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File: damn bitch.jpg (261 KB, 1120x630)
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Previous thread >>500354487 (Cross-thread) (Cross-thread) (Cross-thread) (Cross-thread) (Cross-thread) (Cross-thread)
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
>Pajama Sam's SockWorks
>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.
>>
> >500418651
Stop designing stupid shit
Alternatively make different refueling stations
>>
>>500418816
I made suggestion like this on the forums. If some amount of territories spawned without a worm and they only aggrod on active buildings you could use rails to connect to these free territories which would be pretty cool.
>>
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And I'm out of here.
>>
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little guy
>>
>>500419894
where's your, uh. guns?
>>
>>500420016
don't need guns in nauvis orbit
>>
>>500420016
just dodge
>>
>>500420016
doesn't need any, it's just floating around nauvis
>>
>>500420164
this, space platforms have so many i frames
>>
>>500419894
why the accumulator?
also nice circuit controlled crusher
>>
>>500419268
would be more accurate to referencing dune too
where all the settlements were on large rock outcroppings
>>
>>500420815
>why the accumulator?
????
>>
Gonna try the Any Planet Start mod. If I start Gleba, what am I in for?
>>
>foundries work on space platforms
ok now I get it
>>
>>500421035
nvm I see now you have less solar than it would pull full bore, so it all operates on burst with that to tide it over
>>
>>500420815
>why the accumulator?
the bulk inserter was causing very brief (like 1 tick) brownouts and I didn't like it. as an added bonus, adding the accumulator actually let me remove a solar panel.
>also nice circuit controlled crusher
thanks, took a while to figure out a setup that doesn't trip over itself but I'm happy with how well it's working now. there's definitely better ways to do it with respect to uptime, but crusher uptime hardly matters in this setup.
>>
>>500419894
very nice, the power savings from not using separate crushers must be nice
>>
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>Yeah, finally started getting some biter eggs!
>BLEEP BLEEP BLEEP BLEEP BLEEP BLEEP BLEEPBLEEPBLEEPBLEEPBLEEPBLEEPBLEEPBLEEPBLEEPBLEEP
>>
>>500421375
>>500421035
>>500420815
can someone circle the accumulator with thick red?
>>
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=)
>>
>>500422380
It's directly starboard.
>>
>>500421949
yeah, I initially just tried it because I wanted to free up more space next to the hub, but the flattened power draw is really nice too
>>500422380
it's nestled between the grabbers on the right
>>
>>500422345
ìt seems clever to build the farming some distance away from the base
>>
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>>500422380
it's right next to the turbocharger and the belt stretcher
>>
>>500422819
LMAO
>>
>>500422819
kek
>>
>>500422819
>>500422719
>>500422570
thanks, it kinda blended in
>>
I wanted to make my stationary nauvis mining platform into a fuel refinery but it turns out you can't actually move the fuel off it anyway since it won't barrel among other issues, what the fuck.
I'm profoundly disappointed, i expanded it already and everything.
>>
>>500423817
>it won't barrel
what do you mean
>>
>>500423817
Why did you even want to do that?
>>
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Show me your u235 lads
>>
>>500424672
This brings me back to launching a few thousand nukes in Space Exploration.

Guess that save file is probably broken now. At the very least my fluid systems are fucked.
>>
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No biter outbreaks allowed on Gleba.
>>
>>500425225
just download the older version of factorio as a separate application
>>
>>500425276
How many biters can you realistically bake per oven per day?
>>
>>500422432
that puzzle looks quite rough, hope it didnt impede your progress too much
>>
>>500425276
Is the Engineer worse than Hitler?
>literally putting biters in ovens
>hooking up their nests to machines to work as slave science labs
>>
>>500407995
Isn't that the space age equivalent of launching a single rocket in the base game?
Vanilla Factorio just doesn't set very lofty quantity requirements. It's one of the main things I like about overhaul mods and wish vanilla Factorio had more of.
>>
>>500424125
>>500424228
I wanted to make a stationary refinery, its primary purpose is making space science anyway so i figured why not make a fuel depot for when the ships come back.
Problem is i'm not aware of a way to get the fuel off the platform which means it's not going into another one. So it seems I have to make it on site and thus dedicate a load of space to a collector crusher etc or otherwise transfer a stash of the raw materials.
It just made sense to me in the grand scheme, thought it was trains in space but its not.
>>
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Rate my Aquilo express (Also ignore me somehow glitching out of it)
>>
Do overlapping lightning rods all contribute some power?
>>
>>500427071
looks good, just didn't think you'd need that many crushers
>>
>>500427071
This got me thinking that I completely forgot about the ore to melted iron recipe and wondering if it's better to melt and then cast rather than setup furnaces.
It's free productivity isn't it.
>>
>>500428192
Pretty much. Tons of power though.
>>
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I made a bridge. I call it "My Autism"
Cause I wanted to build rails on pillars but then the bridge was still floating so the pillars were useless so I made the pillars longer.
>>
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>>500428313
I don't think that's gonna be an issue any time soon.
I'm so bad at the game that there's no way this doesn't last me till the end of times.
>>
Sir, a Satisfactory post has hit /egg/.
>>
>>500428525
Productivity on Kovarex is pretty useless by the way, it just makes you consume slightly less U-238.
The way it works is that 10% productivity means you get 1 extra U-235 every 10 cycles, not 41 U-235 + some U-238.
>>
>>500427870
I definitely didn't need that many, at least for the top reprocessors. All of them used to be set to different recipes but I changed half of them to dynamically change if the belt had too many of them. Asteroids kept clogging the belt too until I set up circuits to prevent it, now nothing gets tossed unless it's clogging another resource.

>>500428192
It's worth it for the speed for sure, I'm able to make around 10 plates a second with that setup. (Which is still not enough for the turrets if it's continuously moving I think)
I didn't do it in this build but you could technically "buffer" iron via the fluid containers. I'm excited for when I start designing my next platform.
>>
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wait you can't sideload underground belts from other belts anymore?
>>
I think fulgora would be pretty unfun as the first planet when you can barely craft a belt or an inserter and you need hundreds of each
>>
>>500429525
You are hitting the wrong side of the underground
>>
>>500429525
It only sideloads on the other side.
>>
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Rerolled the last 35 hours of my last save from a 5 hour save I still had lying around and man have I identified the culprit of my woes
rampant's fire biters are fucking shitting on me
>worms oneshot turrets and have a fast rate of fire
>all turrets have to be at least 5 blocks away from a wall or they'll get destroyed by the lingering fire effect
>fire behaves like acid on steroids and has a long lasting, highly damaging effect

>try to make a quick dragon's teeth design
>they politely decline

The good thing is that I actually managed to conquer the entire northern valley with minimal hassle and I am actually using less turrets than I was using to cover a much smaller area before, which means I can finally expand my factory properly and get out of woods for the first time, plus I'll be able to defend myself with hardened walls instead of the stockpile of old wood walls left from my greenhouses.
>>
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They should've have given me elevated rails because now I want to build a theme park around my base.
>>
>>500429627
>>500429598
well shit that screws me over
thought you could do either side
>>
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FUCK
>>
>>500429548
Actually doing that now, took me a little while to even realize how to get started. The mod does a nice job of moving the early tech around to kinda teach you though.
>>
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I have installed a new slide for the ones who like it DANGEROUS
>>
>>500429725
I can think of worse things to mass produce it's not that bad.
>>
>>500428525
What this guy said >>500428989
You'll have more 238 that you know what to do with, so you're better off using speed modules or nothing, since productivity modules are only going to slow it down.

>>500429525
I noticed that sideloaded underground belts have a different graphic showing the bit of the front cut off when belt is next to it sideloading, is that new with 2.0 or was that always there?
>>
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>>500429718
bodged it together
>>
>>500429780
cut back on the adrenaline a little, jeez
>>
>>500429548
Copper seems to be the worst thing early on.
>>
>>500429986
You literally have the space to put those in the underground
>>
>>500430107
that's what I actually had to do, It wouldn't go, don't think you can sideload from a red to a blue, red to red works fine though
>>
>>500430192
nvm I see now only one side of the belt works
>>
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LOOK AT HIM GO

>>500430089
No, my madladz are RedBull sponsored!
>>
>>500428989
>>500429919
Honestly I set it up 16 or so hours ago when I didn't have that much production, went to Vulcanus completely forgetting about it until just now that I started to wall myself and make a bigger factory.
>>
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alright you think this baby will make it to vulcanus?
>>
>>500430638
205 tons, idk if cargo counts towards that number or just platform weight
>>
>>500430638
it seems bretty unoptimized but will make it assuming you have any damage/speed upgrades at all
>>
I made a mistake
>>
>>500430791
I have projectile damage 6 and shooting speed 6
>>
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>>500430925
>>
>>500430925
quick, swim after them
>>
>>500430925
lol always make sure the inserter can't throw over the edge when you're setting it up
>>
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>no purple sci
>no elevated rail
>no logistics system
>no yellow
>no bot speed
>going completely blind into fulgora
>brought nothing but 200 brick 200 concrete with me
>no power
>no bots
>no hope
in my infinite hubris I have arrived in hell completely of my own determination.
>>
>>500420995
I just like visual of elevated rails going over the worms.
Plus letting you expand with more effort but without absolutely having to fight would be nice for when you just don't wanna
>>
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Vulcanus 2nd trip with em plants feels much better this isn't even fast enough
>>
>>500431192
>going with nothing to fulgora
it's just straight up unfun like that desu, it's not vulcanus
>>
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>>500431269
Wait thats the wrong fucking image
>>
>biter eggs ONLY decay into big biters
>nests decay ONLY into behemoths
Is multiple decay options with probabilities just a hard engine limitation or what?
>>
>>500431192
pure art
>>
>>500431192
>No bots fulgora
>>
>>500429919
>is that new with 2.0 or was that always there?
It has been there before, but it also took me ages to notice that. It's a neat little detail.
>>
Stable 85 spm at vulcanus and can add more labs all sciences just clogged I am satisfied
>>
>>500429796
True, I had this happen with nuclear reactors once. I was wondering for several days why it always takes the bots way too long to pave the ground with concrete until I saw the hundreds of reactors in that chest kek.
>>
>>500432198
>all sciences just clogged
what if metallurgic science spoils into a destroyer in the middle of your base?
>>
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Should I move my whole factory down to these big patches? Just finished the green science techs. Or should I just train in the ore?
>>
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so if I request something higher up in the chain (like 100 blue belts on nauvis) it somehow won't request stuff from vulcanus???
>>
>>500432734
Click on the request and you can change what planet it imports from
>>
AAAAAAAAAAAAAAAA I AM SO SICK OF GETTING SMALL DETAILS WRONG IN MY FULGORA STORAGE AND HAVING TO MOVE 50K ITEMS MANUALLY I AM ABOUT TO SIMPLY BRUTE FORCE IT WITH BOTS
>>
>>500432461
Use trains, it won't be the only new mining outposts you'll need and moving your factory every time a patch runs dry is retarded as fuck.
>>
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Convince me not to use Interrupts to program reactive logistics train delivery systems that can carry multiple different kinds of loads on the same train rather than dedicated train groups.
>>
>>500433286
do eet
mixed train cars
>>
>>500427071
Can I get a blueprint? Too lazy to build my third Aquilo ship that still fails
>>
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i think the vanilla extended: refining mod is a bit overtuned.
this takes in 30 coal and some water & spits out 90 enriched coal. not only does it triple your resources, you can use enriched coal in any recipe that uses regular coal, with the added benefit of spending less other resources. for example you can make a plastic bar from 17.5 petroleum instead of 20.
>>
>>500433286
If you do it, do it with style and have your whole base supplied only by one huge mega-train.
>>
>>500433494
At that point why not just say "yay, I beat the game!" And close it? You'd have achieved equally as much as winning with someone else's blueprints, cuck.
>>
>>500433534
>mod series named vanilla extended adds overtuned cheat bloat
Wow, deja vu from rimworld mods. Is it by a guy named Oskar?
>>
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>>500418684
why?
>>
>>500434056
known bug
>>
>>500434056
cleared the fluid and it's fine now, I have 0 idea how it got there though.
>>
>>500434207
low quality pipe
>>
Am i winning?
>>
>>500435091
this pokemon looks like it fucks human men
>>
>>500433534
has he fixed grinders printing out infinite and free coal dust yet
>>
>>500435091
>dead nigger storage
It's perfect
>>
>>500435091
Needs to be rebuilt out of functional machines.
>>
>>500435091
Really glad I'm not a terminally online freak like this
>>
>>500435091
thanks for reminding me to put some pixel art in my base for when I beat it
>>
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I wanted to test something and I added rampant arsenal to see if anything changed

