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>Waterfill>Aquarium>Fish Slurryfuck electric engines
Gleba is impossible if you don't use logistic robots right? I don't mind using robots but I hate using them heavily. I find them annoying.
someone mentioned that gleba has infinite resources; is this not the case on every planet? especially once you're later into the midgame w/ cliff explosives and landfill mk2, etci feel like the way everything scales, you cant really brick your factory
>>502651951Could you share what/where you're getting hung up on? im wondering if youre neglecting something
>>502651951you can beat the game without ever unlocking logistics botsyou can beat it without a lot of stuff, that's why there's an "essential tech" check mark on the tech page
>>502652027Everything but aquilo is arguably infinite. Everything but stone, uranium and aquilo liquids is infinite on platforms. Gleba stone patches are very tiny but you can keep mining them everywhere. Fulgora has no natural coal. Vulcanus coal patches never grow in size the further you go from spawn but you can drop infinite from platforms
Are quality nuclear reactors necessary for smaller space platforms or could I get away with just higher quality turbines?
>>502651951No.
>>502652424Eh either does it reactors take less space than turbines eventually, aquilo energy outscales nuclear while also taking significantly less space
>>502652558than turbines, eventually...
>>502651951Did you not post this exact question like three threads ago? Whatever, not important. What do bots do that make them considerably better than a splitter?
>>502652424Most of the space is turbines then heat exchangers then reactors. Quality turbines>Quality exchangers>Quality reactors ultimately space wise
>>502651436Ha my blueprintI just found some clipart and used https://factorio.voxelartcraft.de/ , selected things that would be placeable in space. Did not know rails are placeable but they are, at least with the editor.
>>502651951lol
>>502652558>>502652885thanks!
Trying to figure out interrupts. I want to deliver ammo to a stop that has no ammo in it's box. I've got the circuit, but do I need to run the green wire across the map?
>>502653605what is your ammo train doing normally?interrupts are for diverting a moving train. If your train isn't moving then just use the schedule
>>502653460Time to rewatch this.https://www.youtube.com/watch?v=feHq2Ken43M
>>502653605not what interrupts are for. just disable the train station if it doesn't need ammo.
>>502653737It's just chilling at ammo wait and going to the ammo depot when it needs to restock.
>>502652424I did two Epic Exchangers+ four Rare turbines. Close to perfectly ratio'd. It helps if you already have quality being made on Fulgora.
>>502653460Aw yeah. 7 more belts to the platform.
>>502653951How much power is that? Or in other words how big of a space platform can you comfortably power?
What would you guys say is the minimum amount of railguns you can get away with on the platform? Just for completing the game, not going to the shattered planet. I should have had the foresight to take railguns into account but I didn't so I have to kind of retrofit railguns onto it.
>>502654307At least one. More is probably better.
>>50265424837.2 MW. It's more or less about the same as a regular 1x1 Nuclear setup. I've got 6 foundries and 7 crushers on it, plus some chem plants and assemblers. With some modules I'm comfortable in power.
Is there a way to set reseved slots into a container without having to look at it from the map? It feels ass backwards having to tab and zoom in when I'm standing right next to the chest.
>>502654248I think 2 normal reactors is going to give you all the power you need before upgrading to fusion. ~150mw would need 14 epic turbines or 17 rare and require 8 epic or 10 rare exchangers. 40mw isn't really enough for a good amount of beacons so it's 2 basic reactors or 1 epic
nuclear in space is genuinely a meme, you can survive Aquilo just fine with solar and after that you unlock fusion anyways
>>502654904>60% solar power in spaceMaybe if half your platform is solar panels.
Do you all use multiple ships or what? I just use one big ship and it's pretty disorganized but it works.
>>502655102Your quality?
>>502651747also Recursive Blueprints+ (and Bots Bots Bots! for low-tier bots), because apparently inserter fishing just doesn't work for methis was not worth the hassle, but I'm determined to make this jank workwtf
>>502655184Once you get something that works, might as well copy and paste it.
>>502654307I'd say its three accounting for diagonal ones but that's on a pencil ship
Aquilo has me on my knees, Gleba broke me too its non functional right now but at least i have some resources stockpiled...
>>502655184ship for each science, ship for everything else in that planetso 2 per planet
>>502655184I have 3 ships. First one is purely a Gleba bus, second one is the ship I used initially to explore the other planets but is now just a science bus. And the third one is the one I have for Aquillo.
>>502655102Bro your quality? This can stay in orbit indefinitely and is going to need even less solars once I start upgrading buildings to legendary and beacon themAlso cheevo get
I see people putting foundries on their ships, but I am worried that will strain the calcite supply very thin. plus they use a shitload of power. I am going to try it for my aquillo ship and just elf module everything.
>>502656036> but I am worried that will strain the calcite supply very thinWhat? Are you not getting calcite from asteroids?
>>502656090I just unlocked the tech and have a blank slate for my aquillo ship. You need calcite for the fuel already, and you only get it from the ice asteroids. It just seems like a lot of demand.
>>502656189Look at the amount of fuel per calciteIt's utterly trivial
>>502656036once you get outside of nauvis orbit, asteroid chunk supply is basically never a problem. and calcite is always one of the first things that get tossed off the sushi belt (or dropped to a planet). They do use a lot of power but it's trivial if you do fission or fusion.
is this shit broken? trying to remove concrete in an area, make a planner with concrete only, clikc+drag and it just works like the regular deconstruct tool instead, grabbing everything
>>502656584I dunno why but it works with something in the entity gridI use a fish
>>502656584Check the dropdown menu directly to the right
>>502656584There should be an option to 'always' or 'only'
>>502656036>plus they use a shitload of powerthese >>502655932 two foundries run at the minimum for power consumption (500 kw) thanks to eff beacons, and with all their prod yield 66.25 iron plates per calciteThe molten iron tank also effectively condenses 3750 iron plates into a 3x3 space while not being restricted to gay grid placement like cargo bays>>502656584you want to tick "Only" here, then it works fine
>>502653835I am filtered so hard by quality.I am trying my best. I have stacks of rare circuits stockpiled on fulgora now, but i have no idea what to do with them. I'll just make rare solar for my spaceships I guess.
how are you supposed to realistically jumpstart heating towers?
>>502657087Make rare quality modules
>>502655602>Can't get rid of steel fast enoughIf it ever happens again turn the steel into steel chests and then recycle those instead.
>>502653835>>502657087I didn't mean to reply to your post. I was going to say you shouldn't use interrupts, you should connect the chests to the train station, and disable the station when it has ammo
>>502657147Gleba: Almost all planet exclusive resources are burnableAquilo: Either bring a stack of solid/rocket/nuclear fuel, or, if you really hate yourself, bring a gorillion solar panels to power a pumpjack, refinery and chem plant to make solid fuel
>>502657167Yeah I'll do that and stick them in my mall.
>>502653460Looking at that small amount of beacons makes me wonder what the fuck Kovarex meant by pic related. I wonder if rocket animation speed was tied to crafting speed at one point. I'm bummed that quality rocket silos are pretty much pointless.
>>502657278nuclear is a bit tricky to start on aquilo too since you need to melt ice for water. I had to cope with like 10kW of the 1% efficient solar and eff modules on chemical plants until I had enough water to actually spin the turbines. Once you get things going though it's self-sustaining, and you'll have way too much ice to do anything but void it in recyclers. I wish they'd just let you toss the cubes back in the ocean with inserters, like stone into lava.
>>502657614I just shipped water barrels from platform and then used the same barrels to bring up Fluor later
Why won't this piece of shit work
>>502657809I had that symbol show up for me at some point too. I think it has to do with it not having enough reach? Try widening the opening there.
>>502657809Did you accidentally set it to ignore all asteroids?
>>502657928No filters are applied>>502657920The mirror image on the other side of the platform works fine. I've moved it around too but still nothing.
>>502657809This happened to me and I deconstructed and reconstructed it and it worked.
>>502657809just played around with asteroid collectors, the symbol appears when they're rebuilding their arm pathing, which happens whenever you place something on your space platform, you should report them getting stuck as a bug
>>502657809This happened to me and I blocked it with foundation and removed it and that reset it
>>502657809Pretty sure there was a bug. I thought they fixed it but you can get it to fix by deleting and replacing a piece of platform foundation anywhere on the platform.
Imagine an interstellar ship mod. It would be cool to have to conserve resources over a long journey. What challenges could be resource drains during interstellar flight?>solar flares disable solar>something to nerf nuclear. Interstellar aliens are attracted to nuclear fuel and will come fuck up your ship or something idk>some arbitrary reason to craft complex products on your space platform. You need to repair your engines with circuits or electric engine units or something
>>502658491I thought they did too, but I have 4 collectors that I cannot fix for some reason.
I've been making quality beacons with assemblers instead of EM plants for twenty hours
>>502658890Oh fuck me too
>>502657809Replacing it with a normal quality collector fixes it.Thanks Wube.
>>502658828>All nerfs, no buffs or interesting additionsPlease don't make mods.
>>502659147That's because more arms need more room to "spawn" from. If you open the platform gap there a little or scoot the collector forward a tile it'll be fine.
>>502659289The buffs would be at the destination. Also>insert earendel joke here
>>502659393It only works if I place it 10 tiles up and then its in the way of the railguns.
>>502659708>then its in the way of the railgunsThat's fine.
I've been connecting every storage chest together with wires for years. I had no idea you could read everything from a roboport.
Can I load either of those edge wagons from here?
>>502660557Don't know about the fourth, but you can definitely load the first.
>>502660557put the locomotives on the other end.
Setting filters on an inserter should turn it purple. Bring back colorful factories.
>>502660889>WE BRAKE FOR NOBODYkek
>First legendary itemWhat a waste.
Autistic rant below:Alright aside from >>502654713 which I'm assuming I'm going to need a mod for, I am pretty confused as to what isn't working here. I've been putting off playing for a while because the last thing I need to get figured out before leaving Nauvis is a repair restock car on my turret refueling train. I'm trying to figure a system where I can keep an exact number or below of common repair tools I need at my boundary walls. Three stacks of repair packs, three stacks of walls, three stacks of ammo, a stack of each electric pole, a stack of logistic and construction drones, a stack of each turret to replace any that manage to get destroyed, replacement pipes, etc etc.I learned that I could set reserve space with inventory filters in my inventory and in train cars when an anon tried to help me a while ago. But I can't set those filter slots into chests, which means I can't control how much gets unloaded from the cargo wagon unless I keep a separate, logistics filtered chest with it all but one slot locked out combined with a filter inserter to unload from the wagon. That feels really overwrought but I think it can work, but before getting to that I'm running into a different problem. I unload drones from the wagon into a logi storage chest (I've tried normal, passive/active provider and buffer) and I have each roboport set to request 10 log and con drones. I remove some drones from a port to simulate some of them getting destroyed but the logistic drones won't collect drones from my storage to top off the roboport. What gives? Do I need to set a requester chest next to every port that calls for 10 drones along with a filter inserter that won't unload with a circuit check into the port if it has 10 or more drones in it? Even then I'll end up overstocking because a port's drone stock will dip underneath 10 when the drones leave to perform which will have the inserter chuck unneeded drones into the network out of storage.
How can I engineer a gf?
>>502660889based
>>502661495As far as I am aware robots(in inventory item form) are not "active"They need to be put into a roboport to be active. So chest that inserts into the roboport works.
>>502661495>Even then I'll end up overstocking because a port's drone stock will dip underneath 10 when the drones leave to perform
>>502661582You specced into the autistic, logical engineering branch. Sadly unless you find a respec item to get into the social engineering branch you might be stuck.
>width is such a limiting factor for platform speed that going from 100 to 200 width, while keeping an entire horizontal row of legendary thrusters, increases top speed by 0.2 km/sthis is actually fucked up
>>502661990Well, I guess it's time I have to fully learn to circuit.
>>502652027Other planets have technically finite resources because the world has a limit, but it's literally impossible to deplete them all (possible if you set the world to be much smaller than default) so they are practically infinite. Gleba has really infinite resources fr fr no cap because they are renewable
>>502661495Just inserter them into the port and inserterter your brain one notch down in autism and accept that it's in fact a good thing that the port gets "overloaded" if it dips below what ever bot number you set it as because obviously if there's not enough bots then you should be adding more and this is in fact the system working correctly.
>>502662103youre going the wrong way bro>>502660889
>>502662103It's not "such a limiting factor" it's the only limiting factor. Only the width matters for speed (provided you use the entire width for thrusters). Weight literally does not matter.The optimal shape is a long rectangular box with optional extra layer(s) of boosters at the end if you want to go really fast.
I miss RCU's
>>502661495Well for the robot issue one way you could do it is set a roboport next to the chest where they get unloaded. If you hook an inserter to the roboport with a wire there's a button you can press to read the robot network. This would allow you to tell the inserter to insert only when the total available robots in the network falls below a certain level. It doesn't care if the robots are in the port or not because it reads the network itself. A way you could unload your train is with a constant combinator hook up to an inserter with filters set to be enabled by a signal. In pic related the inserter wills top inserting as soon as the item is above the value in the constant combinator. You multiply the chest contents by -1 so you can compare it to your signal from the constant combinator. Positive values will turn the filter on and it will begin to unload. You might need several if you have items like artillery shells that take a bunch of slots. Then you can attach a wire to you train station and only enable it when there's a positive signal which will dispatch your train to top it up.
>>502654307There is a speedrun of space age on youtube, it's over 14 hours and he uses three rail guns, all facing forward. Also only running on two thrusters and occasionally pauses the thrust manually when there's too many asteroids at once.The whole thing is a fascinating watch, goes to Gleba first, builds the smallest possible base on Vulcanus(and just sends over rocket parts to pick up the science), and just slams down a ton of iron chests to take the scrap extras on Fulgora since he's gonna get enough science to win before they fill up
>>502662510I don't, but at the same time just processing units feels weird. I imagine you could get some really good crafting throughput using EM Plants. I mostly hated building them because you needed to make at LEAST 10 assemblers for it. Might have been less annoying with the new buildings.
