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>>500255320
imagine having a $1000 tier on your patreon
how assumptive
>>
>>500258265
Yes... It's wrong?
That's how I understood it supposed to be. They find an empty pickup station then check what they have in inventory and deliver it.
>>
>>500258493
holy shit
>>
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>>500258493
>Pay annually
My sides.
>>
>>500258493
what kind of pathetic loser pays to get into a discord group?
>>
>>500258594
You pay to support the man's activity as a dev. Supposedly.
The discord access is just a side dish.
>>
>>500258594
The kind of loser that would later go and fuck up k2+se compatibility beyond any repair. I wonder how much he paid for the privilege.
>>
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>>500258594
you get absolutely nothing for going above the lower tiers either. At least that is stated.
for $1000 a month earendel better play multiplayer with me
>>
>>500258765
For 1000 he better send me pics in skirts.
>>
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>>
>>500258885
Why are you geh?
>>
>>500258931
>I know, we'll make science rot!
>Why?
>FUCK YOU THATS WHY
>>
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>>500258885
uh anon
that's pretty gae
>>
>>500259006
i know it's so weird, it comes out of nowhere
>>
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>ore patch representing 5% of my potential coal supply is right in the way of where I want to put my production line
>>
>>500259405
the fact that its the only one that does feels jilted, like they knew if htey did it for all of them they'd get nothing but shit, but only one and you'll get people dying on a hill saying its the best thing about the mod and you're just a casual.
>>
>>500259543
why would any other sciences spoil? that's not their planet gimmick
>>
>>500258163
First guy here, I really do love pretty much everything in the expansion/update. Only other complaint is the lack of a flamethrower turret nerf. But the free tech tutorial did annoy me multiple times and as it is a change I can contrast it with what it was like before and it is frustrating that it got worse for no benefit
>>
>>500259635
Why would it at all anyway? Why doesn't oil? Why don't metals corrode? Adding spoilage mechanics for just one planet feels off
>>
>>500258591
Patreon will be switching to a paid annually option soon. Conflict with apple is the instigation but they're rubbing their hands at the outcome
>>
>>500259006
Because it is thematic and interesting

>>500259445
Speed modules in non quality drills
>>
>>500257961
>>500258163
checkpoints should've been a trend from the start, and while I don't hate the idea I find that it doesn't fit the philosophy of the game very well when it's literally for 7 items
>>
>>500259938
it is such a non issue that again, it really feels like you just want attention right now
>>
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Fulgoraing it up, 400 accumulators seems to be a good amount. Wish I had have brought stone bricks but a furnace and solar panels solved that.

>>500254263
yeah fixed that
>>
>>500259924
>interesting
Ill give you thematic, but when it just boils down to
>put in a bunch of speed modules and fast belts in a compact base
there's not much to it
>>
>>500259821
that's the game, all the planets have gimmicks
what would glebba be without the spoilage? just an extra step to turn microbes into ore, and one egg is all you ever need
>>
>>500259924
that's still 1M ore which the richest density per drill being 200k
>>
>>500260045
I'm not even that guy, and I do enjoy them in nullius since it makes it so you can't just rush through the tech tree, but there it's from the ground up instead of just for, as I said, 7 items
>>
>>500260339
>7 WHOLE items
yeah you just needed some attention.
>>
>>500260396
extremely disingenuous post
>>
>>500260202
A farming/agricultural science base?
Growing and breeding your own bio-monsters to let loose on Navis to kill bitters more efficiently?
Creating bioweapons?
>>500260461
nah suck my dick retard I fully mean what I said
>>
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We may be retarded, but we're retarded together
>>
Why aren't my circuits working on a reactor in space?
I have an inserter with read hand hand contents(pulse) disabled unless T<600 and it's connected to another inserter which is disabled unless spent fuel rod > 0
When the first removes the spent fuel rod he second doesn't insert the next
>>
>>500260535
see
>>500260461
>>
>500260756
this is supposed to let us know you AREN'T an attention whore?
>>
>>500260796
are the attention whores in the room with (you) right now?
>>
I don't know who's trolling who but this is real /v/ hours right now
>>
>>500260923
Honestly I forgot I was on /vg/ until this retard arrived
>>
>>500260923
this entire general has honestly been pretty /v/ since the release of space age
>>
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people out there unironically recycing spidertrons to get this
it took literally 5 minutes i don't have legendary
i was going to make a memory cell to count how many fish it went through but it literally finished before I got back with the combinator
>>
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>>500261241
i got another
>>
>>500261202
Satisfactory. Since Spage things have been looking up.
>>
How much stuff should I be taking to a new planet?
It feels a bit overpowered, but I also shouldn't be strafing from scratch right?
>>
>>500262012
just bots
>>
>>500262012
Depends
You don't NEED anything on any other planet to start but it obviously helps a fuckton. Depends on what you consider tedium and what you consider important. I'd take bots and power and assembler 3s and miners so you don't have to go all the way back to burner miners etc.

Aquilo(the last planet) cannot self-sufficiently build a base and requires other planet support.(or a bespoke supply platform maybe I haven't fucked with that yet)
>>
>>500261241
Fish recycles into... fish?
>>
>>500260725
No gravity.
>>
>>500261368
>The fish was THIS BIG I swear
>>
>need 500 blue science to unlock coal liquefaction on vulcanus
>blue science needs red circuits
>red circuits need plastic
>plastic needs petroleum
>petroleum on vulcanus needs coal liquefaction
????
>>
>>500262562
Man, it would be super cool if there was another coal liquefaction recipe. Or if you had a factory somewhere that was already making advanced circuits.
>>
>>500262562
Check the tech you get for free(cringe) for mining calcite
>>
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bro I just wanted to save a blueprint for later...
>>
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>at work
>can't stop thinking about belts
Help.
>>
>>500262012
everything and the kitchen sink
you're colonizing not going on vacation
>>
>>500262989
>Siemens
eww
i'm a rockwell/Alllen Bradley shill fyi
>>
>>500261964
nah
>>
>>500259445
Just buffer it up you ninny.
>>
ok, just launched my first space platform. can i just go straight ahead to another planet or does it take a while?
>>
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>>500262352
if something doesn't recycle down it recycles to itself
>>
>>500263471
Well, you gotta get asteroid processing, thrusters, fuel, and defenses going on the platform. Beef up your rocket silo and start getting stuff up there.
>>
>>500263554
can i even know what defenses are enough without looking at other people's platforms?
>>
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why doesn't this go
>>
>>500263670
There's big asteroids on the way to and in orbit around the other planets. You really don't need a ton of defenses. Put a little extra defenses up front and make sure you have coverage around the sides and you'll probably be fine. You don't need a turret line all the way around though. Just guess. It's an adventure.
>>
>>500263724
maybe you have exactly 2k science packs? or maybe the last redundant condition messes it up somehow
>>
>>500263772
all right, thanks
>>
>>500263784
oh, the first one
confusing because the bar is green
>>
glebba science tomorrow god willing
I'm so fucking done with this planet, I don't care if it gets eaten while I'm somewhere else
>>
>launched a rocket earlier this year
>felt great
>didn't play for a while until space age launched
>feel like I've forgotten everything and I'm starting from scratch
>>
>>500258162
There is a use case for starting research for plastic/sulfur/acid while you are still on the way to oil field, you drooling retard.
>>
NOOOOOO YOU'RE PLAYING HECKIN SUBOPTIMALLY NO YOU CAN'T JUST HAVE FUN AND DO WHAT YOU WANT YOU HAVE TO COPY DOSH/NILAUS/TRUPEN NOOOOOO
>>
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off to volcanoanus
>>
>can't carry molten iron in your pocket
earendal strikes again
>>
imagine all the new planets we'll get in SE
>>
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>>500263724
needs more green
>>
>>500263670
>can i even know what defenses are enough
if you go slow (1 engine) like 5 basic bitch turrets with basic bitch ammo is enough for baby planets
avoid lasers
>>
reminder storing steam in storage tanks is cheating
>>
so, fulgora first?
>>
>>
>>500265593
it's just objectively the worst way of storing heat
>>
>>500264949
How would you know what plastic even is unless you refine some oil first? Wube is finally making the game make sense but /v/ tourists still can't help but complain.
>>
>>500265521
He's just desperate for attention
>>
>>500263724
set science to >=
>>
>>500265910
>How would you know what plastic even is unless you refine some oil first?
You tell me, the requirement is to get crude oil, not petroleum.
>>
I understand the lds, blue circuits and rocket fuel infinite science but why plastic and steel? They seem out of place somewhat.
>>
>>500265910
he's an engineer, he learned all this stuff in school
>>
>>500265965
are the attentionfags in the room with (us) right now?
fucking tourist
>>
>>500265910
How did we do it irl?
>>
>>500266304
auto-unlock from finding some alien shopping bags
>>
>>500266304
Some guy played with a bunch of chemicals trying to turn lead to gold then wrote down his findings shortly before dying to mercury poisoning I think.
>>
>>500266495
Edward Elric if he real
>>
>>500266495
she was chinese.

they're a different breed going all in for the immortality potion
>>
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>Slowly building up a base on Vulcanus after basically dropping down naked
>Finally get the snowball snowballing and it's time to free that tungsten patch from the small worm
>Set up a big field of randomly scattered turrets and get a small handful of piercing ammo magazines in there since it's easy to make locally
>Slap the worm's tail and run back to the turret field
>Zigzag through it as the worm chases
>All the turrets run out of ammo
>What the fuck how close was I?
>Highlight the head
>30000/30000
oh.
>>
>>500266724
>he didn't check resistances first
lamo
>>
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how did this happen
>>
>>500267231
Did you rotate one of the EM plant at some point?
>>
>>500267102
I did. I thought they would still do some damage.
>>
>>500267231
there was that one guy who had his thruster fuel get mixed up and flow thruing wrong when it ran low, so it might be the same bug
>>
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what are her odds of arriving safely at vulcanus, bros
>>
>>500267389
Bad. You'll need faster ammo delivery.
>>
>>500267389
With a platform that slow you'll be fine.
>>
>all you need for an omni-foundry on vulcanus is 1 decider, 1 constant combinator, 1 molten iron, 1 molten copper and the main production foundry
switching recipes based on signal is convenient but god damn does it feel silly when optimal vulcanus base is just copying the same 30x50 block 200 times
>>
>waiting on blue belts to be able to expand bioflux
>really need to shit
>decide to go shit and let the base run
>get stuck in the bathroom taking the biggest shit of my life
>get back right as a group of pentapods is coming to my base
It took me long enough that I finished blue chip productivity 3 and 4.
How exactly do pentapod attacks work? Do they only attack buildings that produce spores? Anything in the general area where spores are being produced? I'm wondering what sort of long term defenses I'll really need.
>>
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>>500267516
>>500267560
she ran out of bullets
>>
>unlock new mine
>"ok neat this replaces normal mines on nauvis"
>unlock foundry
>"oh cool half my base needs to be rebuilt"
I think I'll just ignore nauvis before I'm done with the other planets
>>
>build on-demand rapid beaconed science production on gleba
>watch it work for 2 rocket loads, leave
>alerts for logistic space running out
>missed a condition in the circuit governing it, 100k spoilage, everything clogged
>just as I open gleba to check seemingly all the stuck eggs hatch wrecking my base
Fun
>>
>>500268173
yeah I wish I just rushed space instead of building a retardedly large base on Nauvis myself as well
oh well, it is what it is
>>
>>500267730
What's the design?
>>
>>500267349
most of the worm's power is from its high regen. so if you don't have burst damage nothing matters. i just dropped 50 turrets with red ammo in a grid with small gaps between them and it died before they were all destroyed
>>
factorio is parkour
>>
>>500266259
is this supposed to be ironic?
>>
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I need to post something or the 15 minute counter will reset again because fuck you.
>>
God damn medium worms are on a whole other league.
>>
>>500268846
gook moot really does just hate this place
>>
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>>500268519
Yeah, i haven't had a chance to try some other things out. Just figured I'd give it a quick try to see how bad it would be. Glad im not playing iron man. But whatever. It's late. It's a a problem for tomorrio