interestingly enough rampant arsenal's endgame regenerating 1000 health walls eat absolute s h i t with a bunch of tier 1 fire nests outside of their door and like 30 or 40 of these little guys
basically nothing resists fire and the only solution is boolet (or laser)
wow, good to know even my armored walls will suck ass and the only defense is artillery and a good long range offense
>>
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>>500435091
>>500435209
>>
>>500428481
I hate how annoying it is to try to set up nice looking shit in Satisfactory, nothing looks quite right. I want all my rails to be elevated by default.
>>
>>500433534
>vanilla extended
That mod series is an absolute shitshow.
>>
>>500435452
fire and napalm biters shit on everything immobile if they can attack just once, due to how long the pool stays
solution: don't let them attack
>>
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>>500434778
A lot of the reasons for needing to learn circuits have been removed due to improved train logic but really, circuit network programming isn't just a feature of Factorio. In my opinion, it's half the point.

Prior to Space Age or Space Exploration there wasn't really any need for them because bases simply wouldn't need to get that big or do tasks that complex but branching out into that super esoteric stuff where you have to program an array of combinators to do a task with conditions really makes the game shine. And once you have learned a little bit you can start to invent and teach yourself to a degree. Like that one time I had a brain fart and rather than using a website to calculate the ratios I'd need for supply chain I just hooked up like 12 combinators and had them compute it for me.

And I say this as someone who went hundreds of hours avoiding circuit networks so hard that I'd just dump my petroleum tanks when my fluid deadlocked rather than put what I now know is a simple as can be overflow circuit on my pumps
>>
I'm starting to think bots everything was the right solution for fulgora, instead of autisming it up with belts
they don't even have enough throughtput before you go to gleba ffs
>>
>>500427071
The only time I've been able to "escape" the ship is when I use editor in my test world and then leave editor.
Were you using the editor?
>>
>>500435482
I like the way my bridge looks. It's so.. rough.. it's beautiful. You can tell it was made by an ENGINEER, not an architect.
>>
>>500435898
Yeah, I just mostly want to set it up so I never have to look at it again and it'll just produce cleanly forever, so I realized that circuits are gonna be necessary. Hopefully though its like the other anon said, and it'll just be some basic stuff reading belts to enable inserters
>>
>>500433286
I mean, you can do it and they want you to. I think you still want some dedicated trains though.
>>
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>>500430280
O_O SNEG Park looks too intense for me
>>
I am going to go full quality, with no space age
https://mods.factorio.com/mod/infinite-quality-tiers
I will post randomly with insane numbers
>>
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I've never done a main bus before but want to give it a go, I've got the starting belts out for Iron, Steel and Copper then I'll add circuits and what ever else to the outsides. Before I start running the materials to the belts are there any issues with this layout? Should I have a station just for making iron gearwheels or integrate them into what ever I'm making? I'll add 4x4 balancers but don't want to get too crazy until i know I'm not messing up the design
>>
Definitely not a fan of the music of the DLC. Everything sounds like generic dramatic space music.
>>
>>500437286
I wish I could shoot them with mini hyper tubes. That'd be sooo sick
>>
>>500437327
>>it needs space age
Spage it is I guess
>>
>>500437351
personally I just make gears on the spot and push in more iron but you do you
4 tiles of space between is plenty
>>
>>500437351
Making gears is technically resource compression and can therefore be put on a bus but for convenience I usually just branch some iron and either direct insert the gears or make a new belt for the specific production chain that is ratio'd to consumption.

Thankfully ratioing consumption is pretty easy now that the item per minute is on the tooltip.
>>
>>500437472
Have someone made a mod to enable belting through portals yet?
>>
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>>500436943
It feels so bad having to grind so many materials into dust to avoid getting backed up
>>
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>>500437846
No idea, I don't do mods and I haven't even made aluminum yet. I'm busy making sneg parks and bridges and shit
>>
>>500435691
wouldn't this incentivize a "proper" dragon's teeth layout instead? They wouldn't attack the walls and instead they'd waste time trying to pathfind towards the turrets and get gunned down.
>>
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>>500438189
Oh yeah baby
>>
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Can anyone help me out figuring out wiring here?
I want the hands only to throw out stuff when there's more than a specific amount of a specific item on a belt (30 iron ore for example), how do I do that?
>>
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>>500437351
>I'll add 4x4 balancers
You don't really need them on your bus as long as you use priority splitters do take stuff from your bus. Balancers are mostly necessary to make sure your trains get loaded/unloaded evenly.
>>
>>500438954
have a decider combinator output the each signal (with each > 30 as the condition), then have its output set the filter on the inserter. Test it with an inserter doesn't throw shit off the edge first, just in case.
>>
holy shit why does it take 100s of rerolls to get 3 white male dupes in oni?
>>
>>500434207
Space pipes are bugged I'm happy it hasn't happened in planets
>>500432453
>Worms that aren't territorial and just roam through your shit without aggroing you
I'm sure someone will mod that
>>
>>500439970
Try adding more quality modules.
>>
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>>500439775
What am I doing wrong?
>>
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Quality Start
>>
>>500440597
Hold all belts
>>
>>500440597
You need to select "Hold (all belts)" if you want to read the contents of the whole belt instead of a single segment.
>>
>>500439970
Do not use speed beacons they lower quality
>>
>>500438954
I think you have the input and output wired wrong the yellow directional arrows on the decider are important
>>
>>500440963
ok chatbot
>>
>game suddenly starts crashing both itself and Steam any time I load a specific save, or any save from the same playthrough
>saves from other playthroughs work fine
>download the non-Steam version of the game
>no issues whatsoever loading the same save
what the fuck
>>
>>500437351
No need to go crazy on balancers. If you split off half of lane 4, just put a balancer on lanes 3 and 4 right after. Later, when you notice that your lanes are uneven add proper 4x4 balancers to even it out.
>>
>>500440597
almost everything.
belt needs to be set to hold (all belts)
decider combinator is backwards
output should be set to * (the same symbol as the condition)
>>
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>>500440597
>What am I doing wrong?
listening to newkeks.
>>
passive or active providers after scrappers on fulgora?
>>
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Thanks fellas I think it works now mostly
But I think I see it throwing out items that I have less than 30 of sometimes, like I see ammo get thrown out when there's only 1 on the belt
>>
>>500442948
Active providers for sure
>>
>>500442948
Passive fills up, but stops only the scrapper.
Active will fill up all available storage, potentially causing a factory-wide deadlock if unused stuff isn't cleared.
Best sort output first, then put in specific passive providers.
>>
>>500436246
There's a bug where you can leave the drop pod while in the animation of landing on a planet, thankfully it's not a softlock as I could re-enter the hub afterwards.

>>500433494
There's a bunch of random quality items in there, beware
https://files.catbox.moe/tcm140.txt
>>
>uranium ore mining requires sulfur and iron plates
It's very far from my base, and it has no iron/oil nearby to synthesize it on the spot.
Am I supposed to make a long ass train line to uranium mines just to deliver 10 sulfur per hour?
>>
>>500442948
passive, but have splitters before stuff reaches them with the output priority set to where your chests are, the other belt goes to void the excess at recyclers.
>>
>>500443786
You have the same train that you would be bringing the uranium to you bring sulfur fluid over to the uranium station
>>
>>500443786
Just run a huge pipeline there.
>>
>>500443647
>Best sort output first, then put in specific passive providers
This is literally what bots do if you filter your storage chests
>>
mod that enables bots on space platforms out yet?
>>
>>500435209
>>500435459
Based
>>
>>500444114
You can place infinity chests on the platform already, just go into editor.
>>
>>500443786
Bring some barrels.
>>
>>500433693
I will build one later when I can be fucked

>>500443709
Cheers
>>
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>>500443786
I just use a train to deliver sulfuric acid. I also play with rail world, so it's far enough I wouldn't use a long pipeline or belts
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I spent SO LONG trying to figure out how to main bus and load-balance on fuggora without bots only to realize you don't need 90% of it for holmium plates / science...
>>
>>500444986
Every single belt and train I have on fulgora exclusively moves scrap. Every other item is purely bots.
>>
>>500444986
You'll need it when you start doing quality gamba.
>>
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Interesting
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>>500443881
I don't have a train to the uranium mines. I built uranium mines, centrifuges, reactors and turbines all in one place. The only connection is electricity poles. At the moment this remote nuclear base operates on a single chest with sulfur and iron plates which I periodically refill.
I also googled how to setup an alert when sulfur/iron count drops too low. But it's kinda annoying.
>>
I feel like i'd have had a lot more fun in Fulgora if i had shipped things to other islands by train and made separated recycling plants instead of being lazy and trying to do everything in the same island.
>>
>>500442948
I have 2 inserters that grab only normal set on passive then 2 inserters that grab any quality set on active then 2 inserters that grab anything set on active once I unlock epic I think I'm going to have to add a 4th set that only grabs legendary and epic into active
>>
>>500446051
I did everything on one of the rich small islands until I could make enough accumulators, rods and substations to completely blanket one of the bigger islands. Was a slog but it was worth it.
>>
>>500446294
Any quality* above normal for 2nd row
>>
>>500446051
I'm looking forward to a 10x or 30x run so I have to actually build on multiple islands. Right now botmaxxing is too easy, and relying on bots means building compact is rewarded.
>>
I miss the old fluid system.
Coal liquefaction isn't as easy now.
>>
>>500443981
They do it automatically without setting filters if you provide them with enough yellow chests
Take good care of your bots
>>
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2 huge turds
>>
>>500447487
They are girlfriends
>>
>>500431008
>>500431020
>>500431096
Haha next time. Good night
>>
If you rotate a storage tank fast enough, it looks like it's dancing.
>>
I want to throw rocks at rocks.
>>
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In retrospect I should probably set the lube train to consider "5000 units" a full load because jesus christ is 50k way more than anyone will ever need in vanilla.
>>
>>500448051
I am yet to build a fluid train in spage yet when global pipelines are so easy after the fluid dynamics simplification
>>
>150 spm
I'm getting better I think
>>
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Let's see...
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>>500439970
Probably because they're like 5 out of 30. Use dupery. https://arch.b4k.co/vg/thread/427130146/#427136576
I didn't chud that one up enough, Steam keeps deleting the json & I keep forgetting that it does that. Didn't even occur to me to get rid of the she-dupes, that's a good idea.
>>
Is it worth messing around with beacons if all i have is the level 2 modules?
>>
>>500448783
Not really.
>>
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GG NO RE
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>>500448895
Out fucking skilled.
>>
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>>500448262
I wasn't gonna but the nearest significant oil was across the fucking ocean and building an oversea train seemed better than an oversea pipeline.