>>502662671How absolute minimum is absolute minimum
>>502655184a main ship is important for prototyping various builds, then extra ships are copy/paste
>>502662671>and just slams down a ton of iron chests to take the scrap extras on Fulgora since he's gonna get enough science to win before they fill up>tfw this is me in PY, want stone, just deposit the excess kerogen into a 20M kerogen iron chest storage yard to wait for processing which runs at the speed of 1 belt while stone is sucked up at 4 belts.
>>502662671Is there any key thing from any of the three planets that they use? Not like strict requirements like railguns, more like getting a foundry from vulcanus and using it on aquilo?
should i consider shipping calcite to nauvis sooner than later? like in the midgame, before i have infinity rockets/platforms flying around?
can biters hatch on space platform? theres no gravity, how will they survive?
>>502664190Sure. Calcite demands are barely a trickle so shipping it around makes plenty of sense. You could either build a dedicated ship or just copy paste one that already works if you don't have available cargo space on any others. Once you do Gleba you can just drop calcite from space.
>>502664295Jello space is breathable
>>502662671>builds the smallest possible base on Vulcanus(and just sends over rocket parts to pick up the science), and just slams down a ton of iron chests to take the scrap extras on Fulgoraliterally me
>>502664190it's kind of nice if your iron mines are running low and you can't be fucked to expand to new ones; foundries plus big miner productivity will make your existing patches last basically forever.
>>502664295They can and will.
>>502655184I have a ship running stuff from each planet and 1 small one in orbit over nauvis so i never run out of white science. So 5 at this point. Now that I have fusion I intend to make a compact fusion setup for running between planets. Some of my initial designs still run out of ammo or fuel.
>>502661049I only wanted to load 4 I guess diagonal filling does work
>>502662351>Weight literally does not matter.So there is literally no downside to making your ship as long as possible? I will go the exact same speed as my current design???
>>502664073Only things I remember offhand is taking lubricant to Volcanus, one foundry and some bulk inserters to Fulgora, and Aquilo getting two recycles, and two nuclear reactors not connected, one to provide power, and one just to heat the base, with explaining that having one big heat network means when you expand the base, your heat exchangers will drop below 500C and power dies.Also they use the biolabs as soon as they can, and was cursing the mistake that means it takes an extra hour to get them. After that watching that and finally biting the bullet to get the eggs, I gotta agree, those things are OP as shit
>>502664918pretty much
>>502657614Aquilo in general is obnoxious to start with all power needing water (except the power you get on aquilo) and no way to get water that doesnt need power. Once you can make just a little bit of steam everything fixes itself very quickly.
>>502664918Weight effects acceleration which while technically being a negative practically has no downsides considering the distances involved provided your ship functions properly, which bigger ship usually helps with. So make the flying brick of your dreams with no worries.
tips for making legendary parts out of things that need a ton of inputs? Want a legendary mr fusion but man 250 quantum chips can suck my ass. I genuinely think it might be easier to just gacha with a cryolab with a full set of rare+ tier 3 quality modules.
>>502665075I just slammed down 30 solar panels and unbarreled my water. slowly.
Is it better to upgrade your resources before you recycle them to increase quality? Seems like a nuisance but thinking aloud seems to work.Lets say you have 16% chance to upgrade, throwing it in the recycler gives you 25% x 16% for recycle + upgrade which is 4% or so.If you crafted it before hand it'd be like 16%(rolled twice) *25% or about 7.5%So really you should turn your shit into steel chests, gears or shotgun shells first or LDS with the foundry before recycling. There's probably a better way
What do your quality setups look like? I struggle to make organized production lines without bot spam
>>502665419>quality setup without botsnope
>>502665297I mean, you can slam down a chemical plant and melt some ice cubes, slowly. Its all the same start.
>>502665419I have a lot of splitters on my fulgora line, but everywhere else I just use bots.
>>502665323Yes, if you desire quality it's better to start first by crafting the item you want because the quality upgrade in that step has no losses if you get it and then just recycle loop the output. That only works if you want that specific item of course since prod would otherwise be better.>>502665419If you want one item then make it with quality and then recycle the sub legendaries with quality and remake the stuff from the ingredients. If you want more than 4 or 5 then feed your mall with items that are individually refined like that first.
>Come up with convoluted 5 combinator setup to solve an issue >turns out all I needed was a decider with >0 Never combinate while sleepy.
>>502665889>make a combinator setup that works>have no clue why it worksoh well
If I feed for example solid fuel of different qualities into the same recycling array for voiding are they going to clog up?
>>502666063Your inserters might swing slower but that's about it. If it's too slow just throw in speed modules or faster inserters.
>>502666063it'll slow down slightly but that's more due to quirks about how the inserters work, the recycler still works at full speed feeding it any number of different things
Is it possible to separate the logistics groups of two close roboports?Shrink the construction and logistics areas somehow?I guess I could just separate the build in two and run a long pipeline...blegh
i have no idea what i am doing
>>502666395just don't connect them
>>502666395No, but you really shouldn't have to and if you need to you need to rethink what you are doing
So pattern 1 kills all rafts and pattern 2 kills all big rafts landfill just got way less expensive
>>502666407you're doing alright, kidyou're doing alright
Why can't I put turrets in "search mode" where they don't have to do a little pop up animation before firing?
>>502666757Seems this also kills are rafts for even cheaper
>trying to make quality biochamberschrist
>>502666757>>502667665what's this for?
>>502668095This will prevent all rafts from ever spawning without spending as much landfill 2nd pattern has better aesthetics
https://www.factorio.com/blog/post/fff-373>Two planets were way too repetitive and similar to Nauvis, and we had to do a complete overhaul to make them more different.do we know what planets were those? i know gleba was changed before release but FFF is from last year
>>502668587fulgora used to have regular nauvis ores
>>502668587Fulgora used to just be the lightning and islands but with fairly normal resources.
Thinking of making an exclusive quality set up for circuits and unironically running 4 lanes of copper wires
how fast does a legendary tank with legendary legs even move
>>502658828>Interstellar aliens are attracted to nuclear fuel and will come fuck up your ship or something idkfunny, because my uranium ammo would be attracted to them
>>502668587I feel like having a reason to actually build on planets instead of arbitrary crafting limitation would be better than what we have nowthe DLC kinda goes into this with infinite resources on planets but it seems like a cheap fixI don't feel like just going apeshit with default ore spawns is a good fix
>>502670457It's a bit forced but that's okay. Everything except Aquilo is perfectly buildable, however.
>>502670542everything just boils down to nauvis with extra steps or less steps with fulgora, and I felt like gleba was the only one that implemented something fresh
>>502670658I think that's okay. Fulgora is certainly different enough I think.Vulcanus is almost there, though I think it would make sense with dogshit solar(ash clouds) and not allowing naturally occuring sulfuric acid to be the single best source of electricity in the same expansion you add fusion power.I wish Aquilo could be self-sufficient but through some actually difficult and inefficient manner. Like say take the iron/copper bacteria there but make it much worse, higher spoilage and any heat failure dramatically accelerates spoilage.I'm fairly happy with the expansion overall except the space layer. They shouldn't be able to print resources. You should be able to send from one platform to another for convenience and most importantly the speed equation shouldn't care about width and nothing else
>>502668587maybe gleba? it used to have ore patches before it was changed after the lan party.
testingtestingasstitsfaggotstesting
>>502651436a cute oasis of respite
reminder that the recipe setting logic is quite smart
>>502671541I would like to limit my amount of crushers to 1 but I am too stupid to know how to use it
>>502670658I haven't been to gleba and maybe its a personal failure but mechanically everything is just bus, bots or spaghetti. Fulgora, Gleba and spaceships seem to require more looping belts and constant offtake but for the most part its just getting to the same point where you do the same thing each time. Vulc has a fluid bus but i haven't really exploited thatThe only thing i would've preffered is if the planets had more biomes, technically they have different biomes but they all look the same visually, makes them super monotonous
>>502671742Gleba is the only planet that functions differently since the factory can effectively die
>>502671712something like this probablybut one crusher is not enough
>>502671130>naturally occuring sulfuric acid to be the single best source of electricity in the same expansion you add fusion power.I always wondered, it has to be more power dense than solid fuel out of oil, but probably not with heating towerswhy even bother when nuclear is so easy and free
>>502672241>but one crusher is not enoughwhy not?
>>502655216>>502655932>qualityhere's a legendary KYS just for (You)
Ladies and sweaty fat factorio fans, I'm happy to announce, I achieved nuclear.And it's christmas colored
>>502672494your guns will probably need one crusher alone for iron
>>502672691filtered
>>502672972here's a pile of dogshit, if you refuse to eat it and love its taste you're filtered
>>502672757Why did you put a ray shield for it?
>>502672241instead of multiply by -1, add via combining wire you can just arithmetic, green from belt, red from constant, green each minus red each, output each
>>502671541If I'm understanding this right, by outputing the signal of a resource. The crusher switches over to the recipe best capable of generating it?So its sort of context sensitive in a sense.
>>502671742>Vulc has a fluid bus but I haven't really exploited thatfluid bus is just a fucking stone bus with extra steps
>>502673257What's a ray shield and where is it?
how do you make memory cells? is there any way you can make a combinator set that lets you save a signal persistently?
>>502672757you're gonna want some more turrets on that platform and a thruster
>>502672972>>502672691>>502673240I don't get why people who like quality just has no response to being called out on how shit it isevery feature that quality implements could be done with repeatable resources and it wouldn't include a set of assemblers whos only purpose is eating 30 times the material to get an item 3 times "better"
>>502673381Nah, it's cool. I play with monsters disabled.
>>502673425It's an entirely optional feature so of course quality niggers don't care if you personally dislike itIt's akin to refusing free bread at a restaurant and then getting mad when others accept or, god forbid, even like it, it's genuinely autistic
It's finally working.
The train no joke needs an entire irl minute to go down that thing.. even longer to get up
>>502673425>epeatable resourcesrepeatable research>>502673754>get offered shit on plate>say "that's shit">"NOOOOOO YOU GOTTA TASTE IT FIIIIRST"
>>502651951filter splitters and filter inserters solve everythingall you have to do is recognize that anything that involves spoilable items must never be allowed to back up. you achieve this by feeding any surplus resources and intermediates into heating towers instead of letting them sit on belts like you do in regular factorio gameplay.
What red logistic chests are for?What is their use case?
>>502674223When you want bots to take out but not put in. Good for machines outputs.
what's the biggest UPS drain on factorio mega bases in 2.0?
There, now it's perfect. >>502674223They are exit-only chests for bots. They can take things out, put not put them in. The opposite of blue chests that are entry-only chests.
>>502674343asteroids
>>502674343heatpipes on aquilo
>>502674223bots take shit out from redsbots take and store shit in from yellows, shit that bots take from deconstruction or when an item is trashed they also put it herebots can only store shit in bluesbots can store shit in greens but they can also take shit from greens. think of greens as a way to shorten bot travel time which makes constructing shit far from your base faster.
>>502671541Huh, neat. I was worried I'd have to do something really complicated for the crusher logic.This is borderline trivial.
>>502674440are heatpipes actually bad? I thought they were basically just 1.0 fluids that had a simulation that's 20x slower (so 20x less calcs)
gleba wasnt so bad
>>502674223There's a hierarchy for the different logistic chests and they all have a purpose. Purple is for items you want to prioritize getting rid of. If the bots can't get rid of them, they put the items in yellow storage. If the bots need something and they can't find them in either purple or yellow chests, they look for red chests. There's also green chests which have some niche applications, for example delivering walls to an outpost so the bots there can take walls out of the green chest to replace broken ones while bots back at the base deliver new walls to the same chest.
>>502671541ive been using this, but is there a way to get the conversion recipe?
>>502675167try the chunks
>>502674761heat pipe demonisation has always been a meme, read up on it: https://alt-f4.blog/es/ALTF4-57/#nuclear-and-upstl;dr: at least in 1.1 heat pipes account for 20% of a nuclear setup's UPS cost, the other 80% is heat exchangers and turbines
>>502675209while I don't doubt that 1.1 heat pipes weren't a UPS problem in nuclear, I'm fairly certain aquilo uses WAY more heat pipe ups than any nuclear set up could ever come close to using because if you try scaling up to a big base that's like 4k heat pipes you have
>>502675356is 59.9 out of 60 really that bad
>>502675209>alt-f4nice, forgot they exist
>>502675482huh? the issue is once your base reaches a point where you have 59.9 UPS, now, literally every single action you take immediately further decreases your UPS. like one play session later and your UPS is now 49. and so on.
>>502675356You're probably right as I never considered scaling up on AquiloBut with an adequate power setup you could still cheese low throughput, long distance hauling with bots or trains for higher throughput, as power poles and train tracks can't freeze
I don't play with biters on because I only enjoy solving logistics problems instead of being chased by a pollution deadline
I'm at the point making the spaceship to fly to the solar edge and beyond.I'm wondering if i really need fusion on the spaceship? Got an epic nuclear reactor already onboard and i wonder if it would be enough or if fusion is really necessary? If fusion is needed, how do you handle fluoroketone? The fusion turbines output is hot fluoroketone which you can cool to refeed to the fusion generator. My question is: How is the ratio of used floroketone? How many barrels do you take with you making the trip(s) outwards to not run out of it?
>>502676071There is no deadline. Biters are a logistics problem, a very simple one at that since all you need to do is build a pipeline to bring light oil to your flamethrowers.
>>502676290Cool, still going to play with them off unless for a multiplayer session
>>502676328skill issue
>>502676274Afaik the ratio is 1:1, it's a closed loop that you only need to fill the cold part of.You're using up the fuel, not the coolant, it's for moving the heat away, not making it.