God I love tiddies.
>>
>>500268929
Do people actually play this shit on perma-death and ironman?
>>
>>500268929
nobody cares, can you stop putting "I love tits" at the end of your post? That's how you avatarfags work.
>>
about to go to gleba. what's the hardest thing to get there, that I should pack in my huge ship? already finished the other 2 planets
>>
>>500268929
tits mods where
>>
>>500269013
the fuck do you think he is if not an avatarfag?
>>
>>500268902
You don't enjoy buying 4chin pass?
You don't enjoy advertisers using the aforementioned pass to push propaganda down your throat?
Shocking.
>>
>>500268846
bro just ask your isp for a static ip address it's not that hard
>>
>>500269072
I stopped coming here regularly after it became clear that this place had become flooded with potlicial yapping in 2016, nothing cant not be serious anymore, everyone NEEDS you to agree with them, the fun died
>>
>>500269060
I prefer to give people the benefit of doubt just in case they're not doing it on purpose and knowing the fact being pointed out will make them think twice and possibly reduce or refrain from their actions
>>
>>500269249
dude you're on /vg/
>>
>>500269285
I mostly just browse this thread, I refuse to look out the door and it doesn't mean anything in the first place: we can always do better than the rest of the area and this is a walled neighbourhood.
>>
>>500269013
Ritualposting is a classic hallmark of /b/tardism.
>>
I assume it's not possible to do a quick drop on a planet to grab an early unlock (Recycler) and fuck back off?
>>
>>500268985
Yeah.
>>
>>500268985
people do a lot of silly things in factorio
>>
>>500269580
huh? anons have already been suggesting that, even youtubers are at this point. my first trip to fulgora was all of 9 minutes to get recyclers and EMP assemblers and then I left
>>
>underground pipes can cross a gap of 9 tiles, not 10
>bus is 4 belts, 2 gap, 4 belts because that works for yellow underground belt
>either waste nearly 50% of the pipe range, or add underground belts every time a pipe crosses the bus
this was deliberate, wasn't it
>>
>>500269580
It is possible, and recommended, yes.
Make sure to take 200+ red engine to build a early rocket silo. It's the only thing that won't be readily accessible on Fulgora.
>>
>>500269386
>we can always do better than the rest of the area and this is a walled neighbourhood.
Dude the only places worse than /vg/ are /pol/ and the various shitposting boards
>>
>>500268301
>logistics enabled production
>on gleba
you deserve your fate
>>
>>500269835
>Dude the only places worse than /vg/
/egg/ is a peaceful land
>>
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The capacity is something.
>>
how the fuck do I get my space platform to only send packages of so and so number
>>
>>500269986
you can fit 2 thousand rockets inside a pistol?
>>
>>500269035
landfill, by far.
You'll want thousands but 1500 is the minimum I'd bring
>>
>>500269910
I meant boards not generals, throughs are entirely random in quality
>>
>>500270157
>legendary egg (formerly svgg)
>>
>>500269835
You should pay more attention. I lurk a lot on /g/, and it's overrun with paid shill pushing advertisement.
/biz/ is a hellscape too.

So far, the only well-behaved board I've found so far is /d/...
>>
>>500269846
It works now, my SR latch had was connected to a circuit network it should not have been
Speed crafts 1 rocket load then immediately purges spoilables from chests/biolabs
>>
>>500270242
that's because nobody goes to /d/ outside of complete and utter brain rotted pornsick people, who know not to shit where they eat
>>
>>500270242
dont ever go onto /sci/ if you value your sanity
>>
>>500270361
I went there once. It was a terrible experience too, now that I think of it. I think my brain might have subconsciously repressed that memory. As an act of self-defense.
>>
>>500260202
>well if we removed the gimmick from this planet and didnt add anything else to replace it the planet would have no gimmick
retard, gleba's gimmick is now leeches:
>organic items still labeled as organic
>with a high saturation of organics in one area, leeches may be attracted to your buildings (they will occasionally burrow out of the ground at random points throughout the factory, then crawl to a building)
>if a leech gets to a building that has organics passing through it, the leech will attach to the building
>when attached, any organic has a small chance to be consumed
>you can shoot the building with a pistol to remove the leech without damaging the building. turrets will not autotarget
>leech baits can be placed to draw leech attention instead
>baits work in a designated radius and need an organic supply to keep them working
>leeches focus on the bait instead if its fueled, 5MJ of organic fuel is consumed to bait the leech.
>leeches can then be used in another building, they'll take a variety of organics and turn them into resources. at the cost of some leech HP.
>jellynuts = iron
>yumako = copper
>the amount you get from both depends on processing level (raw fruit < jelly/mash < bacteria)
>nutrients = stone
>eggs = coal, biters provide more since they or the leech needs to be imported. both provide a higher fuel value than the eggs themselves.
>bioflux = trace amounts of uranium
>fish = leech eggs, allowing you to make more leeches without baits. such as locally on other planets
>gleba science = neuron slurry (liquid), also only on gleba
>neuron slurry can be used to speed up biolabs, BUT some slurry is consumed every time the lab completes its recipe. increasing how much gleba science and planetary IO you need. ontop of fluid packaging/unpackaging

>as a final note, eggs can still hatch so you're not entirely off the spoilage hook
>this includes leech eggs, if they hatch in your inventory they will start eating your items
>>
>>500270482
Its as if you combined the worst aspects of /pol/ and /x/ into one aborted fetus, it honestly makes /v/ look tame in comparison
>>
>>500270570
I hate this, make it into a mod
>>
https://www.youtube.com/watch?v=XKTzBoMjzwI
>>
>>500271090
I don't even know what's going on in there
>>
>>500271557
it's a machine that gambles on quality anon
simple stuff
>>
>>500271678
Why do that when you can just make legendary components on vulcanus out of the infinite iron and copper from lava and just make guaranteed legendary items out of those though
you trash non-rare, non-legendary results and buffer them, then send them to nauvis
>>
>>500269835
/vg/ has a lot of variability. /civ4xg/ is gonna be miles better than a /lolg/ or whatever
Even those aren't so bad as long as you're like in tune with the culture. The worst shit is the middling audience games like /twg/ which used to be good but just got invaded by enough /pol/tards and drooling retards that they consistently manage to drag everything else down.

/tg/ is a decent board, /ck/ and /lit are alright, /tv/ is a bit like older /v/ with forced memes and deliberate drooling retardism for fun which can feel nostalgic. porn boards except for /gif/ are all tolerable
>>
>>500272079
>/tg/ is a decent board
the generals are fine, everything else is jsut bait
>>
>>500271809
Where's the fun in that?
>>
>>500257893
This is what happened to me on fulgora, I already look back on those 17 hours of struggle fondly, I'm wiser now and wouldn't make such a mistake unless I did it willingly. It's the kind of thing you can only experience once.
>>
>>500271809
because to get the throughput needed to make anything in a reasonable amount of time you would need ridiculous amounts of quality modules in machines, even worse if you want to use higher quality quality modules.
it would probably be better to just try quality miners and recyclers on fulgora at that point.
>>
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what a mess
>>
>>500270361
what happened grandpa
>>
>>500263505
>you can recycle something to itself for unlimited quality rerolls
So fucking stupid. Recycling shouldn't accept quality modules (but fish breeding should).
>>
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>>500272556
the mainbus will never let you down anon.
>>
>>500263973
The bar is a progress bar, of course it's hard to see when it reflects 2000/2001 progress.
>>
>>500246385
The problem remains.
>>
Does productivity benefit from more labs
will 10 labs with tier 1 prod modules work half as fast as twenty labs or will they use less science packs overall

is it better to use higher tier modules and speed beacon the science instead of making more of it
>>
>>500273301
It does have negative 75% productivity which is a pretty reasonable cost but it does feel dumb.
I just like that it is in as it gives an expensive way to brute force quality rather than just a bland production of scale. which I am also glad is an option. Both are better with the other option for reference.

>>500273393
Why not all steps of belts in foundries?
I know 1s and 2s are so cheap compared to 3s and 4s but it BOTHERS me
>>
>>500274230
>Why not all steps of belts in foundries?
I was talking about an anon yesterday about it but I didn't know you could make belts in foundries without lava until I had built the base, I just didn't really bother to put the reds and yellows in foundries because I didn't want to rip them up. I did rip up the blues because blues are expensive.
>>
>>500273895
Speed modules/beacons is paying(electrically, plus the fairly high cost of higher tier modules) for more output in a smaller area
Productivity is always more "free" output relative to the input
Size will scale output infinitely provided infinite input

It isn't difficult to figure out.
>>
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Im guessing this is around where you should be for fuel usage/thrust? Does that seem right? I don't fully understand this graph.
>>
>>500273895
Prod is free resources at the cost of power/speed
speed is throughtput at the cost of power
prod in labs and speed bacon is free resources and throughtput at the cost of a lot of power
>>
>>500274427
Oh that anon was literally me, small world huh
I'm still on Nauvis, everything is ready for me to fuck off but I want to make it permanently safe on my death world first. Just gotta plug in one more smelting stack, rig up a rail network that doesn't require babysitting and include wall resupply stations in it then I'm heading to Charr.