Also, the green skittles beckoned.
>>
>>500448783
yes, definitely. I wouldn't fully beacon all builds, but using them to speed up certain things is quite helpful.
>>
>>500448783
Remember of diminishing returns, 1 beacon for a building is good enough
>>
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>>500448746
>you don't need nuclear fuel for this
>>
im not ure how exactly im supposed to set up the schedule of my vulcanus platform so it will automatically deliver science to nauvis.
i have a request set up on the platform, so it loads up the science on vulcanus. but this same request is then also active on nauvis and prevents unloading because it apparently overrides the request from the cargo pad.
so what exactly am i supposed to do here?
>>
>>500450412
oh shit, i just noticed that you can select the planets as circuit signals. so set up a circuit condition to enable/disable request groups based on the planet im currently on, right?
>>
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Woah, the new radar tower is so much cooler! It shows what it can see
>>
>>500445770
Dude just deliver the sulfur acid by train, one fluid wagon is usually more than enough.
>>
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VERY interesting.

Armored train turrets, while x6(!) times as expensive as a regular turret, have x2.4 times the health and +10 tiles of range, on top of having faster shooting speed (18 vs 13 at the same tech level (blue science). Damage is the same but it gets better later on with research to surpass regular turrets.

While it is true that one could fit 3 times as many turret in the same space (and thus get a shooting speed of 39 instead of 18), the added range bonus that is inherent to the armored platform turret makes it a better choice for defending walls, considering the fact that fire biters have this pesky caractheristic of just fire on walls. It also seems to enjoys a variety of damage reduction boosts by virtue of being armored, which means it can take enough of a beating if it's hit by a spitter or if there is a large enough wave to cause a breach, and they also seem to be able to slightly outrange rampant's fire spitters at the highest tier.

The cheeky thing is that they also have an inventory grid, which means you could theoretically stick a laser turret in there if you so wished. Can you hook them to the grid?
Teeeeechnically! With a tesla coil. Relatively inexpensive. Which means they could actually put the equivalent of 3 personal laser turrets IN EACH WAGON and have it drain off the grid.
Of course those things have a pitiful range of 15 tiles (and cost a laser turret to begin with) but god almighty you do NOT want to know just how much power a laser turret draws even when the fucker is simply idling, it's around 100 KW. And when the fuckers shoot, I still managed to incur a brownout with 600+ accumulators. You need to use those fuckers very sparingly, before nuclear and energy banks, I've learned that much.
And there's rocket turrets, which can hold 600 rockets each, cost only slightly more than the minigun and can shoot 3 rockets per second! With a range of 50 tiles.

I think I know what to do now :)
>>
>Just crafting my rare mech armor left before going to gleba
>Already have all the mats
Oh no how bad actually is gleba
>>
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I've done it, I've mastered combinators and created science
>>
>>500444375
why would I do that?
>>
>>500452195
you can set filters on the collectors
>>
can you do vulcanus with literally nothing? is it possible to start from zero and not softlock myself?
>>
>>500452683
Yes. In facto you can do that in all three of the inner planets.
>>
>>500451927
That's where I'm at - I'm creating another detour (getting a good green belt setup on vulcanus) before going to gleba. Half of the reason for doing this is I want fast belts when spoilage is involved, but the other half is I don't want to go to gleba yet
>>500452683
This should be possible, yeah.
>>
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>>500452595
>>
>>500452452
No bots is literally the whole point of space platforms - if you're trivializing the only challenge of them, you might as well cheat.
>>
>>500452819
My only detour is how long it's going to take to ship up all the green belts I'm going to need which is going to take a nonzero amount of time fuck
>>
>rocket? launched
>bots? never build
>yellow science? disregarded
>armor? non existent
>military science? ignored
>nuclear power? never heard of
>purple science? unknown
Yup, time to go to other planets.
Was thinking Gleba first but not too sure desu.
>>
>>500453093
just get it out of the way, it has some good tech and it's all uphill from there
>>
https://mods.factorio.com/mod/epic-fulgora
r8 my new mod, anything you would do differently?
>>
>>500453171
>Best tech
>Paid in sanity
>>
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>>500437351
Main bus is mostly done. The empty belts are for stone/bricks. I already know I'm going to need way more chips but I don't have beacons nor t3 modules, so the plan is to have this intermediate base get me to beacons/t3 modules then slowly rebuild everything with beacons modules and set up shop somewhere else. By then I should hopefully have at least elevated rails if not cliff explosives and a better robot network so it'll be ezpz to move. I'll also use the same blueprints from my last vanilla run because I already set it up from scratch once why tf would I do it again. Next priority is Nuclear .
>>
>>500453270
Eh I think being forced to go to the planet with any threat to get epic is a good thing
>>
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https://youtu.be/oT4AtQ_8yS4
>>
>>500453353
>four belts of steel
Is this the power of busfriends
>>
>>500452786
>>500452819
thanks anons, i just touched down
>>
>>500448746
now this is operating on a different level
I still think it's cheaper with the 2 or 3 fuel rods required to heat the reactor when you compare it to the oil that is limited in throughput, but technically infinite
>>
Are the big pentapods supposed to be pushovers or is the tesla gun just very good at killing them?
>>
>>500454482
rockets are good at killing them
>>
>>500454482
>Otherwordly tech
I would assume its because of that you can just like not have it
>>
>>500422570
almost nobody knows what that means
>>
>>500454482
speaking of tesla gun, how does it fare against demolishers?
>>
>>500453637
I see it
>>
>hehe I'll just put down some turrets to defend the wagon turret and then place it 50 tiles away so it can destroy the nest
>the nests still home in towards me despite me creating no pollution and being farther away than their detection range

rampant has literally 0 chill let me cheese you goddamnit
>>
>>500426265
Biters aren't intelligent at all, so no.
>>
>>500453649
My starter base was always out of steel, I'm not letting that shit bottle neck my base again.

>now it'll be

yeah i know
>>
>>500455481
Are you actually making 4 belts of steel though?
>>
Is it viable to main base in some other planet that not Nauvis?
>>
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>>500455596
I have a dedicated train just for steel.
>>
It took me until now to remember that you can flip the fluid input/out of buildings.
>>
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It *kinda* works but man, I wish I had priority targeting from 2.0 on this thing because it will just hit everythings but the nests.
>>
>>500455991
wdym
>>
what's the point of crafting belts using foundries?
>>
>>500452683
Killing demolishers will be a bitch without tons of gun upgrades and poison capsules, but you can always spam more turrets, I guess.
>>
>>500455852
Yes, vulcanus is incredibly powerful. The only thing you're missing out on is uranium, but it turns out nuclear doesn't matter when you have infinite power in sulfuric vents
>>500455985
This is less than a half of a red belt of steel
>>500456175
foundries have 50% productivity on everything, including belts.
>>
Green belts should rocket stack just as much as other belts.
>>
>>500456447
>This is less than a half of a red belt of steel

Mind posting your set up so i can get ideas when I eventually redo it?
>>
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>>500429548
I went to Fulgora first and I don't think there's anything wrong with doing that. You can set up a mall super quickly because you get so many advanced materials for free. Some of the big islands also have a small scrap patch with like 100k total, I would imagine starting on one of those makes it even easier.
>>
can I get bricks from recycling concrete? or do I need to smelt stone?
>>
>>500452989
how about I use the bots on the platform if I think it should be a thing and you keep your silly thoughts to yourself pal
>>
>>500456803
I always just copy-paste my other smelting lines, but just input iron plates instead of iron ore.
I also think that having lots of steel is challenging - I was more saying that 4 belts for steel is unrealistic for anything but big megabases. Your setup is more than fine until you rebuild with beacons + modules.
4 red belts of steel makes about 750 SPM, for context
>>
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Is this as retarded as i think it is?
>>
>>500457661
I see. I guess when i redo I'll double the iron plate production and feed that into a steel set up instead of like I got now.
>>
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>>500457050
>Some of the big islands also have a small scrap patch with like 100k total
is that a lot? my big island has several 300-400k patches for 1.5-2m total (small island nearby has over 50m but I haven't set up a train yet)
>>
wtf am I supposed to use iron for on fulgora
>>
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>Interrupt system allows for my 2 headed trains to operate without a dedicated standby station
>Run into a problem where if two trains are on the same route they will sit perpetually on the supply and drop side because both of their train limits are saturated
>Interrupt condition: Destination full
>>
>>500457254
You get bricks + ore from recycling concrete.
>>
>>500455852
Fulgora and Vulcanus both take a massive shit on Nauvis, Nauvis is just uranium until at least Aquilo there's very little reason to have anything but rocket parts a bot mall and kovarex for export connected and causing pollution
>>
>>500457949
I'd take nauvis over fuggora any day unless I was rushing space
>>
>>500456139
I have no idea what that means but in any case: If you take a building like an oil refinery where the heavy oil output is at the top and the petroleum is at the bottom; if you press V it will flip it so that heavy oil is now at the bottom.
>>
>>500457838
Big island supplied with small patches is the best way to do it reay don't bother building a good rail system until you get deep oil tech which requires exporting to vulcanus, you also are going to want some big miners for qual modules and resource consumption down and gleba epic tech before you seriously start to megabase fulgora
>>
>>500458031
Fulgora is so powerful infinite scrap that you can qual with miners giving you infinite qual resources letting you make infinite slot machines and all completely uninterrupted by enemies with no need to setup defences
>>
>>500457840
I made some belts since belts are 100% iron (except lube, but the planet also has infinite heavy oil), but at this point it's all being sent into the recycler loop since the chest filled up.
>>
>>500457838
Is that two big islands that connect with each other?
I think the biggest I found before settling down was like a third of this area
>>
>>500457838
>tried to make a belt sorter before cucking out and using robots
lol delete the blueprint to the northeast to hide your shame
>>
>getting filtered by fulgora’s recycler bullshit because the output must function well AND look nice
>get fed up and output literally ALL the trash directly onto a long belt and have a bunch of deciders that set filters on inserters that recycle/void everything in surplus
>whenever I need something I set production next to vomit belt, take what’s needed and vomit it right back onto the same belt
>it works amazingly well
Honestly, being able to read the contents of the entire belt is incredibly powerful. I think sushi will be my go to when building malls from now on, then bots only for quality stuff
>>
>>500458602
if I recycle a legendary belt, do I get a legendary plate and gear?
>>
Stacking inserters should spoil over time
>>
>>500460260
Its one of the best changes the base game got for sure. Its really fucking useful in gleba too.
>>
>>500457804
What am I even looking at
>>
>>500460457
Mod that makes every item in the game spoil