>>502655491>>502657665Anon, you're genuinely stupid. You're not a developer, you have no idea what you're talking about. Those 2 posts are pure fucking nonsense. NONSENSE.>so just don't do that if you know it could happenTruly genius. The throughput is 600 m3 per MINUTE. Every minute has 60 seconds. And then Satisfactory does calculation every single frame, so you get even smaller values. Those values are divided, multiplied, subtracted to simulate fluids so it results in more and smaller fractions. And then devs decided for some reason to simulate flowback mechanics (fluid hitting the end of pipe and creating pressure back) which I imagine creates extremely small movements between pipe sections. And all those values can contribute to an error over a long period of time. The pipes do provide 600m3 throughput in the beginning, it's only after some time it drops.
>>502674223Excuse me, but this is a belt-only general. Botfags are not human and are extremely low IQ, they have no place here. Do yourself a favor and add them to your filter list.
>>502674330>>502674353Oh I seeFor output I use the purple one tho
>>502676642BASED BASED BASED
>>502676642>t. botfag falseflaggerwe beltfags are eggs of peace
>>502676734purple chest is a demand for a bot to empty it, so anything entering it will have robot activity drawn to it even if nothing is using what the purple thing is. If you're not using belts at all and have a central buffer storage that's fine, but if bots aren't moving everything for you it's a bit inefficient.
>>502676573anon ... the flowback mechanic is just something they pulled out of their ass to reason their shitty programming, I stared at pipes long enough in this shitgame to make them work, there is no flowback just bad devs.
>>502676947Oh i see. Right now I am just recycling my huge storage for quality on fulgora that has been stockpiling for 150 hours of trash recycling
do belt babbies really think there is any challenge added to the game by using magic transport lines that don't require power yet have a throughput of 240 items per second?
>>502671130>and not allowing naturally occuring sulfuric acid to be the single best source of electricity in the same expansion you add fusion power.Could probably be easily fixed by having the recipe produce low temperature steam for the boilers instead of high temperature steam for turbines.
>>502676837Inserter passing is the feet fetish of factorio
>>502675638but the pipes handling your fusion exhaust freezing or fission heat pipe shenanigans is gonna be a problem
>>502655184One per planet science plus one mall ship for cliffex, special buildings, calcite, etc.
>>502677263>that has been stockpiling for 150 hours of trash recyclingpost a pic of it please, just how much shit are you hoarding?
>>502677230>there is no flowbackThe most common advice to increase pipe throughput is to make a loop. And I bet you know that.
I don't have a clue of circuit conditions and all that logic stuff and ignored it for 100+ hours.But now i need it to manage clogging of my spaceship belt.I want to couple an asteroid collector to a splitter. If asteroid collector is full then splitter output other side until asteroid collector empty.How can i accomplish this?
>>502677614no, its to fill every pipe up before using them because pipe throughput is limited by the amount of fluids in them. a 600m3 pipe that's half full only has 300m2 throughput.
>>502677553I am working on the field rn but i remember i had like 4 million ice that took 2 hours to shred it to zero
thank christ it's over
>>502657809I had this problem too, they will work for a while and then stop.Everything above the red line should be space basically, otherwise they don't work.Putting them on a flat surface is ideal but if you give them one blank tile around them it will work.
>>502660889BASED
>>502677962my vision is augmented
>>502677839Nah. No one cares about filling pipes, just like no one cares about warming up manifolds. The pipes will get filled eventually. And once pipes are fully filled, you need a loop to maximize thoughput.
>>502677553>>502677901Yeah 4 million ice 3.2 million fuel something else was also a million, might have been cogs, you can do some math how many chests I have if you know their stack sizes
>>502678091turns out the cheapest equipment per slot is nightvision, but legendary mech armor gives you odd number of slots in both directions, which explains the rim of anti belt sliding equipmentsince it uses the same material as night vision you can easily convert one to the other once you have enough night vision or belt immunity
>>502677675Just post a screenshot of your collector, belt and splitter setup.People will be able to easily tell you what should be connected with what, and what parameters you should use.
Hey Dosh, how comes there is a reference to you in Holocure?
>>502665075Just barrel steam and ship it, ez pz
>>502677962>
>>502678804wube never felt the need to implement one of these for unbarreling fluids without power>webp>webp>webp>avif>webpwhy
>>502678560Here you go.My problem is the cloggage of the inner 'ice' belt. The two outer ones are putting excess stuff reliably out, but the inner one clogs up but is still running enough, but the crushers won't extract ice asteroids on the belt. If the belt gets clogged up i manually set the output splitter on the right hand side to left so excess stuff gets thrown out. I need to automate this and would couple the splitter to the upper left asteroid collector
final stats for when I decided to call it>20k LDS>80k blue chips>3000 uraniumrerolls not withstanding>for less power production than portable fusion reactors
>>502677675I just set the filters to my asteroid collectors to whatever is below a threshold on my belt so they don't over collect and clog it with things I don't need.I think it's possible to do it with just one combinator, or have a better alternative, but I'm too dumb and this has worked without much issue so far.Being stopped on Aquilo hasn't done it any favors though so maybe I shouldn't have it idle for 10 hours.
Cave under my nuclear power plant.. PERFECTThis thing is gonna glow brighter than the sun
What is worse for ups? Using bots to move quality resources or covering the earth with splitters?
>>502679191They're still needed for spidertrons.
>>502679708from what I remember gorillion tile long belts are pretty bad, but also I have no idea how bots interact with tiles in chests
>>502679129Bro, you have already solved the issue for other 2 asteroid types.So why not apply the same solution to the ice asteroids? Just add an overflow splitter to the ice belt.
>>502679738yeah but when are you gonna need a legendary spidertron instead of just making 2 to 4 spidertrons that follow eachother
>>502679802iirc belts are wonderful and nice for UPS as they run very low when completely saturated. So if you can accomplish that then it's fine. But splitters obviously destroy a perfectly saturated belt
Took the sticcpill, did not disappoint250km/s with only 3 thrusters
speed or productivity with speed beacons with foundries?>>502679956I was assuming the belts would not be saturated due to implications of quality
nice
>>502680040>width drag in the vacuum of space
do biter nests decay into behemoth biters if placed?
>>502680086Doesn't the radiation area get bigger exponentially the more storage you have filled with waste?
>>502679916Ah i posted an old screenshot.Exactly where you pointed at i have three output splitters, one for every lane, but the inner one doesn't work good enough. It's still flowing so the filter splitter wont trigger, but my crushers can't output.
Do you think the dev intended way to make promethium sci was carrying the eggs on the way to the shattered planet? Seems annoying but preferable to bring the chunks back and then import eggs and make sci in nauvis orbit.
>>502680367I thought you need the promethium science to even get to the scattered planet?
>>502680171If there was no drag people would build 30 thrusters, run them for 2 seconds then coast at 600km/s for free.
>>502680352>thinking about the future
>>502680423No? You can get out there easy and win the game with a fission reactor ship. I did it.
Btw: The ones who made the music deserve an oscar. It's just soo good.Normally i hate music in games, but the soundtrack is beyond perfect
>>502680479From the description it sounded that it's necessary to have crazy research to even do the trip. Why would it then needed anyway? I mean after shattered planet there's nothing more, so why the science?
>>502680472and?
>>502680587research productivity infinite science
Yesterday someone asked me how I limited thrust to 20% on my ships, and I was sleepy so I didn't explain. I heard there were other methods, this is just one that works. If anyone know of other methods, I'm curious.I like the clock because it's pretty compact and running a wire from the hub to control speed directly would be ugly in my case. It's set to 45 because I want my ship to go 100km/s, but you can set it to a lower number to go faster.It would be cool if that number was dynamically changed depending on speed, I may look into it.
>>502680086What game?
>>502680504That isn't what an oscar is.But yes, it's all very nice. I haven't even been to Gleba or Aquilo yet either. The worst part about having to fix something on another planet is the music stopping to change>>502680587People play the game long beyond the arbitrary win condition
>>502676573>>502677230>>502677614>>502677839You're wrong.
>>502680787Chadfactory.. Satisfactory
>>502680768your clock doesn't stop when you reach the destination so it will fill up the thrusters when they're not in use
>>502680352>Rather than make a pollution mechanic that lets you see your effect on the ecosystem over time, invent a toxic waste system with no solution that just makes the game unplayable the longer it goes onGenius.
>>502679919But what about 2-4 legendary spidertrons following each other?Also legendary/epic LDS and blue chips are free on fulgora, so why not use them?
>>502680884and?
>>502680819>But yes, it's all very nice. I haven't even been to Gleba or Aquilo yet either. The worst part about having to fix something on another planet is the music stopping to changeI was talking about Satisfactory.
>>502680884I haven't decided if it's a flaw or a feature yet. What do you think?
>>502680917why do that to begin withquality science is a scam and what the fuck would legendary spidertrons even do for you that standard spidertrons don't like I was asking
>>502680995>>502681137wasting fuel, all you need to do is read "moving from" and "moving to" from the hub, add it as an input to the decider and add these conditions, the pumps will not turn on when the platform reaches the orbit of any planet
>>502680768I'll keep building chem plants just right for 50% with no tanks
>>502680360If belt is moving it means there's a gap somewhere. The inserter will eventually put something once the gap reaches your crusher.The easier solution would be1) delete overflow splitter completely2) add a blue inserter pointing to the overflow belt3) connect it with red wire to the ice asteroid belt4) enable inserter only if you have more than X asteroids on the belt. It will redirect all excess into the space
>>502680884>>502681137this can be easily be solved by implementing a combinator that sees if any planetary goal is 3 then do not activate the pumps
>>502681220Interesting Thanks.
Problem.. I've turned my train station into a death pit cause of all the uranium
>>502681408more thrusters will also dramatically reduce fuel usage when speed is limited and you could fit a couple more in that setup
>>502681220>think of the hecking 200 fuel (worth 0.1 ice/iron/carbon/calcite) you're wasting!!!!! why not care about efficiency where it actually matters instead of overoptimizing shit that works just fine
>>502681230Forgot a step3.5) Click on the belt where you conneted the wire, and select "read belt contents" and "hold (all belts)"
>>502681048Post its best track
>>502680360Behold my incredible and not annoying at all to set up solution if I had that problem. You could force every ice to one side of the belt and let the other side free to accept inputs.Estimate, or god forbid, use math to calculate the amount of items that fit one side of the belt to disable it if it would overflow the input side, and it just werks.The left inserter has never stopped working a single second.
>>502681515>he thinks thruster efficiency doesn't matterretard
>>502681587its just for 2 seconds at the start retard
>>502681686and? are you upset because you're too stupid to think of these things or something? literally costs nothing to add a couple of extra conditions to a combinator you already have
>>502681587you are not losing out on any "efficiency" if you're accumulating a buffer while stationary, not to mention it will save you a second or two to reach top speed when you start moving again
>>502681767>ups is freesmooth brainlet
>>502681772do yourself a favor and open the thruster in the in-game wiki
>>502681539https://www.youtube.com/watch?v=ZYaqqk36Lqo
>>502651951I have it so every build has a dedicated spoilage line with filtered inserters so spoilage only ends up on that belt. Then I have filter inserters on the end of every spoilable line also dumping the spoilage on the belt. Can then belt the spoilage to a centralized furnace area. Once things are flowing you should really only see mass spoilage in your nutrients and then only on the ends of belts where things are oldest.
>>502653605If you hook a circuit wire up to a radar, you can share that network with all other radar dishes.
>>502676573>literally "I don't understand how floating point works" - the postDude just because you use smaller units nothing changes because all the math would also scale proportionally and floating point exists specifically to handle that.>>502678098>And once pipes are fully filled, you need a loop to maximize thoughput.The thing is, buildings consume liquid in pulses, and as fast as they can when they do, so once that happens the pipe is no longer full (for a short period - you don't really see it in the ui thanks to overfill mechanics and smoothing) and the throughput is no longer 600 m3/min. Averaged in a long enough manifold this effectively causes throughput degradation and can starve the buildings furthest from the input even with enough supply. Double feeding only allows you to double the size of manifold before it becomes a problem.
>>502681916>synthiepop ambient bullshit that any first semester music student could shit out in a single afternoonAmazing how absolutely everything about that game is just effortless slop.
>>502681867how can I learn to become such a faggot like you?
>>502660101You can also read directly from the logistical network with inserters now, not needing to wire them up. Check the little 'logistical network' button on the upper right of the inserter window. This is great for bus designs where shit might end up in storage chests in random places and also for burning off surplus.
>>502681220>>502681276It works very well, thanks again. >>502681482You're right, I want to try and fit two of them now. And now that I have a wire running, might as well control for speed too. This is so fun,I should be advancing science but I'm here experimenting with ships on Nauvis
>>502681220you can set a selector combinator to read the "moving from" and "moving to" values and read the distinct values from the signal rather than having to set it up on the conditions on the space platform UI>when a platform is idle the route value is 3i should get some sleep since i never realized this shit when i was toying with toying with the fuel level yesterday. might help me on properly setting up my calcite collection platform
Is this enough ammo production to comfortably collect promethium?
>>502683337aren't ordinary rockets strictly superior to explosive rockets here?
>>502683337where are you going to put belts and inserters
how do I get the platform to catch more asteroids? Should I make it longer/larger or just build another one?
>>502680040>naming ships after treesYou knife eared piece of shit.
>>502683845send it on a trip, routes between planets spawn a gorillion asteroids while orbits barely have any
>>502682393Holy fuck, you're so stupid you can't even understand anything I say. You have no real world programming experience. You're a first years compsci student, and you have no idea what people are talking about.>Averaged in a long enough manifold this effectively causes throughput degradation and can starve the buildings furthest from the input even with enough supply. Double feeding only allows you to double the size of manifold before it becomes a problem.You're so fucking deep into your bullshit it's not even funny anymore. If that's the case, then why stop at a loop that only fills 2 ends? Why not add an extra input in the middle of manifold to fill the gaps. Oh wait, that doesn't do anything, it provides zero improvements over the loop.Someone wrote a fucking 20-page manual on how the fluids work in Satisfactory.