Half of me is tempted to just sack Nauvis, I'll have to scrap my starter base anyway because I hate it so much but it does do good spm despite looking like dogshit.
Also I probably can't mute the alarm sound so its slow death would literally drive me insane
>>
>>500269986
Is there a mod that lets you craft two pistols together as "dual wielding" and it's just a pistol with double fire rate?
>>
>Spend 20 hours making yellow, purple and orange science on Vulcanus
>Come back to Nauvis
>All the copper mines are completely dry
Boy do I love having to fix resource shortage... Absolutely not the most annoying part of the game.
>>
>>500274719
I thought about the vulcanus base too, it's enticing. I did ultimately decide against it so I could do it on a later run where I knew that was my plan and rush there.
>>
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Perfection
>>
>>500275047
>rail signals anywhere other than the 4 exits
*deadlocks*
>>
>>500274557
"fulfilled to" refers to how much fuel is in the engines.
for a given fuel production rate, optimal thrust to weight ratio would probably be somewhere on the left of the graph, spreading out fuel to many engines.
>>
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>>500275047
>>
>>500275481
Retard
>>
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>>500275047
I know the throughput is much better, but still prefer a chain signal junction. Just cleaner and nicer to look at.
>>
Where to mass produce quality modules? Fuggora?
>>
>>500276107
Yes, Fulgora is optimal
>>
>selector combinator can output stack size for an item
Holy shit, I can finally make generic station blueprint that doesn't require any adjustment.
>>
>>500276228
>not just using an inserter daisy chain and enabling the station when all the hands are full
bruh
>>
>>500276415
>enabling station
Grug tier solution. I'm setting train limit to the number of wagon-loads the station can supply, so multiple trains can route to the same station. I don't care if doesn't make any difference 99% of the time.
>>
The best advantage of trains over belt is that when a mine run dry, all you have to do is move the mine station to the next mine.
>>
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Dude really went "I'm gonna make a couple of mods for factorio"
>>
>>500272404
Ideally you do both, quality items low on the production chain get made on Vulcanus, higher tiers on Fulgora.
>>
>>500274557
The more fluids in the engine, the more thrust it produces (green line) and the faster the ship consumes fluids (blue line), but the efficiency drops (orange line)

If you want maximum efficiency, only give it <=10% fluids (using circuit-controlled pumps), and your platform will be an efficient but slow truck

If you want maximum thrust, give it >=80%, and your platform will be a very fast but fuel-hungry sports car

Anywhere between that is somewhere between those extremes.
>>
>>500276921
and what happens when a train arrives and loads up a train's worth of cargo?
>>
>land on vulcanus
>walk around
>see worm
>drop 20 gun turrets
>press z
>dies in 100 ms
easy game
>>
>>500277342
The train limit goes down by one
>>
>>500277432
and what happens to the last train that was dispatched to that station?
>>
>>500277374
>press z
Why would you want to drop some random item on the ground?
>>
>>500277531
I don't think you know what train limit means.
>>
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I've finally done it. The worst is now behind me.
>>
>>500277736
nutrient freshness doesn't matter in egg breeding
>>
>>500276228
You can also parametrize your blueprint and set circuit values to automatically account for item stack size. I think you can type "p0_s" into the formula used wherever you need the item's stack size (there's hint text there anyway). You'll just have to set whatever the station is for when you stamp down the blueprint and everything gets set automatically.

>>500277531
Train limits going down won't cause trains enroute to redirect. Instead, it will arrive as expected. Incidentally, when the train at the station leaves, it will "re-open" the same train limit slot that it closed by taking a trainload of items, meaning that the only issue you'll face is that sometimes a train has to wait a few seconds before being able to leave it's station.
>>
https://www.twitch.tv/nugiyen/clip/PeppyApatheticBillNotATK-kl-JGlVFfPV3lPqD
>>
>>500277837
It has dedicated nutrients just to be as safe as possible.
>>
>>500277736
*spoils in front of the lab*
>>
>>500277898
>basically ignores him to just go destroy as much shit as possible
Fucking griefers.
>>
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>>500277736
Why the fuck isn't it sending this shit down?
>>
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>4 million ore vein
>only fits 1 train worth of miners
>>
>>500277881
>You can also parametrize your blueprint and set circuit values to automatically account for item stack size
Ooh, that's nice. That makes it even simpler.
>>
>>500278457
so? just find more veins
>>
>>500277898
This happened because he started building his base not at the starting location but somewhat left of it?
>>
>>500260060
>400
Those are rookie numbers you have to pump those numbers up
>>
whats the point of keeping a base on nauvis? just for uranium stuff? Should i just be leaving ASAP?
>>
Today we go to gleba the horror the horror
>>
>>500279329
Nauvis is literally just uranium until you get late game lab. If you leave some kovarex on while you leave its the only thing you need running there
>>
>>500279329
yeah
>>
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I need that gleba tech now I can now shit these out
>>
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>>500280189
>>
bots or robot frames in the rockets?
>>
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we have achieved world peace, at least until I research artillery
>>
>Tfw blowing up buffer chests for blue circuits because i can't be fucked recycling them
>>
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>thruster have some weird efficiency mechanic
>pumps can't limit their throughput
>>
How long should you play before going to space?
I'm 50 hours in already
>>
>>500283230
space science is easy and free after building cost and unlocks logistic network, kovarex and mk2 modules
>>
the difficulty curve is so fucking weird
i went gleba first which is... not that bad
then fulgora which feels like it just shits out resources and honestly would've been fast if I didn't meme around with quality and trying to set up trains without deep oil
and vulcanus is literally free power, free resources , oh no you have to deal with a few fluids and some stone.. that you can just make into a landfill or void it for free with recyclers... even easier than nauvis
>>
>>500283525
>void it for free with recyclers
You can put stone into lava with inserters.
>>
Okay feggitz, I need help with the interrupts. How do I specify what station to go to after the interrupt is done?
I have a mine, a dropoff, and a depot. Default behavior is mine > dropoff > mine etc. but if the dropoff is full I have an interrupt to send the train to a depot to wait. The problem is that because it first tries to go to the dropoff before triggering the interrupt, the dropoff station is skipped and once the interrupt expires the next station it goes to is the mine when I want it to go back to the dropoff.
How do I fix this?
>>
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>>500269510
>>
>>500284258
ok so what gives
even the science is the easiest one
>>
>>500283230
Just a station for space science? Do that as soon as you can, Nauvis orbit is safe. If you mean when you should leave to another planet, do that once your main base can run and defend itself without you and make sure to be deep in projectile damage research so your platform can easily shoot down the big asteroids.
Building up a feasable bot network to be able to remotely fix stuff on Nauvis if something goes wrong also helps greatly.
>>
>>500284430
Planets are meant to feel like rewards.
They're hard initially when you first get there, but then you get rewarded for your effort by making things easier after you've established a proper base.

The concept of a "difficulty curve" is retarded. No good game consistently gets harder over time.
Good games have dips and spikes in difficulty, with those dips and spikes being more pronounced as the game goes on.
>>
>Ship enough uranium to make my first nuke
>Craft it on vulcanus
>Launch it at med demolisher with a grin
>He tanks it and look at me
What the fuck
>>
>>500285037
Demolisher's have 99% explosion resistance.
>>
>>500285037
He TANKED that
>>
>>500285037
The key for demolishers isn't high damage itself, it's high dps. Spamming poison capsules and turrets unironically works better than nukes.
>>
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What is the use case for this tech?
>>
>>500285451
Slightly more building space.
>>
>blue circuits on volcanus
oof ouch my insufficient infrastructure
>>
>>500283230
took me about 40 hours but I haven't played in a long, loong time and wasn't worried about taking my time
now slowly finishing up first volcanus visit at 55-ish
only thing I regret is not getting fulgora's circuits machine early on, they're the biggest pain points on both nauvis and vulcanus and launching is allegedly very quick on fulgora so you can land, build a few machines and go elsewhere in like an hour
>>
>>500285451
if you fatfinger landfill you can still put a pump on it
>>
>>500285103
>Demolisher's have 99% explosion resistance.
so a nuke tickles him but a cannon shot kills him? a bunch of piddly turrets kill him?
then again, a bunch of piddly turrets break truck-sized rocks in roughly one second so I guess they shot those bullets at relativistic speeds
>>
>>500285103
>>500286028
it's just 60% resistance but yeah
you want sustained damage so crank those poison capsules me boy
>>
>>500285451
I feel like they did that before they reduced the water usage of heat exchangers and boilers
>>
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>grinding quality
>wondering why i have 0 epic
>i forget about gleba
>>
>>500245498
how do you make these images? factoriolab does a version of it but i can't make the image scaling there be not completely awful
>>
>>500284267
okay no thanks to you guys I figured it out by just making them wait at the depot until an interrupt triggers
>>
this is the last fucking time i'm playing gleba legit
>>
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>wait in depot until a mine opens
>go fill up
>find matching requester station
>go back to depot
>>refuel occasionally
>>return to depot (if not already at depot) if mine/request disappears for some reason
Is this how to do it?
>>
>heated nuke plant explosion doesn’t kill even a small demolisher
tis silly
>>
>>500288456
Benefit over normal schedule?
>>
Can recyclers really not spit out stacked items like big miners?
>>
>>500288671
It uses interrupts, which are new and cool.
>>
>>500288778
I think they can but they might only do it if a single craft outputs more than 1 of the same item.
>>
So is there any actual benefit to stocking up on green belts while on vulcanus? Feels like blue belts are quick enough for practically anything I want and they get 300% bonus on gleba vs 33% bonus if I spend a bunch more time on vulc
>>
>>500288456
It's not a bad way of doing things, but I've just been using the interrupts as resupply stops. If no fuel, refuel, if cargo empty, fill cargo. Then go back to the schedule
>>
>>500290064
The extra speed is still useful for Gleba.
>>
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>>500245498
>came in a fluffer
why do I understand that reference?
>>
>>500269986
i just noticed cos of this
can we not craft pistols anymore?
>>
>>500240207
>gravity too low for chests
but belts and inserters and everything else works just fucking fine???????
>>
>>500277898
>twitch
>>
what's the bottleneck resource on Fulgora? seems every planet has something missing
>>
>>500292210
what reference is that even
>>
>>500293104
I found the biggest bottleneck on fulgora is having fun
>>
S.I.M.P (Science in my spaceship) has been launched. Time to make a base in space. How long will we have to wait for someone to make a B.N.W-like mod that adds stone in space?
I know it should be "space platform" but S.I.M.P.P is not as catchy
>>
>>500293104
building space. Unless you luck out with a big-ass island on spawn, you're gonna end up with a bunch of tiny bot malls connected by rail.
Also needing disposal cases for excess resources backing up from scrap recycling, but vulcanus has that with waste rock and gleba has that with spoilage, so it's more of Fulgora's version of waste management than a unique missing resource gimmick.
Also water I suppose but you can dump ice from orbit if you really need it.
>>
>>500293104
Biggest bottleneck is your ability to balance consumption/production of things so your factory doesn't get clogged.
>>
>>500293484
>S.I.M.P (Science in my spaceship)
That's SIMS.
>>
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maybe I need more turrets
>>
>>500293634
>so your factory doesn't get clogged.
there’s nothing wrong with a 30x30 array of chests filled to the brim with garbage you refuse to void by recycling because you might need it later
>>
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>>500245559
>>500245572
>>500293276
A reference to this, from a woman that wanted to do a gangbang for her birthday and set up a google form for people to apply for it.
>>
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>>500293973
who is this "we"?
>>
>>500293973
Why do you know this.
>>
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found a use for the recipe switching option. wanted to use new thruster fuel and oxidizer recipes without redesigning my platform. but the crusher recipe that spits out calcite would back up due to the low amount of calcite required compared to water. if calcite reaches a certain amount, i switch the recipe back to the basic water one, then back again when i need calcite.
it's pretty basic i know, but now all my starter ships are blasting at full speed the entire way.
>>
>>500293837
Yeah but I'm not putting "platform" back. It's (S)cience (I)n (M)y s(P)aceship.
>>
>>500294286
>>500293915
Stop being inefficient with platform space you shits
At least 95% of all buildable area should be filled or you will die in real life
>>
>>500294143
It was all over twitter back in February and it was so odd that it's stayed in my mind.
>>
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>>500294593
>It was all over twitter
>>
>>500293837
i don't get it? the first letters spell simp not sims
>>
I like the extravagantly large curves you can do with the new rails
>>
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>>500294743
You literally asked
>>
>finally have a shitty but semi-working setup on gleba
>a single big fat bastard comes and destroys pretty much the entire thing 3 minutes after I move to build elsewhere
>>
>>500294949
those are some big boy nests to just have next to your base without walls to the south, anon
>>
anyone tried to do a pure mining station in nauvis orbit? I realize vulcanus is probably better, but if it works the way I think something about the simplicity is very appealing
>>
>>500295319
I love meeting new friends!
>>
>>500295319
trees will handle it.
>>
So when I land on a new planet, am I stuck there until i build a rocket silo?
>>
>>500295201
Remember, it's called "human rights" not "biter rights" or "spider rights". Kill them all, the premature babies included. Space drop yourself a tank, and a few stacks of uranium cannon shells and evict them from your territory.
>>
>>500295891
Yes but you can drop cargo even without a landing pad. The silo itself is too big to be sent by rocket but every part of it can. So you're never stuck as long as you have at least 1 working base with roboports.
>>
>>500295721
did tree pollution absorption get buffed as well as tile absorption
>>
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Finally got Fulgora to a state where my factory will hopefully not get clogged up with anything anymore. Time for gleba.
>>
>>500244060
i went gleba first, no regrets. took me 2 hours to get a rocket silo going from scratch, without bringing any items or knowing anything about the planet beforehand. it's not hard.
>>
I can't be the only one who completely ignores the circuit shit in Factorio right?
>>
>>500296704
>I can't be the only one who is like the overwhelming majority of players, right?
>>
>>500296704
Circuits are an added bonus, they can do a lot of very useful things (even the most basic idea of just turning excess heavy oil to light oil to petroleum to solid fuel) but they're not mandatory, just like using belts and pipes instead of trains.
You're missing out on some really good things by not using either though.
>>
>>500296704
The overwhelming majority of players don't understand trains or circuit. Knowing them is a nice bonus though. They allow you to do plenty of neat stuff.
>>
Tips for controlling Nauvis remotely? Do I just enlarge my bot network and build a few tanks with bots? Is it worth to increase defenses? I'm kinda worried about having a big chunk of the base destroyed.
>>
>>500296704
basic circuits is just connecting red or green wires from one thing to another and use if statements and you can solve most your problems with that