Even the player
>>
>>500460628
Turning iron bacteria into iron.
>>
>>500428481
Well now that's silly. You didn't want to try to make an okay looking arched bridge?
>>
>>500460452
Recycling will never down-quality, so you will only get things of the quality of the recycled thing (plus a chance at higher quality if you have quality mods in the recyclers).
Take in mind you only have two rarities at this point though
>>
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I just finished setting up a somewhat functional base on Vulcanus for metallurgic science, should I check out Gleba or Fulgora next?
>>
Do fish eventually respawn? I’ve depopulated the entire nearby ocean to get an epic fish but still haven’t got a single one and I don’t want to generate more map
>>
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my little chicken farm. Gleba production is just barely holding together but it was enough for this.
>>
>>500457945
why does concrete use ore and not sticks
there's at least 4 different mods that do just that
it is silly
>>
>>500460809
might as well start grinding since the only other option is gambling
>>
>>500461016
Fuggora is pretty chill if you take a bunch of bots, modules (elf ones are nice) and a lot of belts and inserters. At the very least I’d go for a minimal build to get a dozen of the Good Shit circuit machines before doing gleba, if for some reason you don’t want to stay long
Gleba has loads of SOVL but you’ll be there for a while
>>
>>500461016
Fulgora lets you really embrace quality and unlocks EM plants, which are quite powerful.
Gleba is much more challenging (needs much more setup and maintenance), but arguably has much better techs (stack inserters, biolabs, epic quality)
>>
Vulcanus music is a bit too in your face imo
Fuggora’s blends much better
>>
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how many animals do I have to kill for a prod module
>>
So do things like walls or landmines actually have a use on platforms?
If walls can be used to tank damage would forward laser be better then walls?
>>
>>500462417
You may want to change some platform names before uploading this one to the galaxy
>>
>>500462585
>laser
Medium asteroids resist 90% of laser damage.
>>
>>500462881
Why?
>>
>>500462881
Yeah, someone might try to steal his dead nigger collection.
>>
>>500463506
Everyone can see it.
>>
>>500463585
You think he doesn't know?
>>
>>500463506
There's a nonzero chance something happens to your account
>>
>>500463506
You get cancelled.
>>
>can't do mixed auto deliveries to space platforms
man this shit keeps getting worse by day
>>
>>500462881
oh screw off
>>500463506
post that shit
and tell us when it's up
>>
>>500429780
you should segregate it so that only the purples get the slide while the blues stay on the kiddie track on the ground.
>>
>tame a small, very countable number of heckin doggarinos
>no moving enemies spawn, ever again
...I'm writing this up as an intended QoL feature
>>
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>>500455276
>Finally conquer Fulgora after rebuilding twice
>Now I don't want to leave
Took a lot of recyclers and accumulators, but I did it.
How do I maximize my holmium? I'm already using prod modules (2, will use 3 later) in my refineries, EM plants and Vulcanus smelter for plates.
Stuff like steel and concrete is free there, holy shit, late game SA is going to be launching rockets of free steel and concreting the solar system.

Getting ready for Gleba right now.
>>
>>500465915
it's already on the list to fix
>>
>>500466168
nothing to worry about then? good.
>>
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MOTHER FUCKER
>>
>>500466507
placement makes it look like it got stuck at the door
>>
>>500466879
huh, new fear unlocked. Could you potentially crash a train by hooking a gate up to a circuit condition?
>>
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>Leave Gleba for 30s
>Giganiggers tetrapods walk all over my farms and the 20 turrets placed there
God I hate this fucking place
>>
>>500466507
good thing you can drive trains without fuel now
>>
>>500467174
incredibly slowly
>>
>>500435091
shouldn't you be in a trench somewhere
>>
>need to ship 25 green belts at a time to replace nauvis' 20000 belts
>>
so what does feeding silos better quality rocket parts do?
>>
>>500468710
Why are you replacing belts on nauvis? Hell, why are you even building stuff on nauvis
>>
>>500469053
Nothing.
>>
Hear me out, what if quality increased the stack size of rails and belts instead of doing nothing?
>>
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Is it really spaghetti if it just works? God my fulgora is so much better after I learned to properly organize my shit
>>
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>30 hours into run
>finally get elevated rails unlocked
>cool, shouldn't be too abd to make them
>refined con....
>close game

maybe tomorrow


>bro jus

I have the mod for concrete. It'll be easy to set up but I am done for today (at least right now)

I'll get to space eventually but I need to get nuclear set up, start crafting blue belts, make the upgraded jet pack and expand out my rails.
>>
>>500470124
>building on that huge ass ore patch
>not having belts already made
>still using yellow shit this late into the game

The fuck are you doing
>>
>>500470515
>>not having belts already made
What do you mean? Are you suggesting to ship them in from Nauvis?
>>
>>500470302
There's no rush bro, we'll be stuck optimizing this game for the next decade or so.
>>
>>500470658
yeah why wouldn't you ( I legit don't know). there's already mods for rocket capacity.
>>
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>>500470515
I don't care about them here
>>
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>>500470801
Because it's cheaper / easier to produce them on fulgora and vulcanus than nauvis due to their local resources and obviously you don't have to waste materials on launching them into space
>there's already mods for rocket capacity
Bro just cheat lol
>>
>>500471037
Mine would be worse considering I took over 50 hours to get orange metal science skipped yellow and purple intentionally
>>
15 chem plants make a red belt of plastic, how the hell do I compress it to a belt without causing blockages in any of the plants? I have them all single line, but I can rebuild if needed. If number was even I'd weave the output to go on both sides of the belt, but I can't do that here.
>>
>>500471793
□>|<□
□>|<□
□>|<□
□>|<□
□>|<□
□>|<□
>>
>>500435091
>>500435289
what is the dead nigger storage for?
>>
>>500471793
Bro your beacons?
>>
>>500471920
That won't fix shit, since 8 plants still make more than throughput of half of a red belt.
>>
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pic of my aquillo base
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>>500471793
On one of the plant, usually the last, use two output inserters, and have them unload each on one side of the belt.
>>
>>500471793
Either build 14 or 16 then.
>>
>>500472270
Oh that might just work.
>>
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hey, this nigga cheated! https://factorio.com/galaxy/Quantum%20II:%20Gamma7-1.F1X3
>>
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>>500471793
if you can spare one lane, have blue inserters output to a belt that immediately side loads into a belt red inserters are placing into. It works great when I have enough petrol
>>
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>>500472459
the hell is this, I thought you had to pay the kovarex tax to play in murderhoboland
>>
Do pentapods expand like biters?
>>
>>500472189
it's not fucking rocket science, dude. seven to one side, seven to the other, the last one half and half.
>>
>>500472697
>>500472459
Check out offbrand russian Kovarex: Covarex
https://factorio.com/galaxy/Calcite%20III:%20Eta1-7.A7U5/planets
this dude never even got off Nauvis but he still gets a galaxy of fame entry. But I do like the vast quantities of nuke craters.
At least he actually played the game instead of creative menuing shit in.
>>
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You might not like but this is what peak performance looks like.
>>
>>500473115
>efficiency modules
>tier 2 efficiency modules
why are you stupid.
>>
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>Working on a real factory for Vulcanus
>Just setting up a foundry array to mass produce belts
>In the process of just plugging everything in and insertering it up, one of the chests I haven't set limits for yet is full
Hot damn I love foundries.
>>
>>500429780
Dude I want to make a horse race now
>>
So pipes now essentially has unlimited throughput, right? So when designing a 2x2 nuclear reactor I can pay literally zero fucks regarding how many heat exchangers share the same pipe?
>>
Am I missing something or does processing the fruits on Gleba not produce enough seeds to be self sufficient? I feel like I am constantly running out of them and needing to go hunt down more so I can maybe get more seeds to farm with. Haven't researched anything with Gleba science yet.
>>
>>500471793
16 chem plants.
>>
>>500473912
Fluid pipes are unlimited.
Heat pipes are still limited.
>>
>>500474202
I'm always positive on seeds, I get so much of the fucking thing i barely know what to do with them
You're processing everything in a biofactory right?
>>
>>500474202
One tree gives 50 fruits. Fruit processing gives 2% seeds, so breaking even statistically. Biochamber gives 50% productivity bonus on the recipe, so you will start building up seeds.
>>
>>500474202
You must be missing something because I have like 8k of the red seed in storage despite having 4 farms of it, that shit does not go down
>>
>Medium worm sitting on 55m calcite
Time to unload my artillery and pray
>>
Nearly wrapped up the first 3 planets and I feel like the planets are too self sufficient and isolated. There's no real need to engage with interplanetary logistics beyond just manually sending a platform to grab the 10k science that's been chugging away in the background and the buildings that planet makes. I know Aquilo's different and I assume megabases will require a more robust automated network.

For all its faults SE captured that interplanetary empire feeling better. Yeah the planets are just glorified mining outposts but there's always rockets going back and forth to send the stuff the planet lacks and you need a constant trickle of the unique materials because they're used in the efficient recipes so the planets feel integrated with the main base.
>>
>barely arrive on Aquilo with a half broken ship
>my ship blows literally 10sec after arriving, managed to send all the important shit down to the planet in time
>"well gee, at least I can start setting up things here while I build a new ship"
>actually no, I can't, there's no resources on this planet
>I'm literally gonna be stranded here for hours with nothing to do while I set up the new ship and load it with stuff to bring over
inb4 dude you should've spoiled yourself on what to bring to a new planet
>>
>>500475201
I never run out of calcite on Vulcanus
Surprisingly the biggest bottleneck have been coal, I cant get enough of this fucking thing
>>
>>500472459
https://factorio.com/galaxy/Iron%20I:%20Alpha1-1.A1W3 check out this guy
>>
>>500475906
How, coal is super efficient
Did you just never go out to kill a worm and get a 2nd coal deposit?
>>
>>500473275
>on volcanus where power is free and polution doesn't exist
>>
>Why the hell isn't my refinery getting water...?
- a moron and a literal nuclear engineer irl: me
>>
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it aint much but I have self-sustaining heat, water, power and a bit of ice
it is all smooth sailing from here right
>>
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>inventory is always full
>always missing something
>>
>>500453270
>mech armor now spoils
>>
>>500476041
Yeah I'm on my second deposit right now
I dont know, when you start processing oil and sending those rockets it start to really hurt
>>
Can someone post their refined concrete set up? Curious to know how many assembler of each I need to run since elevated rails take 100 god damn fucking refined.
>>
>>500477430
It's refined concrete. Just build like 10 assemblers and always have enough for the rest of the game. You're overthinking this.
>>
>>500467174
You can also direct request fuel into it if it's in the bot network
Handled by construction bots in that case so build range matters
>>
>>500477864