>>502682254thank you jesus, you have truly blessed me.
>legendary fish breeders when I just completely invalidate their strategy by using bots
>Mass produce green quality modules 2>Put them in fulgora base>Try to mass produce purple quality modules 3I feel like I am trying to grab more than I could possibly process. Well, so far there's like 50 of 1k I want I guess.Will I get away with just putting some quality modules into drills? Technically this adds one more level of sorting schizophrenia to the part of process which was made with an uniform product in mind, so I'm afraid train loading/unloading will clog or throttle in some way.
>they needed to make a 500 page manual to explain basic gamer shit because the average satisfagtory player is as intelligent as a 4chan janitor is
>>502680884is it really a flaw? The start of a trip is not dangerous and 10 seconds of boost gets the ship up to speed. It's like a mario kart running start.
>>502685809from what I understand you need to manage your trains differentlyallowing for 5 quality levels of scrap allows for a minimum value of 1804 per wagon, 36 out of 40 slots of any quality then a worst possible roll of 1 out of 50 for the remaining 4 slots,it would let you move your quality filtering to the offloading side and avoid deadlocks
>Connect to server>Instantly kicked>Save game>Look at their builds anyways
>>502686382antisocial retards or people who forget to lock their server will have BAD builds>>502685809Quality on miners is fine but don't try and ship it then sort it. Sort it on site, just takes a few splitters and set up a separate quality train
>>502686382Is that what you do after we told you to not use streamer builds?
how the fuck do you troubleshoot a train system again, if production is constant but consumption is rollercoasting you're underproducing right?
>>502686530yes or not enough trains
If you void a material through a quality recycler, does that roll quality? So like just one belt of anything into one single recycler and you're essentially trading throwing 75% of the material into the void in exchange for a quality roll possibility on the remaining 25%?Could I set up a belt of green circuits into a recycler, and a splitter off the output that filters out legendary and sends everything back through(with priority) and walk away and while I'm gone have a million green circuits obliterated and squeeze out a couple of legendary ones?
The lynchpin of home defense, a stationary tank filled with lasers and shields.
there has to be a better way
...
>>502686780Green circuits recycle into their base materials so no.
>>502686780>>502686891Er, not Green circuit, I mean something base like iron ore.Noticed the poor example I used the second I posted it.
>>502686780yeah, but some materials recycle into previous materials, like blue chips into red and green chipsthese may or may not have quality and you'll need handling of these items through either voiding or crafting them with even more quality to avoid backing upawful system
>>502686870Still got a lot to refine for that 10h chievo there mister.
>>502686525>antisocial retards or people who forget to lock their server will have BAD buildsYeah it's awful, I keep seeing old beacon spam builds with speed I slotted everywhere and the space age builds are just beginner stuff if they even have them.
>>502686845Why not just put all of the Cargo = 0 together with the rest. If you're dropping multiple things from the same ship it makes no difference and you don't have to repeat conditions
>>502687068This was my first run. I'm having trouble restarting and not just fixing everything.
>>502686845put it all on a combinator, and have the combinator output true if it's good to go.
>>502686845You put the static requirements together and then add an AND conditions with the variables. Of course making a better system is also an option
>>502686382Don't forget to ask dosh for his consent lil bro.
>>502687127because the ship is doing triple duty, and I would like for it to continue doing that without getting stuck in vulcanus orbit until ammo runs out
Huh, gonna take a while for a trainful of LEAN to accumulate, I better set the depart condition to like 1000 bottles for now.
>>502687148It aint too bad for first run, I think mine was something like 90h. It helps a lot when you go again for the second time. The oil stuff in particular is quite wild on the first attempt.
>>502686870Sir, this is a Captain of Industry general.
>>502683678There are a lot of asteroids so I wonder about the AoE, it's 1160 vs 870 (290+580 AoE). It's two rockets per asteroid for regular rockets, three for explosive rockets at stronger explosives 12. I'll need stronger explosives 16 to pop them with two explosive rockets and that's about 1M science. Getting to destroy asteroids with 1 regular rocket takes 65M science.
>>502684171>Holy fuck, you're so stupid you can't even understand anything I say.Stop talking to the mirror and come back to us.>why stop at a loop that only fills 2 ends? Why not add an extra input in the middle of manifold to fill the gaps. Oh wait, that doesn't do anythingHave you tried? I did lmao. Long enough manifold fed from both ends would starve in the middle so extra feed in there does help.>Someone wrote a fucking 20-page manual on how the fluids work in Satisfactory.Oh yeah the same person who after extensive testing came to a conclusion that fluids in satisfactory use integers and there's no noticeable floating point error to be found anywhere in the game. He also doesn't know why VIP junction works (protip: for same reason picrelated >>502609318 does whatever it does tl;dr it's a bug with junction head lift)
>>502687363My starter planet is just a mess of oil nonsense, but it keeps running so I've not bothered touching it in at least 50 hours.
I'm a long time fan of Space Engineers and played it 1200 hours solo. I decided to try Stationeers and damn this game is complex compared to Spengies.Why does my suit try to tell me that my oxygen is low even though I have a fresh bottle and fresh filters?
Should I replace iron on my main bus with steel once I unlock it?
>>502687640Did you hook the fresh bottle up to your suit?
>>502687706yes.
>>502685809For scrap? There is very little downside to mining with quality. Quality scrap doesn't need to be sorted out if you stick with bulk inserters and have the trains leave the loading stations on inactivity instead of checking cargo.
>>502687753What about all the low tier stuff that still needs iron?
>>502687614That's more or less how I did it at well, at some point the nodes run out so I just substituted with imported raw materials. The mining productivity research in DSP is very efficient so nodes keep up for quite a lot and oil even when it slows down keeps up quite well till white science. At some point you want to expand to other planets but you can easily complete the game in the starting system if you like.
>>502687331I still don't see your issue. If this ship is ferrying three things from vulcanus putting them all on the and will mean that it goes to Vulcanus, departs when Request Satisfied, and then goes to Nauvis and drops everything. If it's stuck is because you don't have space or your requests to the landing station are satisfied but that's got nothing to do with the depart conditions. Or like this anon said >>502687248Easiest would be 4 combinators, one with the common parts with a say green signal and then three with the Item = 0 conditions and all three outputting red signal when they are true, then on your schedule you could do "green = 1 AND red > 0"
>>502687713Lmao yes. I also have all the suit functions on and helmet is closed etc. The gas should also be clean because it's straight from the tank that you get when you start a new game and land on the planet.The oxygen alert goes away if I open my helmet inside a pressurized room, which is pressurized using the same gas I fill my bottle with.
>>502687706If this is a genuine question, dear fucking god no
>>502687859Steel is made from Iron so it's obviously more powerful so anything that would require Iron is now irrelevant.
>>502687432>Have you tried? I did lmao. Long enough manifold fed from both ends would starve in the middle so extra feed in there does help.Yes.I tried even more than that.2 long parallel pipes looped into each other. 1st pipe is the manifold, and the looped pipe has an extra connection for every single machine in the manifold.No effect, the system was getting starved.I added buffers, no effect as well.And no one uses that setup because it does nothing.>after extensive testing came to a conclusion that fluids in satisfactory use integersNever heard about that, and it sounds like another retarded BS. Why would you sperg for so long about floats if Satisfactory doesn't even use floats for fluids?
>>502682393Floating point is perfect fine until it isn't, which is the problem. Its presision level is changing all the time, which causes stupid round errors to pop up all over the plac.e If your program demands persistent, consistent, 100% reversible behavior, floating point is not the a.nswer
why isn't rocket cargo capacity improvable in any way?
>>502688310Because launching rockets is cool and rocket productivity is improvable so you get the best of both worlds
>>502688310prod modulesprod factoryprod researchRule of cool applies, launching more rockets is more cool and there are plenty of ways to launch more.
>>502688494>plenty of ways to launch more.>in reality only onethanks kov, dont go too heavy on the shilling though.
>>502688494>>502688374wouldn't the same thing apply to bots and bot carry capacity and speed?
>>502688763too much speed and they get a bit too silly, carry capacity limiting is cool though, more bots flying yeah
>>502686805Huh, I never thought about using them like that. Too bad they can't autofire, using them as tank shell turrets would be pretty fun.
>>502686805oh, a shield tank to protect corners ...
>>502686870How is combat these days?
>>502689137PLDs will auto fire no problem. I've even used tanks as super turrets for turret creep, but they have short range and get fucked by acid pretty hard.
>>502687706Of course, isn't that obvious? Why would you still need iron when you have steel?
is there any point to bother with fusion on nauvis?seems kind of stupid to rely on a resource that has to be imported from fucking pluto for your local power grid
My Aquilo base has developed into the equivalent of taking the car to the grocery store behind the building.
>>502673380yea
>>502660889how
>>502688303>2 long parallel pipes looped into each other. 1st pipe is the manifold, and the looped pipe has an extra connection for every single machine in the manifold.So effectively a double parallel manifold? I'm not surprised. You'd get all the same issues as with the first manifold and also sloshing in shitload of small loops this creates that would eat some of the throughput. The entire point of a loop is that it's a single straight pipe that doesn't suffer (that much) from throughput degradation due to bursts caused by the buildings. Ideally the pipes feeding the manifold from the start, end and middle should all split from the same junction. Maybe also add valves to each to prevent sloshing.>Never heard about thatSee 3rd comment by MkGalleon here https://questions.satisfactorygame.com/post/6289eb7fca608e080351164cNot long after that the devs said on the stream that fluids do use floats. So he probably came to conclusion that it's integers after not finding any traces of floating point errors, and the truth seems to be that:1) the game uses floats2) floating point errors are just bullshit excuse by incompetent devs
>>502688015Screenshot of your backpack/suit windows? There's a fuckload of reasons you might get an O2 low warning. What happens is, the game pulls gas from your O2 bottle to pressurize the suit to wherever its set point is. Your dude breathes in O2 and breathes out CO2. The suit runs gas by the filters and puts the filtered gas into the waste tank. If you're in a hot environment like Vulcan, it'll dump hot air into the waste and pull (theoretically) cool fresh air to replace it.If you have N2 in the air tank and no N2 filter, the N2 will gradually build up since you don't breathe it and it's not being filtered out. If you have CO2 in the air tank, and the pressure point is low enough for pure O2, you'll have less O2 than you think because a fraction of the incoming pressure will be CO2. If you hit the wrong button, any or all of this shit can be toggled off and then it just won't werk.
>>502688308>Its presision level is changing all the timeIt doesn't do it on it's own, it only does what you program it to. You have to keep in mind the scale of values in each calculation step and plan accordingly to keep it working as intended. Slapping formulas without thinking about underlying mechanisms gets you in trouble pretty fast once you step into srs development.
is it fine to leave everything but growing towers undefended in gleba? or are the bugs gonna attack the other stuff if they happen to build a nest close enough?
>check artillery turret recipe>tungsten>...okay i guess i will import it>check artillery shell recipe>tungstenokay, now this last one really struck a nerveyou know that feeling when you must listen to someone talking bullshit for years and years, but this one time they come up with something so incredibly retarded that it just blows all remaining fuses at once? yep, this is what the arty shell recipe did just nowmodding time
don't eat the yellow snow
>>502686845Why can't we have high level "and" conditions (ie. Swap the ands and ors). I've wanted to do this multiple times now. Is there a reason why they didn't implement this simple feature?
had a dream that there was an upgrade rocket silo you could build called the cluster silo
>>502690436More engines means more fast. A retarded amount of engines means retarded fast.
>>502691570What's the problem? You are already importing tungsten.
>>502689248the term that would apply the most is one that kids these days use, total "ass"
>>502691465Afaik they only attack whatever causes pollen, so your farm. But if they happen to walk by your base while they are on the way to your farm, they will destroy stuff that's in their way and military buildings.
>>502691465Mine has been fine that way for many hours. I'm only making like 10spm with one farm for each fruit though.
>>502691570Just import tungsten steel with the same ship you import calcite with. It's really not such a huge deal.
>>502691570every planetary unique research is like thisstack inserters requiring jelly is particularly painful, but green belts only being craftable on vulcanus and having a launch capacity of 25 just made me not even use themwhat's the point when you could just run another blue belt every 3rd belt of throughput from locally sourced items
>>502689909Power sources are situational.Yes, if you're on Nauvis and have chests full of nuclear fuel, turbines, heat exchangers and reactors, you should use those instead.
>>502691908I had a small group of aliens walk through parts of my factory without damaging anything, but that didn't include any medium stompers. Medium and larger will destroy anything they step on.
>>502691465keep your power safe just in case
why yes I play railworld with biter expansion on.
>>502692067The only place I've needed green belts so far is fulgora where I am dumping a bunch of shit onto one recylcer belt. And next time I expand fulgora I am going to give each thing it's own recycler loop, and won't need green belts.
I use green belts everywhere because faster = better.
>>502691731but how did you put engines behind engines? it does not allow me to do it no matter how far I build behind
>>502692895is it though?speed really doesn't matter for throughput as you can just add another belt on the side to increase it
>>502690685My idea was that each connection segment would work as an additional buffer for the machine. And as I mentioned I also added buffers which were supposed to prevent similar starvation in the 2nd pipe. That shit just didn't work. In fact, it might have made it worse, but I didn't bother measuring. It's a perfect in-game showcase of your explanation being wrong.In reality, to avoid small fluctuations from the machines the pipe can hold above 100% volume of fluid, and therefore even if the machine takes some fluid the pipe will still provide 100% pressure at full throughput. Your whole theory about fluctuations and pipes not being full is wrong.>So he probably came to conclusion that it's integers after not finding any traces of floating point errors, and the truth seems to be thatI can't even imagine how someone would be able to find traces of floating point errors without seeing the code. This sentence is absolutely stupid.You're still not a real dev. You still argue about shit you don't know about. I'll just leave because you will never stop.