you don't need to use any of the other combiner crap really
>>
>>500297221
Rush artillery then keep upgrading its range past the pollution cloud
No more regular attacks to worry about once all clear
>>
Can you guys post your train depot (unloading) stations, trying to get an idea how I want to set mine up
>>
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>>500298354
used rail ramps to put the stacker on the other side so the next trains in line could cross without interrupting the main track.
this way i can easily increase the number of stacking trains or the number of stations.
>>
>>500298805
I was thinking of doing something similar, how are you handling ore? That's what I'm setting up now. I figured I would unload all the ore at a depot, send it to the smelters then run a main buss off the smelters and set up another depot if I need to move the final products around
>>
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hi may i ask what does this symbol mean?
>>
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>>500299078
i smelt at stations like this end then bring the plates and stuff like plastic/sulfur to the bus. either way is fine really.
>>
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I want to start getting rail stations set up and plan to run multiple trains for the same resource (like X iron trains etc) to fit my needs. How would I set up the unloading station with two stops so like "if stop A is being used, use stop B to unload if A is open use that" that way I basically always have trains being unloaded and don't have resources just sitting waiting for train A to unload. I know I could probably do it with rail signals but I could see it leading to issues.
>>
>>500300135
Use the same name for both stations and set train limit so they won't queue up to the same station.
But your picrel is retarded, either use longer train or put them in parallel.
>>
>>500300135
make two destinations with the same name, make sure both have train limit of 1, set A's priority higher than B
>>
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>six foundries churning nothing but copper wires so blue circuits won't lag behind everything else
fuggora can't come soon enough
>>
>>500296704
be brave, anon. feel the fear of learning and push through it
>>
>>500301250
>feel the fear of learning


it's not about that it's like I haven't seen a use case for them yet. I've set up basic shit like alarms and stuff for fluid tanks but nothing more complex
>>
>>500300647
>18 pieces of calcite to make 50 rocket parts
fucking lmao
>>
>>500301487
The base game was built to be easily beatable without circuits - the only time I feel I need circuits in vanilla is to crack oil
I think the xpac is doable without circuits, but it will be much harder than if you use them
>>500301543
Vulcanus feels almost comical, I kind of hope they rebalance it at some point.
>>
>>500297221
Just make sure to have both your whole base and your outposts covered by bots and don't forget to set up a supply train to make sure your outposts' bots can replace stuff that might get destroyed, like turrents and walls and such.
Don't hesitate to overbuild your defenses, guns and flamers are cheap af.
>>
Why is there no autopiler?
>>
>>500302014
how would you build a space science platform without circuits?
>>
>>500302189
Isn't that the Dyson Sphere Program machine that stacks items on a belt on top of each other?
>>
>>500302479
This is my first space station, it needs no circuits. It just chucks everything off the edge if it doesn't need it immediately.
I imagine ships would be much harder (all of mine have ample wiring), but I didn't ever feel that I should use circuits here (except controlling insertion of the science into the hub)
>>
>>500302479
use priority splitters to divert overflow and dump overboard.
>>
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>>500303685
crazy the different solutions people come up with
mine monitors the amount of stuff in storage and dumps anything else overboard
>>
also damn I should have probably flown some elf modules up there instead of adding more panels
>>
>>500302014
>Vulcanus feels almost comical, I kind of hope they rebalance it at some point.
rebalance what?
the whole point of vulcanus is nigh-free resources but you don't get quality from ores. calcite is free on vulcanus so maybe do calcite-related stuff there... or ship it through space
fulgora is certainly both easier and more rewarding
>>
>>500304516
>quality


people are actually paying attention to that shit?
>>
>>500304119
blueprint logic pls?
i have no idea how to do a universal trashcan and hooked up an inserter each for every resource I need to throw away, which takes up a lot of space right next to port
>>
>>500304807
quality is useful even early game (robots, power poles) and gets downright stupid op later
ignoring quality is like ignoring modules/beacons, in that you can but you're making a challenge run
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>>500304904
I'm simply taking the contents of the station making it all negative. Using a constant combinator to supply positive signals of the amount of the things I want a certain amount of on the station and everything above that would get ejected, then passing the signal to an inserter after inverting it again with it getting its filters from the circuit and it dumps whatever I need it to dump.
>>
>>500305170
I'm not gonna make a whole ass other set up just for the hopes of getting a 1% better thing out of 100s wasted. 1-2 quality things aint gonna do shit out of a whole array of something.
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Literal slot machines
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>>500294480
hmmmmm
nyo
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>>500305461
because you're a dumbass who thinks it's gacha rather than statistics
I refuse to use poor people power poles so on vulcanus I shit out medium poles by the thousand and throw 99% of them into lava and only keep the 3* ones
I built 182 in my base, I have roughly 100 in storage, over 16000 were disposed of
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Wireless signals are so fucking good for train management man. God i love trains.
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>>500263973
Actually if you look real close you can see the top green bar is still missing one pixel column.
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>>500305402
thanks I'll try to copy it and see whether I understand it when wiring it myself
>>
>>500305917
What are you managing?
>>
>>500305828
>I refuse to use poor people power poles so on vulcanus I shit out medium poles by the thousand and throw 99% of them into lava and only keep the 3* ones
>I built 182 in my base, I have roughly 100 in storage, over 16000 were disposed of

You literally just proved my point.
>>
>>500305170
>ignoring quality is like ignoring modules/beacons
but that's just
a normal default vanilla run
aside from maybe slapping prod3s in the rocket
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>>500299885
If you do the "slim smelter" thing like this, where it outputs towards the bottom left, you don't need that weird double lane merger at the end because the inserters properly put items on both sides of the belt. Can be rotated, too (but not flipped).
>>
>>500263724
>>500265985
This. I almost always use ≥ or ≤
>>
>>500305170
>ignoring quality is like ignoring modules/beacons

There's no RNG or wasted materials.
>>
>>500306064
proved what?
>>
>>500306232
>wasted materials.
Do you know how much it costs to create modules?
>>
>3 different input signals don't confuse the assembling machine recipe choice and works as intended
this is really nice, i was afraid i'd have to use my brain or something
>>
>>500306120
>>500299885
all obsolete by going to vulcanus
>>
>>500306021
Just using them to make sure certain trains only get off a station once other trains pass through certain signals.
>>
>>500305969
although more optimally you would control things on the asteroid side of things but this is one of the many ways to do it
>>
>>500306329
yes but every module does something unlike this retard >>500306064

who wasted over 16k worth of materials just for an extra tick of range.
>>
>>500305461
Kinda agree but quality rocks for certain things like power armor, even just hitting uncommon or rare.
>>
>>500306468
>who wasted over 16k worth of materials just for an extra tick of range.
how do you 'waste' literally infinite materials that vulcanus provides 2 hours into the game?
>>
>>500306575
Calcite is not infinite :)
>>
>>500306659
well my starter patch went from 900k to 830k so far and there's an unclaimed 11m one nearby so I'll keep my posh power poles lol
>>
>>500306468
Modules are
>Spend a ton of resources, get a few modules
Quality buildings are
>Spend a ton of resources, get a few machines
Why is only the second "wasteful"?
>>
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so how do I get stuff from platform onto the planet automatically?
I thought you request stuff in cargo landing pad, so I requested 2k space science which I have up top but nothing happens
>>
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That's interesting, it should be self evident but removing pollution does not actually keep the evolution counter stable
I set time to 0 and pollution to 200, then stuck a couple of air purifiers on a gas plant and while there was 0 \actual\ pollution in the chunks because it was getting removed as fast as it was getting created, the whole thing actually bumps the evo
that also means that my daisy chain of greenhouses is pollution inefficient even if it acts as its own purifier by reducing 225 pollution per minute to completely counterbalances the boilers it's feeding with wood, which is slightly annoying but it just means I can turn them into coke processors, it's not that big a deal
so once again nuclear ends up staying winning, although realistic reactore are actually rather underpowered in K2 for some reason (can barely produce 120 MW each at max, instead of the 1.2 GW they'd output in K2) even with all of their control rods fully retacted, so basically playing with a naked core

Can't wait until RR gets a 2.0 update :(
>>
>>500307148
There's no RNG in modules. If I craft a T3 module it's going to be a T3 module now, later and tomorrow. For quality I could craft 1000 of something and maybe get one quality thing which isn't worth it in any sense of the matter.
>>
>>500307205
PRODUCED pollution causes evolution, not absorbed pollution. trees (or modded scrubbers) absorbing it just removes it from the map.
elf modules lower energy consumption and thus lower evolution caused by pollution
>>
>>500300581
Does that actually work without blocking the path?
For example, station A is ahead of station B, set with the higher priority and train limits.

Train A departs before Train B, but because of a longer route, Train B reaches the stations first.

Does Train B pull into Station A? Or will it sit in Station B, blocking A, until it has unloaded?