I eventually plan to pave my entire base but I'll figure that out later
>>
>>500453270
desu I think a neat intermediate to get on Gleba would be some kind of synthetic muscle. You could use it for spiders, mechs, mk2 exolegs, would make sense to put in stack inserters too.
If the mechs were vehicles and you could remote control them with the RTS tool I'd be fine with them being an uber OP Gleba-Fulgora unlock. Maybe even +Vulcanus for the tungsten.
I probably won't install your mod for my current playthrough but I like the idea.
>>
>>500467626
you try peddling 500000 tons of steel and see how fast you go
>>
>>500478064
are you also gonna replace every straigh segment of rail with constant fucking up and down rollercoaster bullshit?
>>
It's been a while but what's the ratio of boilers and turbines for a 4 (2x2) reactor setup?
>>
how far can I heat pipe away from a heating tower
>>
>>500475749
Yeah I'm of the same opinion. The one thing that made me actually finish SE despite its flaws is the multitude of different ways to approach a problem and having to weigh the pros and cons of each.
The core of the issue is that SA is aimed towards people who've only finished the vanilla game, and not people who finish 300+ hour modpacks. Don't think anyone expected anything else to be fair.
>>
>>500476516
why does that ice have stone on it
I thought you had to put concrete on it
>>
>>500480631
there is some land that you can build on without concrete
there is natural ice you have to build concrete on before you can build
and there are ice platforms that you have to put concrete on

why they didn't just put concrete in the ice platform recipe is a mystery
>>
>>500480841
>there is some land that you can build on without concrete
that goes against the entire point of the fucking iceberg as it was sold to us in the FFF
>>
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Is it just me or is plastic the resource you need the fastest in vulcanus?
>>
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>>500477430
Got refined set up, thank god for adjustable inserters
>>
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>>500480918
are you really having a meltie over like 20 tiles on the entire map
switched to rocket fuel, i think it is more efficient but I didn't fucking do the math
got platforms going but my heat doesn't get to the brine so I have to make another tower closer I guess once I have enough rocket fuel buffered
wondering if it is worth to to ship in a nuclear reactor to serve as power and heat
>>
>>500483058
>wondering if it is worth to to ship in a nuclear reactor to serve as power and heat
That's my plan and I don't care if it makes sense or not. I think it's neat so I'm going to do it
>>
>>500482537
bob's or something else?
>>
r8 my rails so far
I haven't even put anything besides iron and copper on the trains yet
x5 science strikes a good balance, would recommend
>>
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>>500479212
Just ignore what it says about water pumps, thanks to the new fluid system you only need one now as long as you don't plan to generate several gigawatts.
>>
>>500482284
I think that's because plastic is a multi-step process that you can't make in foundries.
>>
>>500484156
Thank you much.
>>
>>500480918
You have two conflicting needs. You need your machines to be on something solid and the only solid is ice but you also need your machines to not be frozen so you turn up the heat, melting the ice. So to fix that, you use concrete because it isolate the heat so your solid platform doesn't melt.
>>
>>500479212
It's 83. That's a really bad number though because it's prime. Meaning that there is no clean way to organize your turbines.
>>
>>500485202
just build 84 you dingus
>>
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ffs was hoping this would finally be possible with new rails.
>>
>>500485412
Coulda sworn I read that there would be fixes so you could always place signals on rails even if there was overlap or proximity with the new system but I guess not.
>>
>>500475906
for me its titanium. making science melts those initial deposits, and new ones are always in the middle of fucking lava. snaking belts out of that shit really fucking sucks.
coal starts to go fast too once you start making red/blue chips and need plastic, but i landed on a massive patch and found 3 large ones nerby as well.
>>
>>500485298
based productionbros dabbing on ratiocels
>>
>>500483771
looks pretty hot but that y junction is making me sweat
>>
Ngl i hate these fucking small islands with 37M scrap deposits
Shits more annoying than anything
>>
>>500483771
Bro that southern outpost is surrounded by approximately 1 billion biters jesus christ
>>
>>500483771
Pretty rail
>>
>>500485973
yeah, but it sure beats the (only other) alternatives
>>
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>>500484156
Alright I decided to bump it up to a 2x3 system instead and goodness gracious do you have to build a ton of exchangers and turbines for it. Time to landfill in a lake for all this.
>>
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>>500486704
Go harder
>>
>>500486704
>landfill in a lake
not necessary unless you're just low on space
you get 10 steam per water
you only need a pump every 250 or whatever tiles (or 2 for 2400/s throughput, 3 for 3600/s...)
>>
>Randomly remember that x^0=1 while screwing around with circuits
I knew all that slick city-schoolin' would come in handy one day
>>
>>500486841
>2xN heatpipes
oh no
should we tell him
>>
>>500486841
Cute.
God damn am I glad that I won't have to to go through all the water pipe tedium next time I build something like this
>>
>>500487731
Right?

My limit on nuclear shouldn't be how much fluid nonsense I'm willing to put up with or how much landfill I have squirreled away
>>
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i've been trying out circuits for the first time in 400 hours, got this working fine, but it breaks if I happen to get 2 outposts requesting at the same time.
you can have many outposts and it enables the train stop only when there is a request is active.

idk how to prevent 2 outposts from requesting at the same time? some kind of queue?
>>
So how are you guys doing your quality farms? I've tried a couple different ways and the one I found I like best is set up the production line for the target item with quality modules in each machine, then recycle only the final product if it doesn't meet the desired quality. I figured it's best to have five chances to increase quality before risking loosing it in the recycler. I've also been working on a circuit that automatically changes the assembler recipes to the higher quality version if the parts are available. I like the parameters to keep things modular.
>>
>>500488820
What's your goal? Are you trying to call the trains only when materials are needed?
>>
>>500488820
Wait, how are you requesting things? How is it breaking?

You shouldn't even need a radar to transmit signals. You just need to have the train stop set its limit to higher than zero when it needs items
>>
Are walls around gleba plantations worth it at all? I'm assuming no given the lack of stone and stompers, but I'm wondering if they're still useful as dragons teeth or to draw aggro or something.
>>
>>500488820
I'm at a loss even trying to figure out what you're attempting to do. What problem is this supposed to solve?
>>
>>500487309
What, USPS problems?
>>
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>>500489012
it's reading the outpost roboport's unsatisfied item requests (so ghosts + requester chests)

>>500489174
see above

>>500489045
I need it to get what the outpost is requesting (walls, turrets, miners...)
>>
>>500489465
Huh I forgot you can do that

If a double-requests snaps it in half you can always just use a clock and have a stop only transmit requests on a specific frame for each stop. Maybe have the supply area capture the first request it sees in a memory cell and only reset the cell when the train leaves the station. Sadly this would require having each outpost stop have its own manually-assigned frame its allowed to transmit on

I'm busy with my own circuit bullshit I really want to finish so I'm not going to put much more thought into it
>>
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>When you add another planet
>>
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>>500485595
It has been massively improved, but there are still some crossing geometries that result in long stretches of track that can't be signaled. Pic-related works fine but it would be nicer without the bulge at the bottom. Having no gap between the rails is really nice for early game when you don't have cliff explosives, landfill stockpile, massive bot networks etc as it's much easier to spaghetti around obstacles and it fits into a 4-belt bus lane, making the transition from belts to rail much smoother.
>>
>>500489465
Okay, I see. I did something similar to what you might be trying to do with my plate unloading stations. I had an decider combinator wired to my buffer chests to turn on the train station when there was enough empty room for a cargo wagon of plates. Trains will try to follow their schedule, but if a station is turned off then it will skip it. If a train is in a station when it turns off then it will still follow the schedule condition so I would say for you set it for no more items requested or the train is out of the item.
>>
>>500489465
Oh, didn't even know reading requests was a feature they added.
Honestly it's probably much easier to just stock a train with all the parts an outpost could need, and then in the outpost have a single combinator checking IF EACH < 10 then set train limit to 1. In the train itself just go to any station of the same name with the condition of inactivity > some time. Should work just fine.
>>
I'm so lazy I would rather waste extra combinators in 20+ instances than manually set a single value
>>
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>>500490119
>>500490629
thanks for the ideas, i'll have to dickaround more with it, got a temp™ fix

so the train loads every request in the outpost network and goes to the first outpost with a train stop enabled, now outposts are only allowed to take their requested items out of the wagon, then the train returns to waiting area as normal, now check if items are still in cargo, if true, send it out again (repeat until empty)
>>
>>500487309
what's the issue
>>
>>500490591
vagina rails
>>
I am finally positive on blue chips on vulcanus time to pack out to gleba
>>
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gamba for some epic plates
>>
>>500491564
you know how fluid has been a massive problem for years in large bases, to the point where you just flat-out cannot use nuclear power and are stuck with massive solar fields, and they finally fixed that?
yeah they didn't fix the heat pipes so nuclear is still bad for large bases, the lag just kicks in later
>>
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>>500492921
>Didn't fix heat pipes when they're literally mandatory for finishing the game now
>>
>>500493262
hopefully 2.1 will fix heat pipes
even if it means making them easy like fluid pipes
>>
>>500493262
I guarantee either inserters or space platforms will be a UPS problem well before heat pipes, even if you do it in a dumb way.
>>
>>500493576
I wasn't even planning on megabasing anyway
>>
>>500493471
the annoying thing is they should be fluid pipes to begin with, there's no way to transfer heat without either a medium or pure infrared radiation, and only a complete retard would use uninsulated copper as a conductor over distances greater than a few microns
>>
>>500493810
Nullius actually uses water, compressed argon, and then compressed helium to make heat pipes. Real neat.
>>
>>500493932
cool! standalone for 2.0 when
>>
>>500494231
Someday I hope

Tardwrangling fluid was the worst part about Nullius
>>
Can I have more than 4 active hotbars I need more
>>
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>>500457804
I just stick it in a chest until it spoils.
>>
>>500494342
https://mods.factorio.com/mod/toolbars-mod
note: you have to bind a hotkey (create toolbar), by default there's no way to actually make them show up
>>
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was concerned that there wasn't anything else out here for a little bit
>>
How much does weight matter when going to another planet? I'm building my ship to Vulcanus and I'm planning on loading up on walls/turrets/etc but I don't know how much I need to worry about weight
>>
OFFICIAL VOTE POST
WHICH PLANET IS THE BEST TO VISIT FIRST AFTER NAUVIS?
RESPOND NOW
>>
so wait, how do new pipes work? They have infinite throughput / capacity? so I can make my reactor, surround it was tightly as I want with heat exchangers, connect all the steam together with 1 pipe and run it as far as I want away (less than 250 tiles?) to my turbines and there is 0 heat loss because they transfer is instant?
>>
>>500495250
Fulgora as long as you bring bots
>>
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>>500480918
found another thing for you to be a crybaby about
>>
>>500495250
Fulgora has the best rewards for it's difficulty.
Vulcanus is the easiest.
Simple as.
>>
>>500494686
Man, I should install cargo ships before I get to aquillo.
>>
>>500494681
neat i've wanted this
someone should suggest adding toolbars based on where you are
like when i'm looking at gleba I want certain things
when i'm looking at my space platform I want other things