Second attempt, seems to work. This would be such a fucking pain in 1.1
>>502693006Then try building them more far away. It works when the space between them is big enough. Also make sure that nothing else is behind it.
>>502693379Yeah but I spend a lot of time just looking at my machines work so the belts stacking to nothing doesn't matter at all because I already waste so much time and I'd rather have fast belts everywhere than multiple lines of belts. It's better for the spaghetti mess I usually end up with, too.
>>502693495Whatever lets you sleep at night
>>502691065okay you don't understand floating point at all, got it.>j-just build edge cases for every order of magnitude!retard
>>502693950>It's better for the spaghetti mess I usually end up withthis, sure if your factory is well spaced and organized adding another belt isn't a big deal but if you cooked spaghetti it might be outright impossible so upgrading belts is the surest way to increase throughput
>>502693573I managed to place some engines now, but cant go further down like on the videoalso if I zoom out to the minimap view I cannot build anymore
>>502694545The map extends the further you build, but that doesn't apply to ghosts for some reason.
>3.4 million stone just in landfillit's all so tedious
>>502694545They should just fix the jello space so people stop making this revolting shit
>>502694768Nobody is forcing you to make a soulless roboport grid, anon.
eugh
>>502695079it will only be that during the prep phase of the terrain
>>502694768This is why I lower water coverage way down nowadays. In theory the pretty lakes are fine but in practice it's 20 hours of landfilling fun.
>>502662671I noticed bot builds don't even benefit from any splitter sorting the garbage recycler nilaus made for fulgora can be entirely replaced by unsorted bot chests right after the recyclers and nothing would change since he doesn't properly use anything out of it
>>502695101I never understand how those super slim train stops are supposed to workall my stops are fat
>Can't produce explosive rockets fast enough to even make it past the solar system edge
Engineers andEengineerettes,I've become a nuke slinging machine of DEATH!
>>502695549>explosive rocketsUhhhhh, bros how do we tell him
>>502695549More beacons, more quality, less speed. Any of those help
this makes me furiousI hate it that the anti belt shoes are 1x1
>>502695858thanks
Fulgora, max difficulty mode
>>502696215there exists 1x3 items
>>502696228Yeah the main problem here is >explosiveWhy are you using explosive?
>you need to make sure that machines get oxygen from an oxygen distributor in order to work>wood powered stone furnaces? Yeah sure, no problem, go nuts.
So how do multi-item hauler platforms work, I'm retardedDo you basically have to do a bunch of circuit conditions just like for a multi-item train? The fact that you have to coordinate rocket silos makes it sound very annoying compared to just wiring up inserters at a train stop. Also, wait, can you actually connect to the platform's logistics network from the ground?I was looking for a way to have planet-specific requests on the platform, but it doesn't look like that's possible, so the automatic logistics request seems only useful for building materials and not for transporting cargo (since it'll mess everything up once you try to actually drop off the cargo at the destination). And you have to load your cargo and coordinate takeoff and landing yourself with circuit conditions. Right?
>>502696817did you play the game at all? is this post ai generated?
>>502696817>so the automatic logistics request seems only useful for building materials and not for transporting cargo (since it'll mess everything up once you try to actually drop off the cargo at the destinationthis is the exact use case, you probably wanna double check the 'import from planet x' option when you request items and you can make cargo ships with ease
>>502691570>>502692067>check any recipe after your starting area patches run out>metal plates>wtf why did they make everything past the early game only craftable on ore patches far away? do I need to import ore for everything now?this is how you soundspace platforms are not all that different from trains. you're building an interplanetary factory, you should already have tungsten shipping set upI can understand the gleba frustration because spoilage makes shipping much more annoying, but that just means you might instead consider building the inserters directly on gleba, by shipping in the other materialsalso fulgora and vulcanus makes rockets so cheap that it ends up being almost negligible, especially for building materials
>>502696817>Do you basically have to do a bunch of circuit conditions just like for a multi-item train?not really.here's mine.belt ring that asteroid collectors drop their stuff on.circuit reads all belt contents.bottom right inserters are enabled drop stuff in void if item count on belt is greater than some value.its ez pz dump shit in the void.
In *Factorio*, using a bus is a popular and effective factory-building strategy for several reasons:### 1. **Organized & Scalable Layout**A bus keeps your factory’s resources centralized in one area, allowing you to expand without disrupting existing production. It’s easy to add new production lines and resources as your factory grows.### 2. **Centralized Resource Distribution**By having all key resources (iron, copper, steel, etc.) running along the bus, you simplify transportation and reduce the need for complex belt networks. Production lines can pull from the bus, minimizing the spread of materials across the map.### 3. **Easy Resource Management**You can allocate separate lanes for different resources, ensuring you avoid shortages. It’s easy to balance and prioritize resource flow to different parts of the factory.### 4. **Simplifies Product Creation**Each branch off the bus can produce specific items, and you can easily add more advanced production (like circuits or processing units) without redesigning your whole factory.### 5. **Space Efficiency**The bus consolidates resources into a narrow path, freeing up space for production lines and expansions. You avoid cluttering the factory with belts running everywhere.### 6. **Easy Expansion**As your needs grow, simply tap into the bus to add new production chains without major overhauls. This allows non-disruptive growth.### 7. **Fewer Bottlenecks**With resources centralized, it’s easier to spot and fix bottlenecks. If a product line is starved of materials, you can quickly identify and address the issue.### 8. **Compact & Clean Design**A bus creates a neat, logical flow for your factory, minimizing belt clutter and making it visually pleasing.### Downsides- Early on, the bus can be complex for new players.- In late game, it may become less efficient due to more complex items, and decentralized setups might be needed.
>>502696660It's not much, but it's 600 purple in one go and the last time I got purple with these settings it took me 40 hours.Now I can research coal liquefaction on the moon, greenhouse wood into charcoal, free oil and gas so I can actually get the sulfuric acid to etch the blue circuits on site instead of having to send everything from nauvis each time, and then research rich moon rock processing to finally get iron from moon rock and start my factory proper both on the moon and nauvis by getting imersite and finally researching ways to kill the biters on my terms instead of cowering in my hole.
Can you copy paste spider inventories? I want to shove them into my default rocket loadouts but having naked spiders with no gear makes them far less useful, equipping them by hand takes upwards of minutes, way too much time to even consider
>>502697339>but that just means you might instead consider building the inserters directly on gleba, by shipping in the other materialsand that's what I'm doing since stacking is such a powerful mechanic
>>502697057Sorry I'm not an AI just low IQ>>502697178>import from planet XOh shit this is exactly what I wanted, I didn't see this option anywhereI'm gonna take a look>>502697454Thanks anon but this has nothing to do with what my question
Is it my RNG being garbage or do scrap island always spawn so small?
>>502697464there are multiple reasons why this is wrong
>>502697464>the bus can be complex for new players.Man AI sure is retarded. Isn't the whole purpose of a bus that every retard understands it?
>>502689930>pipes full of 500C steam freeze over>train tracks and locomotives and signals don'tEARENDEEEEL
>>502697650that is pretty large for a scrap island, but you're the first person I've seen try to build a base on a scrap island
>>502697510turn them into a blueprint and paste them when when they're dropped to a landing pad.
>>502696324you can walk on the oil...
>>502697848What choice do I have tho, the largest scrap deposit outside scrap islands is 5k and I have no way of carrying scrap out without rail support tech
>>502697650The bigger the patches, the smaller the islands. Patches with several millions of scrap only spawn on tiny islands, huge islands either have none or only tiny patches that deplete quicker than you can say "Earendel".
>>502698035Forgot picture>>502698053How else I'm supposed to do this other than cramming everything on a tiny scrap island?
>>502698035>without rail support techgive it a try
>>502698035>I have no way of carrying scrap out without rail support techYou can place regular elevated tracks on shallow oil (the bright areas), you only need that support upgrade to build on deep oil (dark areas). Building a train infrastructure without it is absolutely no problem when you spaghetti your rails through the light oil.
>>502698364I need 2k science first
>>502698502>deep
>>502698502You can build supports in the lighter shade of the oil ocean before that tech. That just lets you build it in the dark parts. It helps but is not necessary
>>502697848>tfw i did it tooI got spawned on a small empty island, put down the cargo pad, only revealed tiny islands near me so I just assumed this is how Fulgora is supposed to be10 hours later I accidentally discover a big island and seethe internally
>>502698294Build your base on one of those big islands and bring in the scrap by train. You can build on the bright parts with regular elevated tracks, you just can't place them on deep oil.
>speed moduled a stone patch with big miners to speed up the landfilling
>>502696817I used a constant combinator with a group assigment to read a roboport, and the roboport reads the logistic chests next to the landing pad that collect the imports, this same group the constant uses is the one the ship also uses, you then use an arithmetic combinator to multiply the amount by -1 yadayadda set requests so they are in constant communication about what they needas for the rockets, just free for all, they know what to bring up, just make sure you request the proper amount of items each rocket can handle
>>502698294cute base though you don't need 6 offshore pumps to supply 4 buildings
>>502698578>>502698615>>502698647Fuck, I couldn't place it on deep ocean on first try and assumed it's all deep ocean
>>502698945Don't feel bad, you are by far not the first one to think that.
>>502697650No and yes, you just have to live with the pain until you can colonize a better island.
Can you not read how many nutrients a Biolab has through circuits? I was going to set up a whole thing that only produced nutrients when it was needed somewhere on the logistics network
>>502697650>>502698945I had the exact same issue, anon. I think they did a pretty poor job of explaining that tech; everything's an "oil ocean" and I though deep was just a descriptive qualifier. Like saying "allows you to build rail supports on fulgora's expansive oil ocean".Thankfully I started off by building on a bigger island which had like 200k scrap, so while it ran out quickly I did have some space to build a base (a lot less than if I had picked one of the really big islands, so I'm still needlessly cramped, but at least it's fine for producing EM plants and about 30-60spm).I then realised my mistake because of accidentally clicking to place things while walking around the ocean with a lightning attractor in my hand, and noticing some places would say "unable to build on oil ocean" and others "unable to build on deep oil ocean". And suddenly that pillar tech seems almost useless in comparison because I can now build rails pretty much everywhere, with a bit of effort to route them around. It's pretty retarded honestly.
>>502699387>that only produced nutrients when it was neededyou vill engage in the mechanic
>>502698746What's the landfill rocket capacity again, is it viable to import itYou get tons of free stone on the other planets
Wait, can you use elevated rails to go above cliffs on nauvis?
>>50269967120 per rocketyou're welcomet. earandel
>>502699848Good thing the planet of infinite resources is also the best planet to export landfill
>>502699948... gleba?
>bing chilling>Hear an annoying beep>Check alerts>oh fuckfuckfuck1 "wasted" rocket for alarms saved my ship.
>>502699494WHAT THE FUCKI DESPISE THIS
>>502681442yeah, automate iodine filters and carry 50 with you, even my passing trains give me full rads.unrelated->unlock electric smelter and efficiency modules>already have a gorillion mixed qualityShould I spend time maxing quality early on? seems like a win/win, but lots of power
>>502700026Vulcanus. You get a lot of stone making the billions of copper you need for the resources to craft the twenty or so rockets you should have in there, and coincidentally, molten copper produces way more stone than molten iron.It feeds back nicely.
>>502699948You're right, one an send a conga line of trains full of landfill from a 30m stone node (effectively 60m with big miners and 120m with some casual productivity).
>>502699948>>502699848>>502699671it was simply a speed issue, at 522 landfill per minute at home I would need 26 rockets per minute on average to compare
>>502699387what would the difference be between that and just keeping a small amount on the logistics network at all time?
this shit is expensive
>>502700697>Stacks to fiftyEasier to ship FOUNDATIONS than to ship fucking landfill
>>502700689One is cooler and makes me feel smart
>>502700794Not when you have to ship stone, holmium, carbon fiber, tungsten plates, and holmium plates just to get foundations
The trash must flow, Paul
>>502699818Yes.
>>502700932Have you tried messing with 'Read logistics requests' from the roboport?
>>502668587besides fulgora the other one was probably vulcanus, even now it's way too similar to nauvis desu
>>502701052Yeah, my plan was read from logistics requests, only produce if there are nutrient requests, then only request nutrients if a biolab is like below 10 or somethingI can still partially do it but it seems like an intentional "fuck you" to not allow reading nutrient contents from biolabs
>>502676573Pipes also break if you place pumps or junctions on the pipes themselves instead of placing them first and attaching pipes later. Apparently issues caused by the flowback mechanic are still being reported as a bug because nobody that plays the game knows it even exists. You look at your pipe and see 600/m and assume it's working when in reality something is being starved at the end of the line. https://youtube.com/watch?v=jOlC1FMYRfQ
>>502700983fluoroketone is 100 barrels per rocket so idk if shipping everything there is the best idea
>>502700794>Rocket launch 500 stone>prod module 40% assembler>Get 14 landfill from one rocket launchProblem, officer?
>>502701224I'm pretty sure that's because there's some recipes that call for nutrients as ingredients, and it would get fucky if they tried to output the same signal for the gas as the input. If it bothers you that much, you can find people that will make mods for money
>>502701251You're wrong.
>>502701698Yeah I got a fuckin problem WHY DO THE ASTEROIDS HAVE NO STONE IN THEM
>>502701698have you fucking tried prod moduling a landfill assembler
Thoughts on rarity over production modules on research packs?
