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Previous >>502967349

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

List of commonly discussed /egg/ games:

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

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

Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Mito
>Oxygen not Included
>Pajama Sam's SockWorks
>Workers and Resources: Soviet Republic
>Satisfactory
>Shapez

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

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

https://fromthedepthsgame.com/
Satisfactory posts need to be spoilered

Games that are /egg/:
>Minecraft

OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter

Current /egg/ hosted servers:
>Factorio - ask in the thread
>>
>dies
faggot board
>>
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I've grown bored of Fagtorio. Who wants to join me in colonizing a server in Menengitis or Rust?
>>
Everyone is like "Bigger Rockets! Bigger Rockets!" but I kinda want smaller cheaper rockets for when I forget one thing on the spaceship that holds the entire thing up
>>
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https://mods.factorio.com/mod/train-loader
try this out
>>
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>>503097961
I pretty much abandoned my nauvis base and all the ore patches ran dry. Even space ships, I started building at Vulcanus. So it's a little weird looking at this huge nauvis base with no activity.
>>
What do I need more of? Constructobots or logistics?
>>
>>503100393
>Rust
Damn I suck at headclick FPS shit, but I wanna go hard with the base building in this at least once
>>
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The real problem with turrets is they just can't compare to minigun turrets because of the reduced range, which is a major problem

I really thought I had fixed everything with minigun turrets
>>
>>503101203
Logistics fo sho. I was thinking maybe 2:1 when you have low hundreds number of bots but I dunno really
>>
>>503100914
imagine the horrid amount of deafening sound from this
>>
>>503100714
What is the benefit to this over building your own train loader mechanism?
>>
>>503100714
i still hate the 1 0 2 locomotives. just put them in order my dude
>>
>>503091180
>anything you use to dps yourself
Just unbind "Shoot selected" and stop DPSing yourself.
>>
>>503096085
I unironically think getting a guide to starter kit is cheating. Take a ship that can reliably travel back and forth and discover the planet by yourself, ship yourself anything you end up lacking. It's a unique experience that you will never have again in any future playthrough because you'll remember exactly what you needed.

Right now I've gone to fulgora and vulcanus and on the former, I only had a stack of bots from my platform, and I was still new to space so I wasn't confident enough to send it shipping back and forth. So I got to build from almost nothing, except for using logibots right from the start which felt like an accomplishment of my own foresight, and not just something that trivialised the game because I happened to read the right tip-and-trick. (It also helps that fulgora is the easiest to bootstrap.)
On vulcanus I tried to prepare better but turned out I was still missing many basics. So I sent my platform back and forth like three tiimes to bootstrap myself faster.

If you really, REALLY want a guide, pack pumpjacks, pipes, chemical plants, and steam turbines - the 500*C kind, and like one solar panel; this will allow you to kickstart power. Then normal infrastructure shit: belts (+undergrounds +splitters), a few miners to get started, inserters, power poles, pipes, a few electric furnaces, a couple stacks of each circuit, and in particular grab a few stacks of electric engines and refined concrete. You'll end up producing everything on-site anyway but this is what I'll be taking as a starter kit in future playthroughs to have an instant fast start.
>>
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people really be playing this game without the convenience of bots the fools
>>
>>503101782
faster to set up/more compact/simpler/more UPS efficient
>>
>>503102093
bro your roboports for charging??
>>
>>503101807
I'm remaking the UI entirely where it just has checkboxes next to each number up above but it's not finished yet
>>
>>503102093
ill admit, I caved. there is no way to automate repairing turrets and all it takes is one behemoth spitter to spit once per wave, and a few attacks like that later the turret dies, so I had to make a roboport for repairs in my SE vitamelenge planet
>>
>>503075165
>It does not concern me because performance on even potato x86 computers is fine
It really isn't. Now you need at least a rutabaga.

I had a NUC with an N3050 (dualcore chromebook chip), and with pretty much all graphics settings turned off/down, 1.1 ran 60/60 up to about rocket launch. (Actually building out a basic 75spm continuous base, including space science, would definitely bog things down to 50 UPS or so, unless you deliberately rebuilt everything UPS-sensitive megabase style.)
I also played Nullius with GTTS set to 24fps, and wound up with a 1k eSPM base that would just barely hold up to 23-24ups, so long as you walked away from the factory and shrunk the window to minimize rendering load, lol.

But 2.0 was only running about 20ups on the main menu animations, or in a new game. Could've salvaged plain 2.0 with GTTS set to 15fps or something, probably, but I figured full Spage would've been too much. So I finally bit the bullet and built a new computer.

This is not a defense of macs or the people(homosexuals) who buy them, nor a defense of my own masochistic adventure in seeing how much I could do with how little computer. I'm simply pointing out that, on genuine potato-tier hardware, 2.0 really is a huge step up in rendering load from 1.1. There's a reason 2.0 didn't launch on the Switch.
>>
>>503102886
Huh, fascinating. Especially if you were able to play nullius of all things, I'm honestly very surprised SA is such a bit step-up.
Had you ever tried pY on the NUC?
>>
What's the best way to reorganize my factory besides using a removal plan whitelisting roboports, poles and chests?
>>
>>503103117
Nuclear bombs.
>>
>>503103117
leave the previous factory as-in while you angry ghost the new one on top
>>
>>503103117
Build a new one
>>
>>503103117
make a train with tons of rails and go in one direction really far, build new base there. commute to starter base.
>>
>>503103117
This >>503103741 and use your old base as mall.
>>
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Annoy array of refineries set up to replace smelters. Love it..
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>>503104493
>>
>>503104938
this but unironically
>>
>>503104938
How do you feel about sandwiches?
>>
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>>503104938
Look at this beautiful sunset
>>
>>503104493
Game?
>>
>>503105201
it's dyson sphere program. don't listen to any trolls
>>
>>503105201
Factorio for non poor people
>>
>Early Fulgora
I fucking LOVE constant minutes of downtime because lightning RNG fucks me
>>
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>>503106078
that thing is almost as dense as this anime avatarfag that likes s**********y
>>
>>503106269
?
>>
ice should spoil into nothing within 15 minutes anywhere that's not space or aquilo, for maximum suffering.
>>
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Before I attempt to go to Aquilo, could someone please explain to me how to automate science to be sent from one planet to another?