>>500495250
both vulcanus and fulgora let you get a lot of value out of a short trip
if you can bring materials for a rocket silo and a few launches you can drop down, make a silo and get out with some big miners, foundries (take calcite too), recyclers, or em plants
the best order is probably 30 min trip vulcanus, 30 min trip fulgora, complete gleba, then finish vulcanus and fulgora
>>
>>500486841
damn the ends of those heatpipes are gonna be chilly
>>
>>500490591
The bulge is purely from you doing zero-gap rails like a fucking psycho. We can do one-gap now which is pretty sexy so why not at least do that?
>>
>>500495250
fuggora since it's the easiest to leave
>>
>>500493576
I think asteroids are a UPS problem.
>>
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will this work?
>>
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>>500496725
It'll work, but maybe not as well as you hope. This is my set up. The steam tanks work pretty well as accumulators for the real big power spikes.
>>
>>500496725
no
>>
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https://www.youtube.com/watch?v=PFZGFBjE3v8
>>
How many labs should I have?
>>
Is there any reason I shouldn't make my space science platform really fucking large?
>>
>>500498380
yes
>>
>>500498380
How much science are you producing?
>>
>>500498449
thrust/speed probably depends on weight
i haven't tested or looked into it
but a larger ship is easier to feed more thrusters so it just depends on how much you want to invest
>>
>>500498210
>>500498250
what's wrong with it? I calculated 480MW heat on the reactors so 48 heat exchangers which fills 82.4 turbines (I'm using 84)
>>
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It's been a minute since i've done nuclear, are these enough centrifuges or should I make more? I feel like I either never have enough or suddenly too much. I only plan on doing a 4 reactor set up for now.
>>
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what a fucking mess
and this is the improved version
>>
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>have 4000 free logi bots
>need 4 more concrete to fil rocket
>have 400 in storage
>none of the bots fill the request for 10 minutes
>>
>>500498723
he said space science platform so it probably isn't moving
>>
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>>500498942
You know what it doesn't even fucking matter because you need god damn fucking space science for kovarex and I'm eons away from even thinking about what ever the fuck you need to do to get that shit
>>
>>500498942
depends how long you let it run
it's plenty to run multiple reactors and start up kovarex later though
>>
>>500499217
Oh, I was gonna set up nuclear but I'm still on nauvis, without kovarex it's probably not worth it right?
>>
>>500499217
space science is ez
you'll see when you get there. Don't be afraid to launch that first rocket.
>>
>>500498370
that's nice, but they need to make sure
a) shit doesn't just slide on the most gentle of slopes
2) rockets don't wobble
γ) there's a 'I'm within 1m/s of a perfect orbit just fucking fix it' button
>>
>>500499217
you need to be producing rocket fuel, blue circuits, and low density structures
feed all those into a rocket silo
>>
>>500499314
pre kovarex nuclear is very viable
don't know why players act like it isn't
generally you can start with a 2 reactor build and with the relatively low energy draw of an early base and circuit fuel control it will be inserting fuel cells incredibly rarely
>>
>>500498380
Just add more labs until one of them isn't satisfied anymore. If you feel like you are still researching too slow, produce more science. Then add more labs until one of them isn't satisfied anymore. Repeat until you are comfortable with your research speed.
>>
>>500496594
That sounds pretty likely to me, I don't really see how you have a system like that scaled to several ships without having a significant impact.
>>500498449
Because it's not necessary (space science should never ever be your bottleneck) and shipping up scaffolding is a cost.
>>
>>500499217
space science is much easier now, rockets are literally red+green+blue research
>>
>>500499467
You can feed a 2x2 reactor with like 10 miners
>>
>>500499467
Speaking of, what is the circuit setup now for reactors since you can track their temperature easier?
>>
>>500499467
Thanks I'll give it a go, I've never actually tried it without enriching
>>
>>500499217
>>500499314
You need like 1 centrifuge per reactor doing normal uranium processing. Build up a little 235 first so you don't get screwed by RNG, but otherwise it's literally that easy. A single 235 makes 10 cells, which will last for 2000 seconds if a single reactor burns them continuously. Each centrifuge on normal uranium processing makes, on average, 0.007 U235 per second, which is 1.167 U235 over the course of 2000 seconds. You won't be building up much of a stockpile with just 1 per reactor, but you don't really need a stockpile of 235 unless you're going for nukes, at which point normal refining simply will not cut it.
>>
>>500499838
0.007 per cycle*
which is 0.00058 per second, which is 1.167 per 2000 seconds.
>>
>>500499656
Oh fuck, they changed it? I was prepping my purple and yellow pack setups in my mind already at blue
>>
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>>500499735
yes but generally at the just unlocking nuclear stage you don't have a base that can sink that kinda power and your 2x2 is gonna hit 1000C towards the end of burning a cell simply because there isn't enough heat pipe or sink to hold the dissipated energy.
>>500499737
Check temperature(only 1 reactor is necessary since they're all within a degree of each other)
check cell count is zero
have all insert at once
badda bing
>>
There's not a way to detect asteroids by proximity or anything, right? It'd be nice if my platform didn't shoot every passing rock.
>>
>>500500302
you could just put the turrets further in so they don't shoot ones too far from the platform
>>
>>500500302
You can set your turrets to prioritize/ignore targets if you're into that sort of thing
>>
>>500500137
Space science is a one-time cost now. It's free once you get its platform set up.
>>
>fluid wagons load slow as hell off 1 pump now
>all the station designs i make with multiple pumps are too big and it's still kinda slow
i'm still going to use wagons because i despise routing pipes but man
>>
>>500500706
bro your barrels?
>>
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>was low on power
>expand power
>had to move some stuff around
>15 minutes later
>whole island freezes because some heat pipes accidently got disconnected and shit froze
>>
Are electric furnaces without modules worse than steel ones?
I could just burn carbon for fuel rather than spam solar panels.
>>
>>500495250
general opinion is a pitstop to fulgora for EMPs and recyclers before fucking off elsewhere.
personally id say to pitstop fulgora, restock on navius, and then fuck off to gleba. its gimmick is annoying but by far the easiest to deal with (all you need is to leave a "exit inserter" on belt endpoints and assemblers to remove spoilage and scrap it)
honestly i fucking seethed at spoilage at first to the point of using a mod to disable it, but then i realized it isnt that bad.
still wish there was a way to exclusively disable it for science and fish though.
>>
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>>500498370
>>500499419
There's more info in the replies to the thread on KSP's reddit

I'm not gonna get too excited until we see something more substantial, like actual gameplay, but just the fact that they are using some custom architecture sounds a lot better than KSP2.
>>
so 400 electric engines weigh a total of 1 ton but I can only bring 100 belts? cool. nice system
>>
>>500500654
I thought I was gonna be stuck on nauvis until I had yellows done WOOOOO SPACE HERE I COME
>>
>>500500808
do not say such things to me
>>
>>500500919
Nobody ever said how big the electrical engines are
>>
>>500500886
>doesn't have nuclear
ngmi
but ya electric furnaces without modules are equivalent to steel furnaces
just leave room for beacons later
converting to nuclear and electric furnaces with greatly reduce your pollution however
>>
>>500500137
Yeah, space science is now easier than yellow or purple once you get the hang of how building a basic space platform works.
>>
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205 Tons
gonna be on my way
>>
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It's very shaky anyone know how to balance pids?
>>
Artillery has made my destroyer elimination much easier, although I haven't tried taking on a medium one yet. I'll need to try that out next
>>
>>500502450
Update: twenty artillery turrets with 2 shells each was not enough to clear a medium biter (only one level of arty damage).
I will need more technology to take it out.
>>
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It's kind of hilarious how hard you have to scale to make sending belts worth it I'm going to probably have to make at least 20 of them
>>
>>500502450
does the cannon lead properly to actually hit the worm as it moves? i guess if it aims for the head maybe they're just long enough
>>
>>500502987
>more than two beacons per building
uhhhhh
>>
>>500502992
I just targeted manually, I would shoot around where the head was. The turrets weren't too far away so it worked, although some did hit the more resistant body instead of the weaker head.
>>
>>500503159
Power is infinite how does it matter
>>
>>500503159
?????
>>
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these used to be unfrozen
what happened
i have my heat towers set to get more fuel when 200 C, i wonder if I up it they will unfreeze more
>>
>>500500886
in terms of fuel to product with steam engines, yes, more than twice the fuel consumed
just make nukes
>>
Small win at getting better with circuits as I figured out how to stop the landing pad from requesting calcite and metal science until a threshold is reached at which point it'll request what my Vulcanus hauler is holding which will have it fly back and get another load
>>
>>500503582
heat pipes lose efficiency over distance
so you're gonna have to run hotter to keep the extremities warm enough
>>
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>>500503765
yeah but I didn't change the distance from the heating tower to it and it worked before
in general the heating mechanic is ok but
this putting down a tower and then slowly waiting for it to heat things up to see if you need another is not the best
clearly I should have made a train instead
>>
>>500503765
>make liquids brain dead easy
>heat pipes still need to be micro'd
why?
>>
>>500504127
that's just how heat works man
a 100% thermally efficient heatpipe wouldn't make any sense and would make any retarded nuclear reactor design work fine.
>>
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>>500504103
i believe in you little heat pipe
you can make it to the last one
>>
>>500504103
keep the tower at 1000c, or just under if you're trying to conserve fuel.
Also use more towers and spread them out
trying to keep it fed the minimum amount and then complaining that the heat barely reaches and takes forever to move sounds like a you problem
>>
delivery cannons when
>>
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help me figure out what to do
do I bring the coal in by train up to the oil and refine it there?
>>
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>>500498942
Nuclear is online! I really like that you can read the contents of a belt now. I set an alarm so if the fuel cells on the belt are under 10 it sends an alarm.
>>
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Finally starting to get some progress
>>
>>500504785
oh fuck i just noticed on of the pumps isn't connected
>>
>>500504902
you can run that setup off one pump now
water usage got hella nerfed
>>
>>500504785
>set an alarm so if the fuel cells on the belt are under 10 it sends an alarm
Why not just set an inserter to add fuel cells when there are less than ten?
>>
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Mapped my territory out, I'll need to figure out how to take out mediums eventually (I know the railgun will work, but I'm pretty far away from that).
Trying to decide between remaking all science on vulcanus (although still shipping to fulgora) or just bite the bullet and go to gleba (although that's a tomorrow thing).
>>
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this casino sucks
>>
>unlock foundry on vulcanus
>I could replace my nauvis smelting stack but… well my firat ore patches are still mostly unexploited
>unlock circuit thing on fulgora
>I could replace my nauvis circuit production but… well, I already have 2000 of each t2 module since I spent so long on vulcanus and fulgora
I am increasingly feeling like there’s no real point in using the new shit to replace existing infrastructure because it’s not like any existing planet needs to be more efficient when it was already producing stuff before the new machines well enough, and resources cost nothing on all 3 planets
>>
>>500506810
Do it anyway
>>
>>500506810
It depends on how much you want to scale up.
That's also why I'm looking forward to a 10x run, I'll need to rebuild with the new stuff to get real science going.
>>
>>500506810
I thought it might be like that, ie you won’t want to rebuild your base later, so I went to vulcanus eith a bootstrap base
Turns out there’s no real use for nauvis in general when you build up on vulcanus