I guess what I'm asking is whether or not the train that departs first reserves the station or if it decides later on.

not that anon though. I don't really see any reason to do in-line stations without a way in and out for each train
>>
>>500307397
A train reserves its destination before traveling to it, so there are no race conditions with regards to a train getting there first.
>>
>>500307315
there's no real rng if you produce a shitton of something either
if you craft a power armor 10 times hoping for rare you're playing slot machines
if you stick quality into a 5m iron patch the resulting distribution will be pretty reliable
>>
>>500307389
yeah's what I said
>elf modules lower energy consumption and thus lower evolution caused by pollution
Reasonable, although powergen ends up being your biggest pollution producer (before nuclear) and you can't elf module those
Well, I mean you can elf module miners but what kind of madman would do that when you have pollution scrubbers instead of putting prodmods on the things and the speed beaconing them
>>
>>500307802
>Well, I mean you can elf module miners
on a death world, esp with the harsher mods? rushing elf modules and using them everywhere + solar power is the easy mode
on default settings you don't really care about biters anyway so the point is moot
>>
One disappointment of the update that I hope they fix is display panels.
They're a lot less powerful than I expected, and much less powerful than even the most basic modded equivalent.
I do hope they make them able to do more in an update.
>>500307802
Efficiency modules in your mining outposts is so insanely powerful with regards to stopping biter attacks on them. I really recommend trying it once - I can't ever go back at this point.
>>
>>500307753
>if you stick quality into a 5m iron patch

What does that even mean, the miners? Even if you craft 1000 miners the 1-2 quality ones you get won't make any difference at all. That's why there's no reason paying attention to it. Trying to craft 100 quality miners probably means you crafted 10000 normal miners which is just a huge waste.
>>
>>500307315
Pretty sure the game doesn't use true RNG where it's possible not to get a quality drop after hundreds of crafts. A 1% chance just means you need to craft 100 items (more or less). Quality is actually very deterministic.
>>
>kovarex going all out again
>>
>>500308210
qrd?
>>
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>>500308074
you stick quality into miners
you filter out 3* ore and higher
you now can build anything you want at 100% guaranteed rare quality that uses iron in its recipe, provided you also have other materials at 3*
>Trying to craft 100 quality miners probably means you crafted 10000 normal miners which is just a huge waste.
you're thick as pig shit
>>
Did my first dip into quality on Fulgora, holy shit this is messy, and I only have the first 2 rarities.
>>
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I'M FREE
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>>500308049
>Efficiency modules in your mining outposts is so insanely powerful with regards to stopping biter attacks on them.
Yes, but pollution scrubbers are insanely cheap to make and each one removes 75 pollution from a given chunk, and they stack.
>>500308049
But in death world pollution counts as 9 units, while time counts as 200... Technically speaking if you're alerady using purifiers that means you'd be encouraged to do things faster, instead of slow and steady with less pollution, since pollution influences evo for only a fraction of the amount of time spent?
Also in K2 you'd be already without attacks because you'd have no [actual] pollution tocuhing the nests, which would mean no attacks in the first place
not to mention the ridiculous weapons in the first place
so technically that only works with rampant death world
and even in the case of rampant k2 death world you can use an anti-creep or anti-biter capsule and straight up cut 5% of the global evo counter per capsule so you can go from 100 to 0 in a matter of minutes
And in the case of K2 if you're really reaching behemoth biters tiers of attacks
>>
>>500305170
>ignoring quality is like ignoring modules/beacons
They are not even remotely on the same level. Maybe beacons, because IIRC they're not part of a recipe for anything, but modules are. Quality on the other hand is literally just a sidequest.
>>
>>500308338
Why would I put quality modules in the slot when I can use literally any other module in there and I'm sure the quality modules have some layer of RNG and cost just as much as normal modules. It's a waste no matter how you look at it. On top of that you're wasting all that "non 3* ore" and hoping it hits which means you're actually bringing in less resources "hoping for the good shit" than if you had just mined normally.
>>
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I am this fucking close to just command lining myself some foundations
Goddamn I hate this planet
>>
>>500308710
If you bothered to interact with the system you'd quickly see just how absurd your point is. Not only are some quality items *vastly* superior to normal (vulcanus mine with 92% chance not to consume ore when mining) in some cases it allows you to ignore a roadblock that simply has no solution without quality (one super-fast machine producing billion thingamajigs -> you're input/output constrained -> use an inserter that's 150% as fast)
>>
>>500309014
>allows you to ignore a roadblock that simply has no solution

This is a skill issue. There's nothing in the game that fits that criteria unless you're shit.
>>
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>>500308775
>On top of that you're wasting all that "non 3* ore" and hoping it hits which means you're actually bringing in less resources "hoping for the good shit" than if you had just mined normally.
do you think non-quality ore just vanishes into the aether or...?
>>
>>500308693
>And in the case of K2 if you're really reaching behemoth biters tiers of attacks
okay I completely butchered that part, that was supposed to be about the anti creep capsules
>>
>>500309250
>do you think non-quality ore just vanishes into the aether or...?
If you're only filtering the good ore that's the only thing that's getting placed on the belt meaning all that other ore is just sitting there when it could be getting mined instead of hoping for a hit.

I've not even looked at quality, nor read anything about all the new shit, so I have no idea how it works but since it's on a gacha system it's easy to piece together how it all works.
>>
>>500308775
It's not a matter of whether quality is more efficient or not, it's just increasing a number for the sake of increasing a number.
Imagine you've done every raid once in WoW, but barely got any loot, if at all. You finished the content, but if you keep going you're just playing for the sake of "number go up".

>>500309014
There are no roadblocks in the game whatsoever if one ignores quality completely. You can finish the game without building a single quality module, and have your base work at a high throughput. Your proposed scenario is just scaling down footprint while increasing production, something that K2 has already done with its super buildings.
>>
>>500308775
>Why would I put quality modules in the slot when I can use literally any other module in there

when you use quality modules, you get quality items. When you use speed modules, you get more items. When you use efficiency modules, you use less power and make less pollution. All of these things are wantable. hope this helps
>>
>>500309505
quality modules give you 35% more ore you fucking moron read the tooltip
>>
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I built a mall that sets the recipe to produce what's needed, quickly cycling through the available recipes if there insufficient ingredients for the selected recipe. The missing ingredient is shown on the top display row. It's slow and inefficient but I do enjoy watching it work. And it was an enjoyable circuit puzzle to get it working. There's a selector combinator constantly selecting a new recipe at random but on its own that would result in the chests constantly getting new requests. So I had to build a memory cell that stores the recipe and only changes the stored signal to the current output of the selector combinator when a circuit condition pulse indicates it.
>>
>>500309835
>>500309994

>when you use quality modules, you get quality items

Are you guaranteed the quality items or does the module tier simply increase the chance you get the quality items, meaning without the module the chance is zero. I would like to see the math of quality vs speed or whatever module for mining. I'm willing to bet regular modules provide more benifit over time vs wasting that slot for a "chanceq"
>>
>>500309641
>it's a world of warcraft rat, in 2024, trying to argue with people
>>
>>500309505
>hoping for a hit.
I will explain it to you in terms that you can understand.
Imagine if in your shit gacha mobile game, instead of having only 10 pulls, you have 100000 pulls. Instead of a slim chance to "hit" your 12 year old child anime character waifu, it's a matter of how many of them you get. Do you understand? 0.1% chance to hit 5000 year old dragon lady reborn in the body of a toddler, across 100000 pulls, will give you an expected value of 100 waifus. The odds of you getting less than 50 or more than 150 are astronomically small. It's not randomness or gambling, it's a distribution.
>>
>>500296147
>Yes but you can drop cargo even without a landing pad.
Wait what?
>>
>>500310604
>it's a matter of how many of them you get.


After you max the character out though the dupes become pointless and you can have really shit luck and only get a handful.
>>
>>500310604
>it's not gambling if you pull the lever a lot of times
>>
>>500283013
I guess you're supposed to turn the pumps off when reaching certain speed.
It's weird that you can't connect thrusters to circuit networks.
>>
>>500310913
It's just a lot of cope from people refusing to acknowledge the quality system is shit and not worth the effort.
>>
>>500305170
>in that you can but you're making a challenge run
>makes two of whatever you have quality off
>>
why would anyone build a nuclear reactor it's just gambling on nuclei decaying. What if you get a bad roll and the reaction stops??

And don't get me started on steam engines, sure they say that energy *probably* flows from high temperature reservoirs to low temperature ones, but I wouldn't want to bet on it...
>>
>>500310829
orbital drop capsules
they just land
>>
>>500283013
you can make a duty cycler probably pretty easy. make a little clock circuit that resets every hundred ticks and have your pumps only pump over whatever percentage value you want
>>
>>500308338
>Baby miner drills
>Qual
Bruh go to vulcanus now
>>
>>500310180
>immediately starts forthing at the mouth because someone played it 10+ years ago and used its mechanics as an example, even though it's just a placeholder and any other MMORPG would've fit the bill
Kill yourself ASAP, you negative IQ monkey.
>>
so what do I bring back from vulcanus?
orange science, some foundries, some big miners, anything else?
>>
>>500310913
Yes
>>
>>500311439
I wonder how hard it was to stop earendel from making you manufacture each drop pod
>>
>>500311678
First time I went I got about that. I'm heading to gleba so now I'm making green rails for it god knows I'm going to need them
>>
>>
are the new train schedule improvements shit or is it just me? they just go for the same station every time, what's the point? i tried turning off the dropoff but they still go for the same resource and then go to sleep
>>
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>>500305461
>I'm not gonna make a whole ass other set up just for the hopes of getting a 1% better thing out of 100s wasted.
Your base assumption is wrong.
You can easily get +10% quality per operation in the early game. And about 25% quality with legendary T3 quality modules in the mid game.(3 to 5 modules, depending on the machine, times 6.25%)
Once you factor in productivity, it's actually quite efficient. Productivity bonuses can get quite massive in Spage Age. Easily as high as +100% in the mid game, with exoplanet's machinery.
It's piss easy to farm high quality base components with a handful of really simple loop once you've unlocked recycler.
At which point, you would not have to gamble at all. The final crafting setup is quite simple : you put a requester chest down. Your request legendary components. You craft a legendary item, 100% of the time, like you would a normal one.