>>502702095its worse than productivity modules
>>502701805Yeah well that makes too much sense so FUCK YOU
>>502702095you're getting a retarded amount of production lines and also a retarded amount of deadlock potential unless you're also voiding the excess rarity materialssure you could get maybe an extra 10% research from your material in but it just seems like a massive pain in the ass for little benefit
>overclocking module>provides the same benefits as the other 3 modules of equivalent tier>after X operations (say, 1000) degrades the quality of the machine it's in by 1 >more overclock modules increase the degradation rate, picking up a machine with a started degradation counter yields the -1q version to prevent cheezethoughts? I'm trying to figure out a way to add maintenance to Factorio in a non-annoying manner. would require recursive blueprints to work.
Oh. Well that makes that pretty fucking simple
>>502702095I could see it for Gleba, because quality increase the spoilage timeBut I still use production because it's a lot less headache
Are logistic groups saved between saves?
>>502702928no
>>502701851Devs confirmed it.
serb shill
>>502703408They're wrong
>>502702095I think the math works out it it just being worse. But I am more curious about the gleba science since that increased spoil timer seems really nice. That was if the rocket could actually bring up the science in a timely manner and efficient and not an eternity till it has 1000 epic science
>>502700697>want to build shit on lava lakes, over oilsands, and across a deep ocean>design and build a single overengineered foundation that includes both "deep screw piles" and heat shielding, and can't even be built on a deeper ocean (not even bridging between floating icebergs), but at least your fulgora machines will be thermally insulated from the oil below lmaoabsolute brainlet engineer
Quality beaconsThoughts?
>>502702641would you actually be able to maintain/fix up machines or do you just have to occasionally replace machines?
>>502703525I think you need more ships
>>502704029even more broken than old beacons.in sumamry: dogshit dlc
>>502701987You need a planet for stone. Space just has rock.
>>502703751You'd have to do manual fill but with a requester chest and request all types of science. It still probably won't beat prod
>>502693521>elf modules???
fucking germans
>>502702398You just know
>>502703408>satisfaggotry devs know about their own pile of shitbest joke this thread
>>502704427if only>try to roll for a decent spaceship name>only get 50 gorillion furry gaynigger names
Quality science is such a weird thingAll it does is give you more science per science, which is literally what prod does also. So it's literally in direct competition. And science is the one end product you will always mass-produce on huge scales so averages will even out.So if on average it's worse than prod, it's useless. If it's better than prod, it's always the better option and prod science is useless.I wish there was a way to make this slightly more interesting somehow.
>>502666481>>502666661it was for a setup using Recursive Blueprints and AquariumI have a gajillion lubricant (Fish Slurry) now though, so I think I'm set
>>502704976it also has problem with lab throughput when the labs have a legendary science and refuse to grab any other
>>502704976they probably wanted to do something interesting with quality but just ran into deadlines. its half ridiculously broken as if no one ever thought about it, and half completely useless. id sure hope they didnt want to leave the names and visuals like they are now either.
so is there any place where devs lurk and are getting shit on for all the poor choices they've made with the DLC? forums, discord? how are they responding to the criticisms?are they considering changing anything at this point or are they just fixing all the bugs and calling it a day?
>set reactor to take out fuel at 500c>resting tempt of reactors is now 506cJust to fuck with me?
>>502705725>so is there any place where devs lurk and are getting shit on for all the poor choices they've made with the DLC?No because the DLC is pretty universally seen as as fantastic
>>502705790your control regime is retarded why would you ever feel the need to control when fuel is removed now that you can just directly monitor reactor temp?
>>502704067Being able to fix up machines would be cool but I can't come up with an elegant implementation.
>>502705968I guess now that you can read fuel AND temperature you don't have to worry about the arms overfeeding it in the brief moment it's low. I'll rewire it.
>>502705790No, because you built it that way, dummy. Temperature needs 1C per tile to transfer. There's 5 heat pipes between your reactor and the nearest boiler (1). That's 506. 500C would never work anyway because it only loses heat when boilers boil, and they stop boiling at 500.
>>502702974boolame
>>502705790You should set it much higher than 500c anyway.
>>502705520Allegedly quality was one of the earliest ideas that kovarex himself had started working on soon after the 1.1 release. And was revealed in one of the earliest expansion FFFs as pretty much a done and ready feature.It's still weird to see shit like container sizes increasing with quality being added post-release, though.
>>502705916meh, they can enjoy their 'overwhelmingly positive' rating only for so long thanks to retards leaving boosting positive reviews on release dayit's coming down slowly but surely as more people finish the gamelast two weeks are 88% positiveit's nowhere near base game tier and everyone knows it
>>502706816You should go back to /v/, kid.
>>502707017powerful...
>>502705916Surely other people are complaining about how clunky quality is
>>502706816>implying they won't iron out the undercooked dlc in the next 12 years
>>502702641>degrades the moduleAt that point you're just spending a form of fuel. Make a beacon that consumes fuel and you're cooking.
>decided to just logi a small ore patch that that didn't really justify its own train station>seemingly missed that in between the 14 individual tiles with ore there was a larger one with 30k ore depth>more ore than woodfucks sake
>>502706816What even are these "poor choices" you're claiming happened?>>502707102Quality turned out to be completely ignorable, just as advertised
>>502707289anon was right, kovarex is an incorrigible wowfag, that's why the dumb quality names are here to stay
>>502704160No I meant as in beacons taking in quality modules themselves
>>502704331So what
>>502704427Retard didn't even write "Rentier" correctly, that's some dyslexia tier shit lel.
>>502707475Quality being ignorable is a good thing for people who hate the very concept.But quality being clunky is a major issue for people who actually want to play around with it, and end up getting whacked upside the head by the million little annoyances of having to deal with it.I don't even give a shit about the names or whatever, I just want to have some easy way to handle quality logistics without literally having to handle 5 separate items.
>>502707289This will make seethe a lot of people.
Do you make all your modules on Fulgora?The lack of buildable space is kind of a pain.
>>502707289>kovarex-made MMOI wonder if that might actually make me like it.Then again I played a ton of modded minecraft before playing Factorio, and still do sometimes in fact. And I've never played WoW or really enjoyed any MMO, with their grindiness. I guess we'll see.Good to hear that he does have future plans, though.
>>502694282>what do you mean I have to spend effort to make sure my program works as intended
>>502707791this is truethe only reason I decided to fuck around with quality at all was the all legendaries achievement, and it really just made me never interact with the system again
Fuck.Yes.
>>502706781not saying it has an easy solution that they are even at fault for missing, and they have said about as much with asking for alternatives to the names if people had ones iirc.adding 5 new tiers of every item to the entire game in a satisfying and meaningful way is pretty much impossible and i could see them having worked on it on and off for years if it was insisted that it was to be included, even having implementations be scrapped and completely redone even really late in development seems probable.
>>502707852>the local autist will PM him and send him back to /v/
>>502707791>But quality being clunky is a major issue for people who actually want to play around with it, and end up getting whacked upside the head by the million little annoyances of having to deal with it.I see what you're getting at but dont really agreeThere's many ways to do quality, I personally put quality assembler at the end of the linen, wait for the gamba machine to proc and do just fineIf I want to minmax quality I'd have to setup an entire(annoying) supply line for it but that would be entirely on me
>>502702692Just letting the buffer fill is the best solution unless you are really struggling for enriched
>>502705790I really don't know why you'd need this level of micromanagement when it comes to nuclear, I have thousands of fuel cells from very poorly running Kovarex with a single centrifuge
>>502708557I don't but I like to try and optimize where I can, which is why it takes me like a hundred hours to launch a rocket instead of 4.
>>502707289No wonder why Factorio is unoptimized trash. The game is fucking doomed. Rip Factorio.
>>502707289on paper he is the founder and ceo of a successful companybut at heart he is still a gaming addicthe just like me fr fr
>>502707017>claim something>get shown actual numbers proving it's not exactly the case>nooo muh /v/ boogeymanayy lmao>>502707475>What even are these "poor choices" you're claiming happened?space platformsarbitrary rocket limitsquality being an RNG shitfest with 4 upgraded versions of every single item that's a fucking nightmare to work with from both logistic and UI perspectiveplanets being unlock gates with no reasons to ever go back to them once you solve their puzzleshoving old tech behind those new planetsaquilo being a shit tier 3 hour long gimmick that's not worth a whole planet
>>502708408>adding 5 new tiers of every item to the entire game in a satisfying and meaningful way is pretty much impossiblethen why try to do it to begin withwhy not have tiers telescope instead of just being 5 tiers for everythingif I could instead of having a factory that has fail safes for all 5 tiers of fucking iron ore or plate and instead have no tiers for ore and 1 extra tier for plates etc it probably would've been betteronly shit like mech armor has more than 5 tiers of crafting anyway and most of that is because it's a fucking endarelal AAI telescopic almost fucking burner inserter all the way to stack inserter recipe
>>502708779Makes sense, in my heart I would love to create a perfect factory that runs so smoothly that it would make Kovarex himself proud, but my ADHD addled brain can sometimes barely let me just make shit that works
Why are people having trouble with quality? I don't get it
>>502708821>Rip Factorio.its nothing new the signs of it being a 70 dollar cashout have been there since release.you can only hope he falls victim to his autism perfectionism and get stuck trying to fix it.
>>502708937nobody except schizophrenic contrarians on 4chan and extremely unlikeable spergs like deadlock complain about spage
alright guys I just passed 105k copper ore in my logi networkwish me luck for I'm probably gonna need it
>>502709130>people
>>502709130>reading comprehension: the post
>>502709130it's a logistics nightmare. Every single output has a byproduct
>>502708408But what we saw in that early FFF sounds like exactly what we have today. And we've never heard anything, in any FFF or forum post or interview, about them reworking quality. This sounds improbable.>>502708421The problem is just that quality simply doesn't work like how you'd expect it to. Yes, you CAN avoid the headache just by using it minimally and in very few places, like purely for a quality mall for example. But the rest of the Factorio mechanics are generally polished enough that there's rarely a "wrong way" to do things, just less efficient ones if you built it in a retarded way. Meanwhile, quality literally has plenty of gotcha-style wrong ways to do things where if you take the wrong decision on how to go about it, you're unknowingly signing yourself up for constant headaches, deadlocks, filtering issues and so on for all time down the line, and the solutions are either obtuse, complicated and overengineered, or involve simply scrapping your setup and doing quality "the right way" (i.e. super-isolated from everything else) instead.It's just weird. And doesn't seem intended, either. If the entire point is that you can produce your items at scale and just have an average slow trickle of quality items flow out, why is it that the optimum solution is actually just a self-contained gacha gambling mall?
>>502709130Utility monster dilemma. I'm not joking.
>>502709152Tell that to all the normies filtered by Gleba
>>502707289>WoW-like game from WubeCan't wait to play that in 20 years
>>502709130On paper it's a great idea: stick some quality modules into things, better outputs pop outIn practice you get literally 5 items per item and you have to manage them all separately. A quality green circuit is not "a green circuit but better", in almost all cases it's a completely separate item that just happens to share the same inventory sprite as a green circuit with a few extra dots in the corner. And otherwise has no relation to green circuits.Like for fuck's sake, let's say I've got an assembler building inserters. If I insert a rare iron plate, a rare gear and a rare green circuit, do I get a rare inserter? No! I get fuckall nothing because rare inserters are NOT "inserters but better". I gotta build a different assembler set to the DIFFERENT recipe for building rare inserters like a good goy, and then I can build it.
>>502709130Wouldn't be me.
>>502707163>theyyeah, thank fuck for modders
>>502710163your fix is coming for you, sleep tight while you can
>weekend is over>post quality didn't improvehuh
>>502660889>WE BRAKE FOR NOBODYBut can you go at ludicrous speed?
>>502708821>unoptimizedlmao
>>502710061you cant ever turn an epic nuclear bomb into a normal nuclear bomb, you can turn a normal nuclear bomb into ingredients for and epic nuclear bomb. everything that is not the stuff your factory is making for science and the quality standard you are trying to make is less in value than base, if you want to make epic nuclear bombs to spend them in quantity and roll a legendary ingredient it is trash and you will void it.
>>502710342I don't see how they can fix that unless they prevent quality modules in crushers or drastically reduce the chance of getting something from a conversion.
>>502710746>unless they prevent quality modules in crushersmore likely than you think
>>502675356The cost for both heat and fluids is so inconsequential in 2.0 now, that if you use the debug overlay to inspect times, it's all been recategorized and rolled up into an aggregate time together with electric networks.
>>502710061>Like for fuck's sake, let's say I've got an assembler building inserters. If I insert a rare iron plate, a rare gear and a rare green circuit, do I get a rare inserter? No! I get fuckall nothing because rare inserters are NOT "inserters but better". I gotta build a different assembler set to the DIFFERENT recipe for building rare inserters like a good goy, and then I can build it.so what are you even saying here? let's say it works it the way you described, now it's the same logistic nightmare made 10x worsebecause with quality moduled buildings you expect random shit and prepare accordingly, and here you need to expect random shit everywhere. how the would that even work, are you suggesting to dump all qualities on the same belt? how do i expect a stable production of the items i need then?2/10 post, please apply yourself
>>502660889Man how funny would it be if the asteroids behaved realistically and you had to account for relativistic kill vehicles coring your ship randomly
>>502677992It doesn't have to do with the red line.Note the three intake arrows?Note the servicing zone only covering the center arrow?Widen the gap to the left and right - and problem solved.
Tried to update a mod's version, but the machine recipe doesn't want to generate a recycling result for the quality mod.Is there a way to set the machine item as returning itself 25% of the time, like some raw resources do?It would be better to return ingredients, but I want the easiest solution possible.
so cool
>>502665419It's all botsIt's only botsWithout bots I wither and die
>>502711316>chinese_singing.wav
>this now has tutorialsWhat else does it have now? Dare I hope for vehicles?
>>502707329read it again bro
Finally. Were hard weeks with few sleep.Had to pause thrust a lot but finally it's done.