I wonder if somehow turning every planet into some deathworld esque thing would make it more interesting - you would get enough time to unlock the good shit but would be forced to run before long, and the huge gains from foundries and em plants would be used on your mobile space home (with little in the way of resources) instead of any planet (which can support only a small mining outpost that quickly gets overwhelmed). Then when you struggle your way to aquilo you’d get some good shit tech that would make building on planets more viable.
Now that I wrote this it seems kind of like warptorio with extra steps
>>
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hello?
where is my science?
>>
>>500507348
Aquilo science must be produced in uncommon quality at least, ie from 2* materials
>>
>>500425276
>>500426265
>"Six million biters? In only forty hours? I don't buy it. No engineer's that fast."
>>
I'm gonna come back to glebba when I have cliff explosives because fuck this noise
I got my spidertron, I got my missiles and a healthy stock of carbon fibre. the penuspods can trash the factory for all I care, saves me ripping it up myself
>>
I use elf modules. I also never replace the default ground with concrete.
>>
>>500506810
the main goal is literally just number go up on SPM.
you can get an "ending" by sending out a space platform beyond the solar system, but thats less interesting than sending a basegame rocket because you dont even get anything for it.
the DLC really needed a stronger endgame. aquilo's upgrades are just "you can ignore the gimmick of fulgora and vulcanus now. also go back and redo your quality setups lmao"
>>
>>500426265
I’m kind of surprised no game journo is shitting xhirself about it yet. Maybe the game is too autistic for them to notice, but there does seem to be a fair bit of a difference between „kill off annoying aliens that attack your base even if you’re the invader” and „enslave the natives to experiment on them for 50% research bonus and burn their eggs if they’d hatch at an inconvenient time”
>>
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>>500507348
guess I need to restart the game and craft another
>>
>holding a radar shows range on minimap
>holding a blueprint with a radar doesn't
somehow this is earendel's fault, I just know it
>>
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do i want to start another line of these, or is now (preparing for yellow science) a good time to start solar/nuclear?
>>
>>500508189
if you can start nuke production, do it.
>>
>>500507979
>train signal shows where wagons will park
>it doesn’t show on ghost rail
>rockets won’t auto launch if they have mixed inventory
>you also can’t auto launch them at some % of the capacity and fill them by belts or chests
Some things could be improved here and there
>>
>>500508189
Solar takes up too much space, go nuke
Double reactor is 160mw, quadruple is 480. It’ll last you until post-game
>>
>>500508189
Steam engines are only worth using during early game, build a nuclear plant as soon as you unlock it.
>>
>90% of my belts are still yellow on nauvis, 70 hours in
>only the circuit area got an upgrade to blue
huh
>>
how do you make the science station stop sending rockets every few seconds with a couple packs? do you have to do circuit stuff or is there an easier way
>>
>>500508793
Circuits or just do it manually
>>
>>500508793
>you have to do circuit stuff
>>
>Forget I have pentapod eggs in my inventory
>Get jumpscared 15 minutes later
every time too
>>
>>500508915
why would they ever be in your inventory
>>
>>500508793
You could either do circuit stuff, or just leave it be.
>>
>>500448783
Beacons are a more efficient use of modules than putting them directly into machines.
>>
>still can't add an item to your cursor from the space platform inventory
>>
>>500509008
I like to keep a lil snack on me
You also get portable onahole if you let one hatch
>>
>>500509142
hit Q
>>
>>500509170
thats counterintuitive normally Q clears your cusor
>>
>>500509142
I fucking loathed it BUT you can open the storage and just press Q to grab its ghost
Made platforms merely boring instead of awful
>>
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is there any scientific basis behind this decision or did they just want to be cunts
>>
>>500509219
>There are people alive RIGHT NOW who don't know that Q is for the pipette
>>
>>500509219
it clears your cursor because it's the sampling tool
you've been using it wrong
>>
>>500508793
The amount of cargo pods coming from the station isn't going to change if you change it from 200 to 2000 what's the point? The lander pods hold 5 right? Just cargo bay max if you're concerned about space science deliveries clogging the system from other deliveries.
>>
>>500509349
I'd say it makes sense as platform buildings are clearly fixed in place but then you've got conveyors right there...
>>
>>500509349
consider that you can put normal belts down and use inserters
>>
>>500509349
It's so that you build around constant consumption instead of just buffers.
>>
>>500509504
how do conveyer belts keep things on them?
non-magnetic because I can FEEL you about to say magnets
>>
>>500509507
You don’t actually build around constant consumption tho, you only do that on gleba
>>
>>500509349
Apparently bolting down a chest is an impossible engineering challenge.
>>
>>500509507
you can buffer with the platform though
just have to setup a circuit to maintain it
>>
>>500509647
Transport belts have short range telekinesis
same reason why pipes can transfer lava
>>
>>500474202
You need to make sure you're processing all the fruit you're gathering. If you have excess fruit you're just burning then you're losing seeds. You need to make sure to at least process it and only burn the mash/jelly.
>>
>>500509784
well at least you gave an answer
>>
>biters actually ate a part of my base after ignoring them for 50 hours
huh, good for them
>>
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my ice and carbon farm for rocket fuel
Happy Halloween!!
>>
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why is my science so slow
oh
>>
>>500510393
so you're launching the fuel components to another station?
>>
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>>500510674
yeah its much easier and faster still have some fuel production on the ship in case something go south
>>
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Now that's sexy
>>
>>500508189
If you need more power quickly just slap down another line of boilers. Assuming that's a yellow belt and it's fully saturated you can feed another 15 boilers at peak power with that coal belt. You'll need another offshore pump cause 20 boilers is the max per pump at peak power, so just build a mirrored line on the other side of the belt.

As for long term, nuclear is by and far the better choice. Solar needs an obscene amount of space, resources, and crafting time invested in it to match the output of just a single reactor, let alone a 2xn design
>>
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Agricultural science baybeee! And about damn time, since I've spent so long here trying to perfect things that pentapod spawns are entirely medium and no small. Gotta get those rocket turrets to protect the grow operation.
>>
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>if plastic is less than 3.2k, or green circuit is less than 3.2k, or copper wire is less than 1k, then turn on inserters that recycle red circuits
that's wired correctly, right?
>>
>>500511220
>You'll need another offshore pump cause 20 boilers is the max per pump at peak power
not anymore, boilers only consume 6 water per second in space age. A single offshore can run 200 boilers now
>>
>>500511335
yes but why so many wires
I hope you're not counting chest contents AND logistic network contents
>>
>>500509349
PUZZLE
ELEMENTS
>>
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I guess I have too many asteroid grabbers, the whole thing jams up on the belt unless I jettison the spare material with circuits
>>
what do I do with 460/s of ammonia I don't need
i can turn it into solid fuel (but it takes crude) and then turn that into rocket fuel, but then what do I do with the rocket fuel? i could boil it, but then I need more water, and the whole point was to get water to do nuclear
could throw it in heating towers but at that point why am I just throwing it away instead of using boilers
>>
>>500512257
why not leave them in the crusher until you need them with circuits?
>>
>>500512453
fatal design flaw in the initial space station build that means all three asteroid types are going onto one belt without being sorted or filtered so if there gets to be too many of one type the whole thing eventually jams
>>
Do all the pumpjack vents have the same decay style as oil? Want to build around power long-term
>>
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And now we gamba
>>
>>500511443
No shit? I didn't even bother to check their tooltip post update, I assumed they'd still be the same
>>
>>500512257
>jettisoning ICE
BRO?!
>>
>>500513095
yep, water usage was also vastly reduced for heat exchangers so space nuclear could be viable
one offshore can run a full 2x2 nuclear setup no problem
>>
>>500510805
I was wondering about that. I haven't fucked around with space platforms yet, but I think storage tanks can be placed on them. I didn't see any reason why fuel couldn't be manufactured somewhere else, possibly planetside, and the platform couldn't just have a big gas tank.
>>
>>500513820
The fuel for the thrusters can only be produced in space, and can't be barreled like most other liquids, so your only option it to make it on the platform. You can ship up water barrels and everything else you need though.
What they really need is Space Platform to Space Platform deliveries, so you can have dedicated production platforms and dedicated 'Space Train' platforms instead of having each platform need to do everything
>>
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>>500513820
btw do anyone notice that rocket logistic is kind off unreliable?
for example i need 4 storage tank in my ship but the space rocket request for 50 tank, instate i read it from silo it correctly request 4

is this a bug or a "feature"
>>
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>>500511631
thanks
>why
I don't know what I'm doing
I trimmed it down a little tho
>>
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those things are fucking crazy
>>
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Screeching turret that repels the worms. I want to live with the worms.
>>
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i have the juice now

there's an abundance of fuel, so i should probably one 2-4 of these, yea? and it's somewhat exponential with heat sharing? what's the baby's-first ratio for 2 or 4?
>>
>>500516178
what's your current power demand?
2 reactors is plenty for a small factory, 160MW, 4 reactors at low load it's easy to max out the temperature and waste potential energy
>>
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i put 100k instead of 10k in a request and this happened
>>
if they're next to each other they produce more
a 2x1 setup produces 2x80MW
a 2x2 setup produces 4x120MW
generally I build a 2x2 setup and just fuel two out of four until I need more power, because fuel consumption is constant and you probably want kovarex eventually so you'd want to slowly stockpile to 40 spare glowy rocks
>>
>>500516305
ah, thanks. maybe 40mw, but ramping up
i'll scale as i go
>>
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>>500516419
I would start with two, build out all the heat exchangers and turbines you'll need for two and as demand increases the residual heat in the heatpipes will handle it just fine
that's how I started mine, built half then built the other half when I needed it. Fuel insertion is circuit controlled based on temperature.
>>
can you use foundries on other planets besides vulcanus? do you unlock melting iron later on or something?
>>
>>500516593
yes, just can't build them anywhere else
>>
Getting to Vulcanus after already having +50% steel productivity feels amazing.
>>
>>500516325
>refined concrete (rare)
you best be using those for fancy flooring
>>
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>>500516561
this is it after being fully built out to 480MW
>>
>>500516593
Melting Iron is unlocked by default
>>
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>>500516593
>can you use foundries on other planets besides vulcanus?
balls deep in holmium, holmes