>>500308074
No. He meant to stick the quality module directly into the miners. The miners themselves can be your usual normal version.
>>
>>500311678
calcite if you want to use foundries for ore processing, blue/green belts if you have enough rocket throughput
>>
>>500310105
Not guaranteed, but the probabilities are high enough that for a decent production speed you will see a lot of quality items. For general production prod + speed is probably better, but quality is for situations where you are limited on space and need more performance from one singular item/building, mainly on space platform buildings and equipment. Also, all the free productivity on the new buildings and infinite researches means shoving additional prod modules in isn't mandatory, not to mention quality miners gain reduced ore patch drain.
>>
>>500311907
What are you trying to do, and how are you doing it? I'm not sure it's a problem with the system.
>>
>>500311678
Lots of calcite, like several rocket loads cuz your need it for cliff explosives.
Also the tungsten plates are needed for artillery
>>
>>500311907
sounds like the stop is inaccessible
>>
>7 Thrusters consumes half my fuel so I can make 2 travels in a row
>3 Thrusters consumes 1/3 of my fuel for 3 travels in a row
Wonder how fast I can do one way trips
>>
>>500312016
let me visualize it for you. this isn't the setup i have, but the problem is the same
>have iron, copper, stone, etc mine station(provider)
>have dropoff(requester) for every one of those
>get one train
>set it to generic provider - every provider has the same name
>it'll always go for the same provider(say, iron), every time
>disable the dropoff so there's no way it can unload the resource
>it'll go to the same provider, and then go to sleep
this is beyond stupid. why would i want to use a generic wildcard for the station, that id built into the game, if it'll just choose one station? is it something i'm doing wrong or what?
>>
>>500311678
A bunch of calcite or all the foundries you bring back are useless. I rebuilt my whole production on Vulcanus because I couldn't be assed to ship everything back.
>>
>>500312497
you're trying to use a new system because New! Shiny! and not because you need it for anything
>>
>>500312514
Holmium plates get the prod modifier and so do all belt types even without calcite
>>
>>500256609
Just use circuits man, blueprint parameterization makes it super easy to have it automatically figure when a station should open or close.
Even without them, I always make my trains never leave a dropoff station until they're empty, if you have proper train limits, that should stop the pickup stations from going to the dropoff stations, and if they're at the pickup stations, the train limit there should stop the other trains from going there, then the trains will try going to the next closest pickup option, which is probably your copper.
>>
>>500312497
I think you need more trains in this case.
Also, I don't think ore trains are a good use case for this - you want many dedicated ore trains.
>>
>>500312717
i do want to use it though, on the face of it it's a great system, i really mean it. i just don't understand why is it designed in such a way
>>
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Make sure to pipe your thrusters like this
>>
>Throw everything with over 5k buffer into a recycler
It's now impossible for my fulgora to back up, and I also get all the intermediates.
>>
>>500313102
now that looks like a proper he doesn't know lol system
>>
>>500312737
But you lose out on triple-dipping on the prod bonus from melting the ore and making the iron/gears for the belts. You also can't craft turbo belts anywhere other than Vulcanus.
>>
>>500313102
>It's now impossible for my fulgora to back up,

What's it matter if it backs up?
>>
>>500313358
>You also can't craft turbo belts anywhere other than Vulcanus.

That god for mods to make dumb shit like this a non issue.
>>
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hey wube why the FUCK isn't that a thing
>>
>>500313358
Still useful unless you're making all your belts in vulcanus for fulgora before even going to gleba it lets you make them on site. At the very least taking 1 for holmium plates is very good you're not going to need more than 1 per island if you do use multiple
>>
>>500313359
I want to keep constant holmium ore flowing, and I don't want the other things like gears or ice to block that.
>>
>>500313716
>and I don't want the other things like gears or ice to block that

can you not put them on separate belts or something? I haven't even left the main planet yet, been fucking around with stuff, so I dunno.
>>
>>500285236
>The key for demolishers isn't high damage itself, it's high dps.

Por que no los dos?
Just fire a uranium tank shell (the regular piercing kind; not the explosive kind) up the length of its body from tail to head. With suitable amount of damage upgrades that's 4k to 10k damage per individual pierced body segment...
>>
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would ja look at dat
>>
>>500313893
Recycling scrap outputs 12 different items - with quality modules, it ends up being 36 different items. I'm using bots for basically everything right now, since it really does not seem suited for belts.
>>500314012
I don't know if you actually looked at the issue, but it will still only fly with full stacks. This was planets sometimes launching an entire extra rocket.
https://forums.factorio.com/116949
>>
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>>500314228
>Recycling scrap outputs 12 different items - with quality modules, it ends up being 36 different items

for what fucking purpose? sounds like a headache that should be avoided at all costs holy fuck
>>
>>500314228
>I don't know if you actually looked at the issue, but it will still only fly with full stacks. This was planets sometimes launching an entire extra rocket.
>https://forums.factorio.com/116949
ah... oh well
>>
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it's been pretty fun overall. I was forced to resettle one of my neighbors I wanted to keep for aesthetics - bad tungsten rng. thankfully I kept the second one.
didn't get green belts, I don't think I'll need them anytime soon. will get cliff explosives back home, can't be bothered setting up more science
quick stop at nauvis to dump some stuff then off to fuggora to finally, FINALLY solve the circuit question
>>
>>500314349
it's only a headache if you try to use an ill-fitting tool like belts to deal with the outputs of scrap recyclers. Bots are fantastic for this purpose.
>>
Why can't I travel with my blueprints i need those
>>
>>500314930
Wdym, do your blue prints not go with you to other planets?
>>
>>500315026
you need to send them in a rocket which is a pain
>>
>>500314930
hit b
>>
>>500314930
You can open chests in map view, dump them in one and then copy them when you're on another planet. Or just save them in your blueprint library.
>>
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>>500315026
idk why I can't get in otherwise I have no ammo
>>
>>500315310
they're too heavy bro
>>
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>>500314930
>>
>>500315310
I beg you to hit the B button at some point.
>>
>>500314012
The more interesting part is that they fixed the exploit where you can just copy the elevated rails mod, edit its manifest to remove the 'requires elevated rails' flag, and use the doctored mod on the base Factorio executable.
No more free (elevated) ride for pirate-fags.
>>
>>500314805
Belts actually handle this just fine because you can configure splitters to split on "any quality" or on 'quality greater / less than X"
>>
>stuff can spoil

yeah that shit's getting modded out
>>
>>500314012
I am very glad people are suffering for our collective enjoyment
I look forward to playing spage when it's been thoroughly playtested later and all the non-overhaul mods have been updated accordingly
>>500315601
why would anyone even need elevated rails in vanilla 2.0
>>
>>500315601
Wube is a hack so that's to be expected. Shame about the fanbase though.
>>
fuck you too kovarex
>>
>800 steam engines on vulcanus
So uhhh is there any decent alternative I’m missing here? Solar panels are good and steam engines are free but both take up a lot of space
>>
>>500316516
I'm looking forward to an overhaul mod that makes space age actually good and removes the RNG of literally fucking everything.
>>
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>>500315425
>Played base game and space ex once
>3 planets done
>Never hit B
Least I got my fulgora rewards
>>
>>500316789
>steam engines
use steam turbines instead.
>>
>>500316836
I'm looking forward to you not posting in here anymore and finding another thing to fill the void in your life
>>
>>500316725
Why would you even need this
I think I haven’t used a gun past like the second hour
>>
>>500316725
Why are you trying to roll your SMG? I already only use it sparingly (I'm normally in a tank when fighting), and the only thing you get is slightly more range.
>>
>>500314701
what a very well behaved little fatty, mine goes through his fucking chunks every single time
>>
>>500316963
Bro space age fucking sucks. I know it, you know it everyone does anyone who claims otherwise is just coping. Thank god modders will make it playable.
>>
>>500316836
>>500316954
Forgot to add that you should not power them with boilers, make the steam out of sulphur acid and calcite instead. This might be obvious, I just want to make sure you don't do anything retarded.
>>
>>500317159
I occasionally fed him some power poles and the odd chemical plant to alleviate his malice
>>
>>500317665
You mean the turbines from a nuclear reactor? Huh I guess that would be a pretty big upgrade
Cheers
>>
>>500317714
he deserves a little snack every now and then, as a treat for being such a well behaved little gentleman
>>
test
>>
>>500317903
Yes, those. They will be a massive upgrade compared to your steam engines. I only need ten of them to power my whole Vulcanus base.
>>
>>500317665
Whoops didn't want to reply to that other post retards post >>500316836
Guess the extra (you) will make his joyless life a bit brighter.
>>
>>500318495
>Guess the extra (you) will make his joyless life a bit brighter.

just a bit, thanks for the dopamine hit bro
>>
>>500316725
SMG barely server any purpse use you get any of the following: rockets, combat drones, combat shotgun and PLDs
cease this madness immediately
>>
If I'm trying to get quality powerpoles do i need 10 assemblers with quality modules or will one suffice? is there a such thing as quality belts/inserters/splitters etc?
>>
>>500316725
>doesn't have recyclers
For what purpose?
>>
>>500318924
>is there a such thing as quality belts/inserters/splitters etc?
of course there is, doesn't do shit for belts except increase health. it's all in the ingame wiki, just read nigga, read
>>
>>500318924
>If I'm trying to get quality powerpoles do i need 10 assemblers with quality modules or will one suffice?

more output is more output. just one assembler will probably be pretty slow, and you can't beacon them because speed modules give a quality malus.
>>
>>500318924
I think that the idea for quality, at least pre-fulgora, should be just throw quality modules in your mall assemblers and don't think too much about it.
Once you're on fulgora you should be able to get a better grasp on quality works and have recyclers to set up some loops.
>>
>>500312497
Add a second train retard
>>
>Dropping back in Nauvis
>Turning Kovarex back on it overfilled
>Setting a flamethrow perimeter around my pumpjacks and uranium
>Everything else stays off
God Nauvis sucks some massive balls no purpose besides uranium until you get that lab tech
>>
Do I need rare prod modules or are normal prod 2s enough for gleba? my farms keep running out of seeds
>>
How is calcite + ore into lava worth it?
>>
>>500320051
I haven't run into that problem yet, I might have been lucky but I've got seeds out the ass, I'm worried they might back production up eventually
>>
>>500320079
There is no such recipe
>>
>>500307503
Anon's right though, if the second train gets to Station B first, it'll prevent the first train from getting to Station A if it's not there already.

>>500300135
Maybe a third station C in front of the first two that the trains go to first initially, and then decide to go to A or B from there?
>>
>>500319820
>anon tries to read
good effort
>>
>>500318924
On nauvis you’re pretty resource constrained so I used my rare ore stockpile to guarantee outcome instead of gambling
On vulcanus a single assembler 3 and voiding everything below rare covered my needs
Fulgora onwards makes everything easier
>>
>>500320343
Your problem is a non problem, it's solved by adding a second train.
>>
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>absolutely no way to see coverage from lightning rods without holding one
>>
>>500316223
there's even a setting during world gen
>>
>>500303685
that is a tasteful design, I like it
>>
>>500320079
Foundry gives 50% prod bonus on it's own and you need a second to turn that molten metal into stuff so it's a 2.25x bonus before you stick any modules into it
>>
>tfw accidentally a demolisher into my base
>>
>>500320679
That space used to be to toggle demolishers territories. Don't know why they removed it, really. Just hold the damn rod
>>
I guess it's time to make a fair comparison between SE and SA, which one is better in what way:
>Orbit station
Here SE beats SA in all ways. Orbits are way more established in SE. It is very connected from both sides and later you get space elevator. In SA orbit is shitty gimmick and sending stuff down for free makes no sense.
>Rocket and space logistics
SE beats again. A whole rocket to launch one stack worth of shit? What the fuck? And since everything is tied to rocket launches it is just sucking so much cock. SE has rockets, landing ships, ion ships, all with varying cargo sizes where you actually transport and haul materials. Not this crap
>Planet uniqueness
SA wins here because all planets are entirely unique, not just planet with new resources. Also each being self sustainable is cool.
>New buildings
SA is cooler but many buildings overlap in their purpose. Big mining drills, special furnaces.