And this was the one that did it.I even don't know what to do with all the power of the fusion reactor. It idled most of the time
>>502711148Intuitively, quality is "a better version of the item". Quality items are made from quality ingredients. So I expect that if I feed quality ingredients into an assembler for the item, I get a quality item back from it.I don't see how that makes the logistics any worse. Now you have the option, for example, of filtering out just the end products.>stick quality modules in production line>sort final product by quality>slowly accumulate quality endproducts depending on your production speed, with no extra effort requiredI don't see the issue.It'd even make quality science viable, if you just have quality modules sprinkled in throughout your base. For example, in your miners: if you have enough mining productivity and outposts to feed your factory, you could forego speed modules and throw in high-tier quality modules instead and have that feed your factory. Instead of having to filter everything out and make separate lines for everything quality, making quality science useless because you will always want to use prod at the last stages.If you try the miner strategy above, you will have issues with>inserters that have a filter set with NO quality preference default to "normal quality only" instead of "no quality filter" (i.e. any quality), so if you use filter inserters at your train stations you will deadlock unless you fix them>train conditions do not have "any quality" at all>circuit conditions do not have "any quality" either>you need separate production lines for every quality for every product because assemblers aren't interchangeableIn the end it's easier to just filter out the quality ore at the start and route it out of your factory into your dedicated quality mall, cause you want prod for your science anyway. But it can deadlock so you need voiding. So you're better off just not putting quality into miners at all.
>>502711296>Here’s a porting guide. Note step 1: disable quality mod when porting!. Your errors are nothing to do with quality mod. Quality mod expects correctly defined recipes, and your recipes are not correctly defined. Disable quality mod and you’ll get actually helpful errors from the game itself.goddammit quality is so janky
>238 input arms read ingredients and input 3 when less than 5>output bulk inserters feed the output directly back into the machine>long inserters filtered to 235 read a pulse for recipe complete and output once with a stack size of 1This has to be the ugliest thing I've built in a while.
>>502712316I was using 77mw from 1 epic nuclear reactor and my accumulators needed to turn on sometimes but no pausing. I would mainly just need more power to go faster constantly and more beacons and quality to make ammo faster and probably cluster rocket turrets to the center so they stop shooting at shit too far away
>>502712654that's the price you pay for being an overoptimising autist
I went to gleba third, unlocked basic elements and now I'm looking at it and getting a headache. What the fuck is the play here? Just produce as much as I can and yeet anything that spoils into a furnace?
>>502711654>What else does it have now? Rockets come much earlier in the game, but atm they're only useful for space mining. Traders got overhauled and now you need increasingly fancy setups for the rare shit. There's also a general-purpose robot arm that can be programmed to do whatever and moved around on tracks.>Dare I hope for vehicles?Nope! Devs are resistant to anything that might actually close the gameplay loop. Silly toys only.
>>502712654thanks, I was wondering how to optimize kovarex processing
>>502712316How powerful is one legendary thruster? How many regular thrusters does it equal?
>>502713163waterfall designs are very easy to deal with but ideally you'll process fruit at the same rate it's being produced and then have some timing setup so you only process the fruit when it's in demand, i.e the other fruit is being harvested or processed
>>502712654>>502713089>>502713295>centrifuge does nothing while the input fills up>optimizedjust let the buffer fill
>>502714320If I fill each to 80 there should be no downtime. Might as well try it right now
How to fix quality:>assemblers can take any quality ingredients, and produce an output based on that quality (e.g. all uncommon ingredients make an uncommon output, or with quality modules have a chance of getting it higher)>assembler recipes have an optional quality lock, kind of like when selecting a recipe right now but there's an "any quality" option>ALL quality filters default to "any quality" (not "normal quality") if not explicitly set - including assembler recipes, but also filters, circuit conditions, logistics requests, etc.>when mixed quality enter an assembler, the base quality chance of the output (pre module effects) is determined by an average of the ingredients (this may need some balancing to ensure there aren't too many recipes taking 1 super complex item and 20 iron plates that could be cheesed by using 20 legendary plates and a common complex item, but I'm sure they can figure something out)>quality science in labs lasts x times as long, and doesn't interfere with any other science in the same lab that might last less time>blueprints, item filters and logistics requests can be set to "lock quality", "prioritise high quality", or "prioritise low quality" (default), and have min and max quality settings (so you can do e.g. prioritise high quality, but use at least epic buildings and never lower; or prioritise low quality, use up to rare buildings and never use anything higher)>blueprints can optionally have that as a parameter you can set when plopping it downThere you go. I just solved quality.Now quality items can seamlessly go through your entire base, never deadlocking anything. You can choose where and how you restrict your quality or filter it out; and anywhere that you don't explicitly restrict it, adding quality early (or anywhere) in the production chain will just give you free extra outputs and better things, without causing any logistical headaches.
>>502714550Nope
>>502714456embrace the korarex buffer, only throughput matters
>>502665323Yes definitely, especially if you're aiming to go up two tiers or more.
https://mods.factorio.com/mod/Rocs-Hardcore-Space-Tweaks
>>502665323The short of it is that the more "processes" you send an item through, the more chances it has to upgrade for no additional resource cost. For the least waste you want to send an item to the zenith of it's build path before recycling.
>>502715119>my arbitrary autistic rules
>>5027134032.5Quality is largely a 'whatever' thing when it comes to general Factory builds, but in space, where space is premium, it really shines.
>>502715119>No undergroundsNah, I'll pass.
>>502715363So only 2 quality tiers are needed: normal an space-grade.
what diseased mind could come up with these nightmares
My first ship.
>>502715820based, bots are cheating
I think SE broke my brain. Every time I have to build a new production line I'm like>Well, I'd better wildly fucking overbuild it over the period of 3 play sessions or I'll regret it later
>>502715969Those wings are going to get destroyed
>>502674223Having different priority over purple is definitely useful. For example, I have a nuke setup, and I want bots to feed my fuel rod assembler. Needs fresh uranium but I want my bots to first go take the uranium from my waste reprocessing centrifuge. So purple for waste uranium and red for fresh.
>>502716285That's fine. They're mainly just for while it's in orbit fueling up and filling the water tanks; the fission reactor is planned to be the main powerplant.
just wondering, is there anyone at all using green chests? what's the use case?
>>502716661yes, wherever you want buffers.
>>502716661>what's the use case?buffers
>>502716661I do for my seeds on glebaHelp me keep a steady reserve while I burn the overflow
>>502716661they are perfect for wall defense supplies at roboports near your wallsalso good for rocket silos and resources that you send up a lot, makes it so that bots don't have to travel super far when loading the rockets
>>502715820Why are your colors so weird
>>502715820might as well dump aquilo science there.
>>502716954>makes it so that bots don't have to travel super far when loading the rocketsdid 2.0 actually make bots take from the closest chest?
>>502717318blue light filter such as flux
>a single fucking metallurgy pack per cycleI love Vulcanus but FUCK YOU!!!!
>>502717553seconding this question
>>502714780Prove me wrong
>>502714129How do you even estimate fruit production rates?
>>502718139it's still the cheapest science pack out there, step it up nigga
>>502718409see >>502714780
>>502717553>>502718214I have 2 chests of space platforms and they usually take from the closest, but that's not empirical evidence of anything.
>>502718139Just make more foundries? Between big mining rigs, nearly free power and foundry productivity it's not like you're gonna run out of resources.
>>502709130shit namesseveral ways that quality intuitively should work it doesn't (better seeds do not produce higher fruit)inability to mix or downgrade means any midpoint quality becomes nightmarish to handlerecycling as a means to improve quality is stupid and also dumb
>>502718453production screen
>>502718486>>502718652Costs a lot of tungsten though and all I'm seeing is 300k patches.
>>502718954is that really a problem on the planet on which you unlock mining drills with 0.5x depletion rate at normal quality?
>mfw large-ish scrap island generated with three(3) scrap patches almost merged together for a total of 48M scrap right next to spawnwewit's about the same distance away as my 14M patch
>>502718954Those will still last for a long time when you use big miners. Also 50 tungsten carbide ain't that much.
>>502705725Kovarex seethes here quite regularly but doubt you will get anything trough him. He doubled down when quality was mocked.
>>502712654Upon further inspection I've determined a weakness to this design.Because it only attempts to output 235 for one tick upon recipe completion, if the output belt becomes saturated then 235 will perpetually build up in the machine and then the transfer chests. 238 will be purged from the transfer chests due to the limiting of the input 238 so realistically this will only become a problem after a buffer of like 4.8 thousand 235 has been produced.Can solve the problem with an arithmetic comb to pull out contents from the machine above a certain threshold, or by making a system that always carries away product at all costs but honestly this shouldn't ever be a problem.
>>502719141Vanilla resource generation rates?
>>502719587>but honestly this shouldn't ever be a problem.you are using circuits to micromanage assembler inventories on buildings with beaconstacks, we are well past this.
>>502719587no wait, why bother with the combinator, I can just read contents and deactivate at the right amount.
>>502710061yea IDK why the fuck did they change quality to use recipes that EXCLUSIVELY take a specific rarity components
I think I'm gonna need a lot more chests
>>502719776Yes, I went with completely default settings for my first SA playthrough.The surrounding patches are 8.7M (the closest one to spawn), 14M, and 10M.There's another double-patch worth 23M also around the same distance away, but it's on the other side of spawn (and a bit less impressive). The 48M triple patch is right next to my factory island.
>>502719870because the relative worth of various components is something they'd have to specify, and it's also different on different planets
>>502719870I'm guessing they were too lazy to figure out how to balance mixed-quality ingredients.But honestly having them get destroyed and the craft using the lowest quality from every ingredient would still have been a better solution than now imho. Then you still have to filter if you wanna actually make use of the quality, but if you forget to filter (or if your quality mall buffers are full) it wouldn't deadlock your factory at least.
>>502719870Because retards would twist their willies over losing the quality gacha even more.
>>502719870it used to be possible but playtesters would output everything on the same belt and then seethe when their quality intermediates would effectively get voided
>>502716661There's literally no reason not to put one next to the launch platform with everything you intend to shoot into orbit. Unless you managed to plan your factory such that all end products for shipping somehow get put into a red chest next to the silo, I guess.Robot delivery speed becomes a huge bottleneck for interplanetary shipping in a lot of cases, green chests minimize that.
>>502720390This makes sense, since silos only start requesting once the rocket is ready to launch. Which itself also makes sense because while the rocket is waiting to be built, the space requests might change completely - such as a different space platform docking - so if silos requested at all times they would've been at risk of end up full of garbage items in there.
>>502720329>playtesters hate quality>the solution is to make it worse and not playtest any more
>>502714780ok kovarex
>>502716661In the main game their only real purposes in my base is to set up a quicker personal logistics resupply when I ride a train back to base, and I sometimes use them to have bots carry uranium power cells closer to nuclear reactors so that the reactors are fed more promptly. I rarely do it but you can also use them for remote construction prior to getting a spidertron.Personal logistics and construction are the primary uses I'd say. They still aren't as esoteric as an active provider chest.
>>502720694kovarex likes quality and for 90% of the DLC his opinion of what is fun is what mattered, a ton of mechanics were scrapped and redone and fulgora was redesigned entirely because he personally thought it was too grindy
>>502720878Active providers are very useful on fulgora (assuming the "main game" includes the expansion). Basically anything that is fed by a process that you don't want to deadlock.Used nuclear fuel cells are another candidate for active providers.
>>502721069active providers still deadlock after they fuck up your whole bot network, use buffer chests instead and actually have a place for the trash to go.
>>502720694how did quality work before they changed it?
>>502709068who?
>>502720948I hate him
>>502721448>how did quality work before they changed it?you could "waste" your quality stuff on a lower tier output
It's done, normal quality double fusion reactor isn't enough and buffering on belts is ass
>>502711693yes, the module degrades, therefore you have to build a new one. just like... fuel gets spent, therefore you have to build new fuel. It's fuel. You made a fuel, but like kovarex it outputs a new shittier fuel at the same time, which can be used as shit fuel or reprocessed into good fuel.
>>502721853nice beacons but you need legendary inserters to make use of them
Is there any mod or editor where I can test building my spaceship? Ideally with asteroids so I can test its weapons, would editor extender do it?
>>502722124They only have uncommon speed modules so everything works fine, rare stack inserters are enough
>>502722294save game, launch ship, if ship blows up->reload
>>502715969bro you put a gigantic ass-parachute on your ship, it's going to be slow as fuck
>>502722360poor ass nigga
>>502711316You are making me want to continue my save...
>>502721516
>>502721853Why would you use normal quality reactor in the first place
>>502718139really? It's like 10 machines for 60/min, vulcanus is easy mode.
>>502721389How would buffer chests prevent the network from deadlocking?Trash overflow needs to be voided yes, but that has nothing to do with the chest type you use.What I use is a requester wired up to a few combinators checking the contents of my logistics network, and requesting any overflow beyond what I want to store. Would using passive providers + buffer chests (instead of actives + storage) avoid the need for an overflow voider requester like this?
>>502722008>yes, the module degradesNot yes, actually. No.NTA but try reading it again, third time's the charm.
For higher quality modules, what is your setup? Do you roll for quality at tier 3 or at all tiers? Quality chip production? I'm not sure which is the best.
>>502722610Aquilo is yucky, uncommon is the best I can do
>>502706013the game has repair packs bro
>>502719870I bet that internally, quality breaks up into 5 different items. It's insanely fast to check "is this equal to x?", rather than "check if it's x or y or z" or "is this x but also has the right quality" since that's massively increasing the number of tests per inserter tap.The simplest fix is to have a machine that eats item quality. Add the item, some stone, and grind that shit down to normal tier. No more legendary ice clogging the water furnaces.
>>502723048I dunno anon, I think I read it better than you. In fact I've read it so well that it's been recycled into higher quality core concepts that you can't seem to grasp.