you can also get molten iron wherever you want with iron ore + calcite
>>
Finished Vulcanus and walled myself in a huge space to expand, and just now I thought that I've been ignoring quality the whole game.
When should I start to bother with it.
>>
>>500517150
if you haven't seen the glory of medium rare power poles by now you don't deserve quality
>>
>>500517268
I just didn't have the space to setup any meaningful module production because my whole Nauvis was raped by hills meaning setting up even the most basic train to ferry iron or copper after my closer patches were depleted was a complete struggle so I put it off until I could mass produce cliff explosives.
>>
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>>500517056
YOU CAN MAKE HOLMIUM PLATES IN THE FOUNDRY????
I'VE BASICALLY BEEN THROWING AWAY HALF MY HOLMIUM ORE FOR LIKE 30 HOURS??????
>>
>>500517778
>E BASICALLY BEEN THROWING AWAY HALF MY HOLMIUM ORE
r u stoopid?
>>
>>500517778
Yes.
>>
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I guess this is enough power
still haven't left nauvis yet btw and I only did space science for the logistic chests
>>
>>500517026
>>500517056
oh right, for some reason I thought you can cast molten iron into iron ore, which seemed a bit weird
but then is using foundries on Nauvis for smelting even viable? you'd need to export so much calcite
>>
>>500518183
You need 1 calcite per like 50 iron ore, and rockets from vulcanus might as well be free.
>>
So I can safely send the rocket ahead of me to do supply drops on a planet before heading their myself correct?
>>
>>500518183
there is also technology to get calcite from asteroids
>>
>>500518357
maybe not on fulgora, dunno if those unclaimed drop pods take lighting damage.
>>
>>500518357
you can also do it after you get there
>>
>>500518159
>connecting all tanks with wire when all tanks always are filled to the same level
>>
>>500518482
well it's more about testing the platform and if it'll make it successfully with the add benefit of dropping off some supplies
basically some testing before human rating by spacecraft
>>
>>500516178
>yellow inserters on boilers
>>
>>500518504
they made wire free precisely so I could waste it on stupid shit like setting the decider steam count in the millions
>>
>>500518617
I put blue inserters on boilers, suffer
>>
>>500518538
you can save before the trip
the game even does an autosave for you actually
>>
>>500518645
single tank still better cause you dont need to do math to get the per-tank value you actually need
>>
>>500518645
they made it free cause platforms wouldn't work otherwise
>>
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Sometimes reasonable men are forced to do unreasonable things.
This is a reactive dragon's teeth design, i.e. a dragon's teeth design where the walls actively bite back. Yes, it uses two tile itnerlocking train tracks and yes, it's meant to be unpassable as it's for the outer field of defense. If I really need to go outside of my base I can sinply deconstruct a train and re-paste it with bots. I'm trying to test the feasibility against a constant attack of any kind of enemy at the moment, with no lasers, at 0.5 evolution, with only the barest minimum of yellow ammo. If I'm going to need to have walls that need to be constantly repaired, they might as well be steel walls that can defend themselves.
>>
>>500519542
Sounds great, too bad it stompers will walk right over it.
>>
how do I get the signal of the planet a station is currently parked at?
>>
>>500519542
I recognize that horrible train mod anywhere. Sadly it doesn't seem as good as regular turrets.
>>
huh you cant craft handgun anymore?
>>
>>500519863
nope
having more than one is now your mark of shame
>>
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Yeah. Yeah, I think I love it.

>>500519661
I beg your pardon.
>>500519609
>factorio 1.10 right there in the top
>>
>>500520090
why is the angle weird
>>
Aced my electrical safety test. First test in the last ten years of academia I had no mistakes on. Never underestimate the power of 2 hours of sleep, a morning cigarette, half an energy drink and cramming on the metro. Playing factorio until 4 in the morning instead of studying probably helped too.
>>
https://mods.factorio.com/mod/maraxsis
why was aquilo this retarded heat pipe spaghetti instead of sealab 2021
>>
>>500520240
because z-levels scare most devs
>>
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>>500520240
>sealab 2021
we could have been knights of mars
>>
>>500520240
>Submarine & Nuclear Submarine
>Source: Commissioned

he paid for that shit?
>>
>>500517268
what about well done power poles?
>>
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>vulcanus worm is made up of a lot of segments
does it hit multiple or is it worthless against him?
>>
>>500520510
I prefer blue rare
>>
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Still keeping up at ~2K dead biters and 250 fire rifle mags used per minute. Producing 6K pollution per minute. Tried to spawn more nests to draw them in closer but I accidentally killed some of them, this is completely ridiculous, these things are working on yellow ammo and tier 5 speed/damage upgrades, which are the highest blue science tier (basically free)
I should probably try it out without suicide biters.
>>500520129
The camera? Editor mode.
>>
>>500520632
check the worms electricity resistance
>>
>>500520240
Holy shit I thought this was a shitpost, you mean it's actually got a downloadable with the whole "I'm putting it here so people can't take the name" months ago
it has a playable release?
>So, Maraxsis has two surfaces. How does item and fluid transfer happen between these two zones?
>todo: write this section
lmao
>>
Picture it: A factory run by thousands of legendary robots. This is what you should all be striving toward.
>>
>>500521125
nah Ill always be a spaghetti chief
>>
>>500519542
what in the world is this abomination
factory meets ww1 fortifications?
>>
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The absolute state of my supply rail.
>>
>>500520240
yo what the fuck
it's crazy to see shit like this so soon after release
>>
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>>500521238
Fortifications borne out of sheer desperation. Rampant is beating my fucking ass and I need to clap back.
>>500520932
Wait, nope, still vaporware
>>
>>500520762
kek are you by chance the anon who got bullied by napalm biters and took it really personally?
>>
>>500521125
but legendary robots simply recharge less often
it's probably the most whatever upgrade to roll high - you get basic bots which are decent, you get uncommon which are a huge upgrade battery wise, and then every next tier is just less and less impactful
>>
>>500521562
That's me, how could you tell?
>>
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why dont roboports line up with the chunk boundaries??? what kind of a cruel joke is this
>>
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And, I'm proud to be a stormworks poster because i know the l-shape can't hurt me.
>>
>>500515292
It can only request one item type at time, so it either requests the full stack or nothing. Really wasteful.
Also fuck this new gray captcha, bots already bypassing this shit anyway.
>>
Radar signals are only shared between the same surface, right?
>>
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Underground attacks caused my first casualty: biters appeared directly in front of my trains and collapsed the northeastern front. Caved in and upgraded to a wall design just in front of them. Big snappers are starting to spawn at ~60 evo and they require more ammo to take down, so some of them are actually dying in front of the walls. Honestly, surprised they're taking them down at all.
>>500521562
Who else is doing something this retarded at the moment? I've got 40 hours in a previous save that I had to scrap because of fire biters just eating through my hardened walls and I am NOT doing that again.
>>
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He's just standing there.
Why won't any of the big guys come get destroyed by my rocket turrets? It's always just swarms of the little ones and a handful of strafers (which I still haven't gotten to see face my turrets). This area repeatedly has a stomper come over and just stand around near the power poles. Also in case you were wondering their stomps don't actually do any damage unless they're in attack mode.
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>>500522452
Oh fuck maybe I spoke too soon. When the hell did these guys get there?
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I think I'll let the factory churn out laser turrets overnight.
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Good enough. I'm designing a new ship and heading to Aquilo.
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on gleba, how do I deal with the eggs? currently I just try to have 40 in a chest, and if I end up with more than 40 then burn them. the problem is my inserters, even with fresheness priority, can't detect if they're under 10% freshness so there's no simple way to detect and burn specifically the eggs that are about to hatch
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>>500522871
Just never put them in chests. Keep them on belts and have those belts end at a heating tower.
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>>500521752
https://mods.factorio.com/mod/Roboport64
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So, the good thing is that this thing will actually take on anything rampant can hurl at me, which was the main issue. It can be supplied with yellow ammo and will be able to kill absolutely everything in its exclusion zone.
It is not, however, suited for behemoth and leviathan snappers, but I wasn't particularly thinking forward to an enemy that only spawns at 100% evolution without relying on krastorio's weaponry. I think this is an overwhelming success: the dragon's maw design has passed the rampant death world test.
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>>500523021
if they spoil on a belt, do they not hatch?
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>>500523445
They do. The point is that you set it up in a way where you guarantee they never have enough time to hatch. Either they get used or they get burned, but they never get left sitting around.
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I may have overrequested a bit.
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>>500523723
No such thing
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>>500521728
Not that anon but it's common for people playing rampant or other biter mods to install that train mod.
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>>500522581
Decided to just lure them over. The turrets seem like they can handle one at a time, but if there's anything distracting them, especially a second big stomper, then the stompers are able to close the gap too quick and start destroying the turrets.
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>>500522871
I just setup my consumption of eggs to always be superior to production
You can really thread the needle of ratios by playing with modules/quality to do this so it's still very close to a 1/1 ratio
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stack inserters are so fucking nice. being able to add more throughput to an old build without fucking with the belts is really comfy.
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>>500520240
>>500521424
He was working on it forever ago. I've posted some previews here before. I haven't played it but it looks cool! I had hoped we'd get an ocean planet with the expansion but oh well.
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>>500516840
no those are for cryo plants
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>>500521504
pystellarexpedition is coming out eventually and I'm sure prototypes are available in some discord or another
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>>500524149
Hey, if it happens I think it's gonna be a hit. It looks cool, and I was hyped about it months ago. I'm just not seeing anything at the moment, but he does look like he's putting in some actual money by commissioning coders instead of doing it himself, and there's a bunch more stuff on the page than before, so it's not gonna be a matter of getting burnt out.

>deprecated
wait what the fuck is going on here it wasn't deprecated an hour ago was it
>>
what determines how quickly i can send things down from a space platform to a cargo hub?
sometimes i have ships just instantly dropping everything and fucking off but other times they need to wait, why?
do more cargo bays increase the number of capsules?
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>>500524535
Yes.
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MAAAAREEEEEK
https://youtu.be/gGtGLC4J72A
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>>500524815
thanks. time to build a fucking massive cargo hub then.
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>belts, explosives, inserters on vulcanus
>modules on fulgora
so what exactly is the point of nauvis?
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>>500525269
vanilla start?
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>>500525269
Bug labs
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death world marathon server when?
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>>500525269
Labs and uranium.
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my science isn't working as fast as it should because I need more ice
but my science ice isn't producing fast enough because I have too much ammonia
on the other side of my base i'm producing a million ice and voiding it just to make ammonia
i really should pipe the ammonia there, or bring the ice back.. or both
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>>500523903
You know, you are correct.
I didn't overrequest, I just understoraged.
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>>500524149
https://github.com/notnotmelon/maraxsis/commits/main/
it looks like it has some work going on from a couple weeks ago but it really looks like you have to check the dicksword for updates
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>>500525502
you can never have too much of something in this game, just a lack of storage
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>this has made 2k science without breaking
how retarded is this setup
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>>500525689
hey man if it works it works
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what should I pack for vulcanus?
gonna be my first offworld jaunt
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>>500525793
smelters and miners (you'll make better ones after a couple hours but you need something initially), a couple chem plants and refineries, pipes, underground belts/pipes, and equipment to kill a couple worms. I used a dozen nuclear ammo turrets but actual nukes work too
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>>500525269
uranium
those nuclear missiles don't make themselves.
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>>500520240
>Changes: Yes. Compressed for Factorio with Spritter
>https://github.com/fgardt/factorio-spritter
Neat.
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>>500525897
>>500525793
I forgot to mention power. bring a stack of solars and accumulators, and 20 turbines. use solar for the first 30 minutes or so, then once you actually have your calcite set up and such, a single chem plant will output 200mw worth of steam you can burn in nuclear turbines
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>>500525793
>vulcanus
a few assemblers, furnaces, chemical plants, power poles and solar panels
it's pretty easy to start with nothing there
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>>500525793
Refinery, chem plant, assemblers, pipes, pylons, pump jacks
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>>500518617
are the coal inserters actually more efficient?

>>500518159
>>500516958
just got yellow going, implementing this now. thanks again
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>>500525689
>cheating



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