Overall because how limiting the rockets in SA are, it drags everything down. I enjoyed the way you can transport large numbers of ressources from different planets which sucks cocks in SA. SA wants you to be limited to science and s few special buildings while being self sustainable on each base. I think that's not cool
>>
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>4 silos ready to launch with 2 rockets in each, but bots decide to fill the 5th silo that doesn't have a single rocket ready
>>
>>500321323
Yea I roughly agree, SE has better space and SA has way better planets
>>
>>500269986
Sounds like they are daring Trupen to try something dumb.
>>
>>500321373
Both the webm and the text in your post are operator problems
>>
>>500309505
Yeah this has to be bait
>>
>>500321323
SA mostly sucks but the main fixes it adds are great + the planets are ok though that's mostly due to them having the freedom to actually design them in a sensible manner and add decent mechanics for them. I suspect the planets will get obsolete pretty fast with mods as a result but the core features will still be attractive.
>>
>can get drunk on gleba
>can’t drunkenly shout racial alurs at pentapods
missed opportunity
>>
>>500322524
being drunk is not efficient.
>>
>>500312497
I disable a provider if it would not be possible to drop a train load of that type of resource anywhere
Stupid easy with the new wireless signals
>>
>>500322524
>shout racial slurs at pentapods
What are some racial slurs for them? Also how would you call biters and demolishers?
>>
>>500322629
neither is my factory
>>
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>>500240207
>Current /egg/ hosted servers:
>>Empyrion - Galactic Survival
>All IPs are in the pad for security reasons.

serb shill
>>
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>quality scrap
hmm
>>
>>500300135
same name
set priority to some constant - train count
>>
>>500324463
I think they're gone, you're okay
>>
>>500307189
Set a request in the cargo landing pad.
>>
sex with pentapods
>>
Water? There's billions of marshes within jogging distance and I can't drain the swampwater fast enough, and if that's not enough there's 2 cool steam vents right next to me
Oxygen? Pfft, I got algae for years and plenty of slime. Oh yeah, and a metric shitload of water to break down
Heat? Uhh...I'll get back to you on that
>>
>>500325170
>Five legs
4 vagánias
Maybe more
>>
My main complaint of SA is that it feels like a mod, not an extension of the game. I'm having lots of fun, but I don't think the other planets really work with other mods or even normal playthroughs.
Surprisingly I think quality fits in decently well - just the extra planets and their machines don't.
>>
>>500325575
Imagine
>>
>>500317903
They're literally 5.8mw each. About 6 and a half times better than steam engine and a single chem plant neutralizing acid can power 33 of them.
>>
>>500308049
>One disappointment of the update that I hope they fix is display panels.
True. I hoped they would kinda work like the Nixie Tubes mod but with the addition of being able to also show symbols instead of just numbers and letters.
Also the symbols on the display look like shit, would be nice if they had some kind of flickering effect or scan lines to make it look more like a monitor instead of just looking like someone slapped the symbol on it with ms paint.
>>
Curious to see how a multiplayer speedrun of SA is gonna go. Would be cool if they had people going to separate planets at the same time.
>>
If you launch pentapod or biter eggs to a space platform, do they hatch?
>>
>>500321323
Mods will eventually fix all those problems, it's just gonna take some time
>>
>>500325170
How long do you think it'd take to dispose of roughly 6 million pentapod eggs with heat towers?
>>
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I really should stop doing this to myself and start playing the game, I haven't even left Nauvis yet.

But what if I need elevated Y split at some point?
Better make it now.
>>
>>500327405
Yes, although each biter will need space to spawn. I saw a chest of 50 biter eggs only spawn 2 biters since there wasn't room for others.
>>
Which planet should I go first? I have the first 7 science automated and I've researched most all I can do on the home planet
>>
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>>500325575
sadly only two holes
>>
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>Wondering about how to make a 'perfect' grid-based circle for a construction project
>Oh yeah, MSPaint
>Place down radii, use circle tool over the top
ez
>>
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I'm about to go to space guys, for sure, just after this one last thing. Er, wait no, after that just ONE more thing. Well, before I can go to space I need to do this one OTHER thing then I'll definitely go

A-any day now guys I'll launch my rocket I swear
>>
>>500328275
Vulcanus is comical in how free resources are. Fulgora helps you embrace quality.
I think vulcanus is the best, since a big bottleneck on fulgora (the holmium ore) gets boosted by the 50% prod of foundries.
>>
how the fuck is 50 red ammo 1 whole ton
fuck you kovarex your gay asteroid game isn't that good stop trying to force the other kids at the party to play it
>>
>>500308338
I could maybe see doing this post-Aquilo, but for rares that's insane. For the few things that really want quality I'll just go top-down method (with or without recyclers).
>>
I like space age I found exploration clunky those alternate starter recipes just made everything slower. Having to void coal by turbo maxxing pollution or building a million warehouses before getting liquefaction was hilariously bad in it. I have a save with a rocket launched and a meteorite that cutoff my power at a critical segment kind of tempting to go check the space mechanics on it just to see whats better or worse my initial opinion of the mod is quite low otherwise
>>
>>500328275
Vulcanus is the easiest one and rewards you with artillery, cliffex, foundries and big miners - all the tools you'd want to further expand your home base. So in terms of progression it makes sense to go there first.
>>
bro what the hell, I launched the starter pack and the surfaces tab in the top left disappeared
>>
>>500328802
Look chuddie we didn’t like the idea of trivializing the shooty part OKAY?
It is very important you craft yellow ammo in space and do a few bullet damage upgrades to trivialize it instead
>>
what does onions milk taste like
>>
>>500328958
It took quite literally zero effort and maybe 3 minutes to build: requester chest that asks for 3* copper and iron, a few smelters, a few assemblers and all your nauvis ore patches are 50% bigger from 3* mines
not that it’s better than rushing vulcanus for a significantly bigger efficiency boost but the point remains that you can get a bunch of the „easy” stuff (only iron/copper in recipe) with very little effort, though in limited quantities due to having fuck all modules - but even dinky quality 1 got me like 5000-10000 rare iron/copper plates each before I went to vulcanus
>>
Almost have accumulator island filled - most are uncommon or rare as well.
>>
>>500329053
I think the issue people have is that there’s barely any space in the space age, esp compared to space exploration’s space which is undeniably cool as fuck (it’s the rest of the mod that is kind of questionable)
that being said, if earendal can pull his head out of his ass and stop the heavy handed my way or the highway design the space age + exploration should be absolute kino
>>
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>>500298354
>>
>>500330358
So what’s the benefit of it over just one rail line leading to the depot?
>>
>>500326038
SA is blowing every mod that ever existed out of the water. None of the mods that came out in the last decade come close to this experience. Nobody ever had the ambition to do something like gleba, not even nullius. It invents completely new problems to solve in a way that has never been tried before. It's wonderful.
>>
>>500329929
Do you know if epic/legendary ore can be mined exactly the same way once you unlock them?
>>
>>500330702
Don't get me wrong, it's a very good mod and I'm having an incredible amount of fun. I'm also thinking about my next run, which will probably be a 10x science run or something.
I just realized that it doesn't feel like an extension of the factorio gameplay loop - it overwrites it almost entirely.
>>
>>500331351
It is a DLC. It does its own thing. It's a separate addon from the main game while still being retrocompatible with its base game. It's pretty nifty.
>>
>>500330729
Yes, but you get those ores in truly artisanal quantities - but that can be solved with t3 quality modules in 4 module slot tungsten miner, though you’re unlikely to have enough of those modules in high quantities and at high quality (heh)
>>
Were burner inserters part of the base game and not part of space exploration? I must have memory holed them for being so bad
>>
>>500332470
they were, it's just you never really had a reason to use them
>>
>>500332470
Those are obsolete 20 minutes into the game unless you’re playing a mod that adds a burner phase and most people handload instead
only place they’re useful is early coal -> boiler line
>>
>>500333045
I think I must've never used them before electric
>>
>>500327685
I am finding that unless going for extreme scale, quality and the new buildings make sprawling train networks rather obsolete
>>
>>500327685
Nauvis is terrible until super lab don't even bother killing a single nest
>>
>>500333045
They are useful as anti brownouts as they powerthemselves with coal.
All my coal burners are burner inserters.
>>
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60 spm on nauvis completed
now time to finally build a proper mall
a nuclear reactor or two
and finally go to space
>>
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Nice little haul from leaving nauvis with two on time to put five on now and gtfo
>>
>>500333192
>vulcanus: here have infinite belts for free
>raised trains are mandatory for fuggora but you only brainlessly connect the islands to transfer scrap
>gleba: good luck transporting alien cum in a train when it starts to hatch after 2 minutes
I haven’t been to aquilo yet but that seems definitely-not-rail planet
all in all you’d mostly build rail on nauvis if NOT rushing space, but then… well why wouldn’t you go there after you set up an okay base?
>>
>>500333642
I don’t quite understand in which circumstances you’d have power fail unless your nuke gets eaten by biters
>>
>>500334372
It shows that you'd never played with me.
>>
>>500330729
Everything with quality has a 1/10 chance to skip a tier when rolling for quality. It can happen multiple times. Resulting in a very tiny chance to get a legendary thing from a normal recipe.
If you gonna try to get legendary ore, you better be using big drills because they're 5 times faster than normal drills and have 4 module slots.
>>
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so is promethium/the shattered planet exclusively used for research productivity? or is there hidden research that you can only see upon getting the research pack or going there.
>>
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TOO MANY TRAINS AHHHHHHHHH

They keep getting clogged up, fuckin dammit. I need to completely redesgin this whole damn factory with raised rails or some shit
>>
>>500296704
I can't imagine playing without even the most basic of circuits. I regularly control+x my designs over a few squares and would end up with thousands of extra buildings if I didn't limit the amount of items being produced.
Everyone knows the feeling when they forgot to limit their storage container and look back later and find it filled with more nuclear reactors they will never use.
>>
>>500334078
>raised trains are mandatory for fuggora but you only brainlessly connect the islands to transfer scrap
You need trains if you want to produce more than can fit on one island. A bit of shitty production of everything can squeeze into a single island but that's it. If you want to properly exploit the free plastic, circuits and thus modules, you need to decentralize
>>
>>500335431
Use signals?
>>
>>500335731
What do those do?
>>
why the fuck is there to simple "go to planet" button for the platforms, do i really have to remove and restore conditions every time? fucking dumb
>>
>>500335731
I have about 1 trillion signals, problem is that the trains just get in a huge line that eventually blocks itself. It's not great
>>
>>500335828
keep your trains from getting clogged
>>
>>500335878
>add station
>hit go
>>
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>>500335828
DO NOT IMPERSONATE ME
>>
>>500335431
You should really go get the foundry and big miners, they extend the life of ore patches by a ridiculous amount so you won't need so many outposts
>>
>>500335915
Stations need sensible limits. Personally I just go with a limit of 1 and 2 wagon trains (and interrupts to handle unloading), I had no issue up to around 100 trains in the system at least. Really it should handle any number assuming there's a station where it can idle.
>>
>>500335915
>>problem is that the trains just get in a huge line that eventually blocks itself.
Sounds like a signaling issue, there's not that many trains on your screenshot. Maybe you forgot to add a signal somewhere or fucked up one particular intersection? Next time your trains clog, post a screenshot of the crossing where the conga-line starts, maybe someone here can help.
>>
>>500330594
Throughput trains don't have to wait when turning left
>>
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How are you guys running you loading/unloading stations that you have 2+ cars? Maybe it's because I'm using larger containers but I find anything over 2 just doesn't work out.
>>
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Behold, 8 way using two levels of crossabout
I gave up on elevated 8 way in 96x96 footprint, maybe on Saturday