>>502720948based
>>502721853you can afford red ammo
>>502723741The simple fact is that that anon never talked about modules degrading, ever
I think I'm just going to add the auto unlock legendary and epic mod now that I beat the game modless to new playthroughs. I don't think segmenting off the further steps behind tech is a good idea especially when one of those techs is effectively postgame only. It'll be more fun to have them unlocked from the start
>>502722294>would editor extender do it?Probably, but you can also just do it with the vanilla scenario editor.
>>502708427>unless you are really struggling for enrichedI have 1 centrifuge going and I have a chest of reactor fuel that I will never ever use. I just shovel it into my reactors and keep them at max temp.
>>502723048ntathe machine degrades, not the module, yes?then the quality machine itself is fueland it outputs a low-tier machine, to be recycled with quality modules, and turned into a good machine againit's still stupid
>>502723910yes, and? The machine slows down unless you feed it fuel, in this case with the form of legendary virgin sacrifices. At that point, just make a super module with spoilage.
>>502709068what anime
So we all agree Gleba is the best planet, right?
>>502723330>I bet that internally, quality breaks up into 5 different items.it doesn't, a major deciding factor for the design of quality was allowing an upgrade path for buildings without registering a gorillion new prototypes/entitiescompare it to any "experience for buildings" mod which will do pic related and even hits the engine limit for registered entities for large overhauls like py with 100+ new buildingsat it's core, quality level is defined by a single uint_32
>>502724691Fulgora was my favorite, but Gleba is pretty fun too. I really don't get why so many retards cry about it.
>>502702641>maintenence >non annoyingImpossible. Also whatever you come up with will be abstracted to a roboport that you feed with replacement parts. It's not very interesting. There is no getting around this, that is just the optimal solution to any maintenance mechanic.
>>502723864Copper is too annoying to make in space. Red ammo triples the resource cost for not even doubling the damage.
>>502724691of course, anyone who disagrees is a brainlet
>>502724858they're probably afraid of biters too
>>502724691Yeah it's a fun challenge. I would love to export plastic from there, but with only 1000 per rocket I don't think the cost-benefit is worth it.
>>502724905I just allow red and normal ammo to live in the same belt and don't care how much red is there or not
>>502725032Late game is all about rocketsI literally make all my plastic on Fulgora and just ship it everywhere
>>502725196you get coal from platforms?
>>502725343Coal Synthesis
>>502725032Ah, but might it be worth exporting legendary plastic?
liquids can't be quality so the fact you have to micromanage quality of the ingredients going in is retarded
>>502724395Yes, sure, you can put it that way. I guess it's still a moderately interesting idea because a building as fuel is more complex than feeding an item as fuel.But I suppose only as complex as recursive blueprints is to use.>>502724509Nope, still wrong. See above, the other anon can actually read
>>502725196Are you sourcing all your blue circuits from fulgora scrap? I feel like with all the production bonuses, at a certain point it is better to just make them, rather than scale up scrap mining 100x
>>502725382Yeah that's true. I am still filtered by quality, I'll do it post game once I have legendary quality unlocked.
>>502725596I make all circuits on VulcanusOnce you set up automated Plastic rockets (the most annoying resource on Vulcanus), it's very easy to mass produce everything there
Bots or splitters for stuff like Mining outposts/recycling for ups?
>>502725596>production bonusesthere is an infinite scrap productivity research
>>502725761coal liquefaction is ez thocoal is abundant and you get more quality out of it because of miners
>>502725930>coal is abundant??????My shitty starter volcanus base is eating coal extremely fast, and it's just making science and rockets to get the science off planet.
keeping biochambers fed without bots has stumped me
>>502724905Yet you're making explosive rockets?
>>502726385>circular belt that splits off spoilageIt just werks. Sure, most of my nutrients spoil, I don't care.
>>502726385Nutrients have equal spoil time to the other ingredients, just make a main bus that circles around itself
I really wish I fit in more cargo space on my space truck before losing all available space to belts and shitcan't be bothered to start making my aquilo truck yet to fix this
>>502726385belts work fine, shocker
>Gleba science packs spoilWhat the fuck?So you basically have to move your entire science setup to Gleba?
>space truck
>>502726361lemme see your coal consumption plox
how much explosive dmg research do I need to 2-shot bigs
>>502726808or you have to have a ship that can go between planets in less than an hour
It took me 10 hours before I figured out you could just burn surplus items and spoilage on Gleba
>>502726808Are you worried about wasting infinite resources or something?
>>502726808No, you just have to ship stuff to nauvis and consume it in a timely mannerThe game make it pretty explicit too by unlocking biolabs on Nauvis
>>502726808No, you just need more beakers overall to compensate. Best labs are locked to Nauvis anyway.
>>502726917With yellow rockets, 12
>>502726917stronger explosives 98
>>502726808So what? Just have have a fast ship that constantly delivers fresh packs and filter out the spoilage from your science belt. There's no reason to worry about losing some packs by spoiling as resources on Gleba literally grow on trees. When I'm not researching something that needs Gleba packs, I just let it all spoil and burn it.
>>502726475The AoE damage will pay off and a few more levels in explosion damage will make them as good as regular rockets against single asteroids.
>asteroid grabber filteringgay and retarded>asteroid reprocessingbased and industrial pilled
>>502727908you don't want a grabber filled with metallic asteroids when you need calciteyou'll figure that out on your own when you start making platforms
>>502722598it just keeps getting worse and worse and
>>502725558try making an idea that isn't so shit next time, it's impossible to read with my eyes bleeding
>>502724770its*t.esl
>Unlocked uranium ammo>forgot to allocate space for it in my supply wagons and need to retrofit every single one>>502727908bigger please
>>502679919I mean, I feel 1 rare spidertron with rare modules and enough rockets can clear everything within a 1k mile radius of any operation you could build. I honestly dont get what could actually destroy a sidertron with good equipment on it.
>>502681442I put everything related to uranium on a separate base way away from my main power hub. Its just too much of a pain otherwise.
>>502728701Do train groups not set wagon filters?
finally took the landminepill, have never felt better
>>502728023I have 9 crushers set to recycle them if I get too many, so more metallic inevitably ends up being just enough ice, or whatever. Works for me.
How much of this stuff will I need to produce.
>>502728701https://files.catbox.moe/0udg77.png
>>502729140more than you anticipate
my previous spaceship was lacking resources, partly because it wasn't wide enough, and partly because the chunks would get crushed on the front.now i collect so many chunks that i struggle to get rid of them fast enough.also, weirdly enough asteroids don't spawn towards the bottom.
>>502728998I kinda fucked my wording.At the very least I'll need to change the shopping list on the constant combinators at every stopFrom there I need to change the conditions and reserved slots on the trains, I should have done that when I was setting it up.
>>50272914050-100% of all of it you use will be returned to you with reprocessing. That being said, you will need a lot for a few recipes and you will be barreling a lot if you want to expand fusion offworld, which, spoilers, you will with it being the best option for space platform power if nothing else.
>>502729089don't stompers break mines without detonating them?
>>502729521Wait, do they? fuck
>>502729228From what I see it's kind of like SE thermofluid but without being slapped on every other recipe, and it doesn't seem to consume that much of the original input that's why I'm unsure, but I'll get four just in case, I guess. >>502729486I see, I haven't even setup science yet to research it but probably better to overproduce if it's that good on ships then. Thanks anons.
>>502729201Appreciate it
>>502729570they will break mines while aggroed, but not while traveling. So mines have to be far enough away to kill them before they get aggro'd.I haven't tested this myself but this is what others have said
>>502729140More than that.
Huh, so shipping uranium ammo by rocket is more efficient than shipping u-238
>wagon ghost is straight>wagon in parked position is not straight enough to unloadThe fact that this can even happen is embarrassing
aquilo is actually hard, damnwhat do I do with excess ice
>>502730224Oh it loads/unloads the doors just don't open I guess it's just a visual bug.
>>502729089i will not bet my life on it, but im pretty sure that mines can trigger at the same time, before killing the target - that means that you waste mines by placing them so closeand yes, they are rather effective
>>502730354platforms, until you feel the need to start making science, then you'll be dumping ammonia for extra ice
>>502730446They only baked open door textures for cardinal directions
>>502730354bro your recyclers?
>>502730354Make ice platformObliterate the excess into recyclers
>>502731101IM WORKING ON IT
>just start playing>know little about production chain>running out of room>make some trains>unlock electric furnace, toss quality module on new drills/furnaceIf all parts are rare, is it 100% chance to be rare? If I make epic drills, do they make epic ore with epic modules? >filthyfrank_banging_on_pans.mkv
you need just as many biolabs as you previously had regular labs, right? since they're twice as fast but consume half as many packs
>why cant i dump stuff into the aquilo ocean like i can the volcanus ocean?>YOU JUST CANT OK!
why can't I capture this biter spawner with the capture robot
>>502731281alt-click an item to bring it up in the factopediahover over the little blue diamond to see what quality effects
>>502731281>If all parts are rare, is it 100% chance to be rare?Yes, but you have to set quality recipes manually. If you just make miners and furnaces shit out mixed quality into a factory not set up to handle it it WILL deadlock>If I make epic drills, do they make epic ore with epic modules?quality is decided by quality modules, not the quality of a machine. A drill with 8% quality from modules would yield 8% uncommon ore, 0.8% rare, 0.08% epic and 0.008% legendary (once unlocked)higher quality drills deplete resource patches slower>>502731519also this
>>502729987How about this then.It's tillable even.
>>502717318nigga taking photos of his fucking screen
>can capture biter spawners but can't move them afterwardswhat's the fucking point
why is this fucker on a 2x2 grid
Gotta flush molten metals to get production science flowing again...
>>502731774MORE
>>502732261because god forbid you load or unload a train directly adjacent to it. it would simply ruin the game.
>>502732468
>>502732572MORE
>>502732261to make you produce legendary long inserters
>>502732717Have mercy on my bots...
>>502686382What did you do NIGGER?
>>502732206To make one (1) captive spawner I guess
>>502732261snow leopard
>one blue belt of calcite is enough for 1125 productivity 3 foundries
>>502713242It's definitely compelling to play. I like the way they went with the controls/UI, kinda SS13-esque. I'll probably mess around with what's here for a while. I know the game is called STATIONeers, but I like my spaceships, and also the difference between a station and a ship is kinda philosophical, as Space Age has demonstrated. You can just slap jets on something and fly it around like some space surfboard made of junk
>trying and failing to travel to Aqulio at 90 hours inMy enjoyment of this game is ruined by the knowledge that others have done it faster than me
>>502733745Stationeers, but with slightly more advanced tech (drives and reactors and such) would fuck hard. Building a ship with that games systems, uhg, porn.
>>502733384time to start building
>>502734136Nah ur fine bro.
>>502734207Yeah, and then with Kerbal orbital mechanics for the flight stuff Computer, please make me a game like that
The only things I make with quality are beacons and modules
>>502734490Would be really cool if one of you fucking nerds just did that (without a terrible sense of aesthetics and endless minor updates ultimately resulting in no actual content)
is baking not automated? baka
Can a bot make the new thread
>>502734662can you even make a high quality bitter egg to get a quality prod 3 module?
>>502734136The longer it takes you to beat the game, the more fun time you have :)
made some tileable ice platform manufacturing the missing heat pipes are being shipped
>>502735079>>502735079>>502735079
>>502726808It's fucking incredible how Gleba is filtering people like thisThe 'No Gleba' mod has 10x more downloads than the other two planet removal mods combinedYOUR SCIENCE IS MADE OF RESOURCES THAT ARE INFINITETHEY LITERALLY GROW ON TREESIT IS EASY AS FUCK TO MAKEIF EACH PACK IS WORTH ONLY 50% WHEN IT ARRIVES ON NAUVIS THEN SHIP TWICE AS MUCH
>>502734286I was doing some calculations for an infinite research kilobase and being able to convert 1 belt of ore into almost 4 belts of plates obviously wasn't hardcore enough, you can also do it up to 250 blue belts worth of plates with one belt of calciteI do wonder how many ice processing stations you'd need over nauvis for that to be viable with only ore
>>502709130The only really annoying part is inventory management. For factory itself just filter all the shit and you're golden, but for your character it's AIDS as soon as you step outside a well setup logistic network.
>>502702095Depends. If you're really just trying to max out your effective science productivity, it's probably best to eventually use a mix of both once you have high enough quality T3 modules. But that would be a bitch to manage.
>>502735131Bad design is just bad design, doesn't matter if it's effectively infinite if the process is SHIT.
>>502691667seconding this. Is the only option to use a second combinator? I don't wanna
oops
>>502733097Unironically, probably because of Earendel, yes.As can be learned from the recent FFFs, the internal logistics of the landing pad act like a station, and cargo pods are essentially their 'trains' per-say. Stands to reason, Earendel hijacked it to be train-grid aligned so he can use the same prototype's functionalities to build a revised space elevator for SE, which is based on native SA engine functionality.
>>502733384Foundries are fucking hilarious. I ripped out my Nauvis main bus smelting blocks and replaced them with foundries because they literally give a 1:2 ore:plates ratio.
>>502728701Just use flamethrowers
>>502729521>>502729929What the fuck, how does that make senseThe entire point of mines is to get stood onIf the stompers are too heavy and break them, then there should be late-game heavy mines or something, and also there is zero reason they should work at all when not aggroed
>>502731774>It's tillable even.aquilo agruculture booming
>>502710163Wait are you just doing that from asteroid reprocessing? Based on the quantized steps of your ore graph it certainly looks like it. That is weird, it's like pulling quality from thin air. Then again, asteroids are pulled from thin air. I noticed they disallow productivity for asteroid reprocessing so it's not like they didn't consider this partially, but also seems a bit cheaty.
>>502744780>Wait are you just doing that from asteroid reprocessing?Yes