>>500333192
There is no reason to play Factorio without rail
>>
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>>500337456
It also doesn't work from a balancing standpoint because running more than 2 cars when lanes eventually dry up you'll have two train cars full and another empty
>>
>>500335915
Maybe try to reduce train traffic by changing train limits with combinators to only have them going where they are actually needed? There's no reason for a train to run to a barely used stop with chests that are still almost full.
>>
>>500331351
It definitely extends the game in similar ways that overhaul mods do. More tiers, more science packs, more ways to scale up, more stuff to do.
I'm curious to see what will happen to the Factorio modding scene. It's a lot easier to make a good overhaul mod for a smaller game than for one that already takes hundreds of hours to beat. At the same time I think there's a lot of potential for space age mods, assuming the expansion features have good modding support.
>>
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>>500337406
End my miserable existence

>>500337307
Yeah this is entirely my fault no doubt, I've got like 7 Iron trains and 3 Iron ore trains that all hit the same station for smelting
>>
>>500337917
Looking forward to modders adding new planets with unique challenges
Though I am not sure how well the current engine would support adding actually new things.
>>
>>500337961
>I've got like 7 Iron trains and 3 Iron ore trains that all hit the same station for smelting
Did you set the station's train limit to not be more than it can accept trains without blocking the main lanes? Having a train limit greater than what fits in the waiting area, or not having any limit at all, might be your problem because it can result in trains waiting at spots where they shouldn't stand around.
>>
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>>500337456
for me it's 1x1 loaders
>>
>>500339676
there's k2 loaders, aai loaders and you chose this abomination
>>
>>500338790
I absolutely did not, I forgot that was a thing because I've never had trains at a scale that needed it. That definitely helps out.

I'm also finding too many places where trains will just get stuck behind other trains that are loading shit, so I'm trying to give my outposts several exit routes each.
>>
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Red Box: Ore/Oil unload
Blue Box: Smelting/Fluids processing
Green Box: Second proposed location for processing

Thoughts? I may eventually need to end up moving final products around by train but I can add stops in whatever box as necessary. Not going for a mega base or anything crazy.
>>
>>500323919
>inserter arms pulling from recyclers
They automatically deposit items out their ass end like miners. See that rare gear on the floor at the bottom of the screen?
>>
>5 full belts of stone to run one blue assembler making landfill
>>
>>500338396
>Though I am not sure how well the current engine would support adding actually new things.
You can trivially add something like a planet with resources X, on which you can only build Y, with enemies Z, connected to some other planets, etc.
Adding new mechanics like lightning or item spoilage is not really possible but you can achieve some things with lua scripting.
>>
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This is the spaghetti that got me to space. I got way better at the game in the other planets. It's kind of funny to look at. Biters pooped on it while I was gone I need defences
>>
>>500341452
>those infinite amounts of yellow undergrounds
everyone does that when they start out, it's so funny
>>
>>500340425
>city slops
>>
>>500342243
I like my base to look nice and symmetrical as possible
>>
p10 get to it
>>
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Accumulator island (which looks like either serbia or paraguay) is finally complete.
This should be enough power for quite a while here.
>>
sex with biters
>>
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Why isn't it pumping out anymore
>>
>>500340425
nvm there's plenty of space to the right, makes more sense to set everything up then then buss stuff down to other areas.
>>
>>500343069
Fluid wagons are notoriously temperamental and need to be parked exactly right for a pump to link up. They pretty much only work if parked automatically at a completely straight stop.
>>
>play time: over 1,300 hours
>still not good at it
>>
>>500343252
I see. I don't remember them being this finicky but haven't played in a while. Thanks.
>>
Just landed naked on Vulcanus. Time to get to making this shit work.
>>
>>500342437
You're going to love Fulgora
>>
>>500343069
train left the station, i'd guess. it interrupt unloading even if everything's still positioned right
>>
>>500343252
hold on are you telling me they did NOT fix that
>>
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What's the circuit condition I need to keep this thing running permanently? Things kinda confusing
>>
>>500343459
>80% of that was alt tabbed while waiting for resources or research because i was too lazy to scale up
>>
>>500345631
retard
>>
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>>500345631
here's mine
no circuits or bots
just splitters
>>
>>500345709
more like
>and I only played seablock... for one game
>>
>>500346064
Oh I think I got it running it'll go to the outer belt and then I can just pick it from it
>>
how do I kill medium worms? a nuke, 20 poison capsules, and 20 turrets with uranium ammo and I only took out like 15% of his health
>>
>>500345709
>>500346178
GET OUT OF MY WALLS
>>
>>500346306
Hows your dmg research?
>>
>>500346306
>20 turrets
not enough
should have made 100 with red ammo in addition to the 20 with uranium ammo
>>
>>500345631
circuit condition? just set your splitter priorities right
>>
>>500346306
a single nuke at +330% damage kills a medium worm. for some reason shooting the worm head on doesn't work as well as shooting it from the side (still aiming at the head, just standing directly to the left or right of the head).
>>
>>500346306
I popped one with two nukes and all pre-gleba explosive research, not worth the ten launches
>>
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>>500346306
how the fuck did you manage that
>>
>>500347070
anon means demolishers
>>
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>>500345631
here's mine, just one inserter that checks the belt and removes excess-u238
>>
>upgrade planners don't work on tiles
FUCK
>>
>>500321323
>Overall because how limiting the rockets in SA are, it drags everything down.
FWIW - Wube's devs have already taken note of the limit of single-product rockets requiring full rocket capacity worth of stacks, and might investigate hybrid rockets after the initial post-launch wave of bugfixes.
>>
>>500347359
You can blueprint tiles. Just make a blueprint of a huge square of concrete or whatever you want and smear it over the old tiles.
>>
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Just another 606 fuck biters I want peace they want death
>>
>>500339676
Strangely, there are no actual 1x1 loaders in your picture. Only a bunch of inserters lying about being 1x1 loaders while sucking more off of your operating budget than they have any business to. We should start calling mini-loaders pajeet-loaders, honestly. The comparison rings true.
>>
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My brain is starting to glaze over, so I might call fulgora good for now (even though my science production is quite poor) and consider either rebuilding all of my science on vulcanus (since that planet is so tempting) or consider gleba (although I'm really not looking forward to gleba).
This should work in perpituity, unless scrap processing overwhelms my 16 excess recyclers.
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>>500321323
SA would be perfect if it could nail the interplanetary logistics part like SE does. It is weird that you are limited to what essentially is a flying train that is arbitrarily incapable of carrying 80% of items.
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>>500345631
You do you, but usually what I do is
>One input belt, one output
>Filter splitter that pulls off 235
>The 238 goes back onto the input belt
>235 gets loaded into a chest and has 2 output inserters
>One just constantly adds stuff to the input belt
>Other one is wired to the chest and only turns on if there is more than 100 in the chest
Then you can just slap more processing down the line if you ever need more and its beaconable from both sides if you really want to speed it up.
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> underground_collision_mask :: CollisionMaskConnector (optional)
> An underground connection may be defined as colliding with tiles in which case if any tile is placed between underground ends the connection will not be established.
>
> In order to connect, both ends must have the same collision mask specified.
> -- https://lua-api.factorio.com/latest/types/PipeConnectionDefinition.html#underground_collision_mask

Hope everyone playing Space Exploration enjoyed their space pipes connecting across the void of space while it lasted ...
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dumb fucking robots
this would be funny as that white girl on the couch meme
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>>500348708
the furry bastard probably asked for this specifically to be added
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>>500348798
Goddamn. I guess that's one way to deal with recycling.
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>>500348798
I thought this didn't happen in 2.0
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retard here, how does interplanetary shipping work.
I'm on vulcanus and I've got a rocket full of calcite I want to ship to nauvis, but it only gives me the option to rocket it up to my space platform? even though I have cargo receivers on nauvis
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>>500348965
Small indie company, please understand
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>>500348965
It shouldn't. My robots have been a lot better about charging. Maybe they are all carrying in stuff from the west and its just a big open desert.
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>>500349005
you bring the cargo to the platform
you bring the platform to the planet
you drop the cargo to the hub
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>>500349054
At least it's not an engine limitation.
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>>500345631
No circuits necessary. All you need is one splitter.
One input is new resources from initial centrifuging
Second input, prioritized, is the output of the kovarex
One output, prioritized, leads to kovarex
Second output leads to whatever you might want to use the uranium for
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>>500348708
the nerfs are coming from inside the house
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>>500349627
This, the only thing you "need" circuit logic for is to stop the internal buffer hogging twice as much u235 as it needs.
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>no super radar to send signals between surfaces
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>>500349885
The new ability to read machine contents trivializes this by the way. It's very nice
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>>500348798
I think all those robots ran out of power enroute so they just go for the closest one instead of spreading out. Put a couple roboports along the way or put down a couple more roboports next to that one.
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>>500349079
no you could piss across this gap
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>>500349942
2.1
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>>500321323
Personally, I think the cost of rockets is mostly well balanced. It's extremely easy for anyone to manufacture rockets faster than they can be shot up if you're on vulcanus or fulgora. You can even do that on nauvis and gleba but it will take a little bit more work and you'll probably want things like EMPs with massive productivity bonuses crafting your blue circuits before you start mass rocketing on those 2 planets.

The biggest change is I wish I could send a rocket directly from vulcanus to nauvis without having to use a space platform in between (even if it meant the rockets cost twice as much fuel). The current version of space platform routing just feels like much shittier trains.
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>>500350139
Weird. More roboports around the busy one then I guess.
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>>500328586
I got stuck in that cycle too, friend. You'll make it. New planets and new fun is on the horizon.
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>doubled steel plate production
>still not any where near enough
>haven't even crafted a single purple science yet

I'm never getting off navius lmao
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>>500350004
no
they decide to recharge there, but can't because of the queue
and then they sit there trying to recharge until they completely die
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>>500351129
This is what happens when you don't spank your children.
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>>500351065
you sure?
30spm is plenty
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>delete the roboport
>they all decide to stop being retarded and go to one of the many other roboports
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>>500348798
Man. Can you imagine how noisy this must be? Just a billion little drone engines that are as strong as miniature jet turbines? No wonder the biters hate us. We basically just build a busy airport in their back yard.
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>>500351239
I don't have steel plates to craft fucking anything. it's like no matter how fucking many you make there's still not enough. I'm legit about to just nuke my fucking base
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can I remote pickup items from belts without deconstructing them?
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its just a retard magnet
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it's sciencing!
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>>500351560
add another smelter stack
if it's not enough, add another smelter stack
if you don't got enough ore, add more miners
if you still don't have enough ore, add more miners
such is the way of Factorio
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>>500341597
I didn't....
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>>500350358
I actually quite like the space trains but I might be biased as an enthusiast of non-space trains and circuit signals
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>>500348580
What the fuck I went from 160 to 750 since then
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am I stupid or is aquilo kind of shit. I was hoping it would be some endgame planet that I'd move my megabase to, but in reality it's just an annoying hellhole you want to get off of as quickly as possible so that you can go to the edge of the galaxy and beat the game
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>>500352772
why would you have a megabase on the most hostile planet?
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>>500352914
I was hoping it was high risk/high reward. it's just high risk.



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