The best I have so far is I have a space platform without thrusters, and Nauvis will have a request of 3000 space science, so it is always pulling from the platform to provide to the labs.

What I want to know:
>How to continuously tell one planet to launch rockets of science to a taxi, and how to keep them providing to my main base.
>How to have Gleba only provide the freshest science and biomass to a taxi (bots tend to pick random ones)
>How to have a 'request' service so I could let's say on Fulgora request a Big Miner from Vulcanus, or Vulcanus request an EMP from Fulgora.
>>
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>>503100714
Really cool stuff.
>questions
Can you explain why I should use this mod? What's the purpose?
Is it to have only one chest per wagon instead of the usual 4-12? Can I still use 6 inserters per side?
>UI
Consider replacing the -/+/1/2/3/4/5 buttons with two simple number inputs (I say simple but UI is anything but). For loader # and loco #. I personally use 3 locos per train.
Would be cool if you could parameterize them when placing the blueprint.
>Model
I'm not saying it's ugly because I've seen what Bob's mods consider acceptable. It's just that it clashes a lot with factorio's style, but I think you already know. Why not either use multiple fluid tanks stacked on top of each other, or take the modified rocket sprite approach? I feel like it would look more rugged and "factorio-like".
>small typo
I will l be balancing it later

Very good job anon, I've seen Blender's UI and wanted to kms immediately, I hope you will keep making mods.
>>
>>503106952
I have a billion ice clogging my Fulgora base so that would be very nice.
>>
>>503107228
>Can you explain why I should use this mod? What's the purpose?
really it's just a remake of the original bulk rail loader mod, redesigned to look more like a proper train loader, also more UPS efficient. that being said it makes train loading a lot faster/simpler/more compact. no more having to balance 6-12 chests per train and so on.

you can still use 6 inserters/loaders per size

also it's the first thing I've ever made in blender
>>
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>trying to make an assembler that automatically crafts things if I run low on them
>can't exit full retard mode
>think this shit would be easier if I could just use a written list of conditional statements to control everything
>mfw I realize programming is easier than electrical engineering
>>
>>503104493
>>503105087
Nice factory.
>>
>>503097961
Yeah you're burned out man. Happens to the best of us.
Monkey brain wasn't made to play 12 hours of computer games a day.
>>
>>503107732
>per train
per wagon*
>>
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Maybe I should construct another layer. It's getting a little tight.

>>503107907
thanks bro
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>>503102093
It just works
>>
>>503103102
>I'm honestly very surprised SA is such a bit step-up.
Not SA, plain 2.0 -- I don't know whether Spage would've made it any worse, but I hadn't installed it yet.
And I was surprised, too.

>Had you ever tried pY
No.
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Is there no way to read the amount and type of fuel in a machine?
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I fucking LOVE trains man
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>>503108857
setup a memory clock connected to the inserter using an sr latch
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>>503101807
>>503102428
decided to fix the order
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>>503109637
That won't work, I have no way of knowing how fast fuel is burned in the machine unless I have it working at constant rate, actually I could do that, it will work if I know how fast fuel is burned, just need to insert at constant rate then
>>
>>503105087
skyrim is prettier
>>503105893
>lightning RNG
How? Even a few lightning collectors to cover a medium sized island lets you power dozens of megawatts. The bottleneck seems to almost always be accumulators, but when you've only got a handful of machines (a couple of miners and 3-4 recyclers) then even a few accumulators can go a surprisingly long way.
>>
>>503110559
but why? just shove spoilage out and nutrients in as much as possible
>>
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I wanted to build snowpiercer to go around the map and collect shit but then I realized this thing is kinda big.. I'd have to build enormous train stations everywhere...
I think I'll just send it to the desert and back.

>>503110674
You are prettier
>>
>>503105893
>RNG
Build more, if your island isn't covered in power poles are you really trying?
>>
>>503105893
you realize that the lightning storms are on a cycle right?
>>
>>503110745
I'm designing a startup biochamber that will keep bacteria alive indefinitely and will seed production lines with live bacteria after idling.
I want it to burn as little bioflux and nutrients to keep bacteria alive as possible.
>>
>>503110907
Do the train cars have unique contents? Then you could make smaller train stations with empty platforms.
>have to build enormous train stations
great! out of space? go vertical.
>>
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Is it possible to clean this mess up?
I want my base to look cleaner
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>>503111589
place a bunch of belts, or any item, delete belts/item.
or clean floors mod
>>
where the FUCK is my video, Daush?
>>
>>503107137
>science taxi
platform has provider planet (e.g. fulgora) as station, requests a payload of science (e.g. 1k? up to you), station condition is until all requests satisfied. planet surface has a silo set to automatically fulfil requests (and your science is available to logistics network)
platform has destination planet (e.g. nauvis) as station, station condition is until science = 0

>gleba
I haven't done gleba yet but if you have sorting on-planet to only load fresh science, then you do the same on your platform but instead of a logistics request your station condition is just science > 1k or whatever

>request service
this is not easy to solve same as how requests with trains are not easy to solve, which is why LTN existed. with 2.0 this is easier with trains but still not obvious unless you're already good with combinators.
I actually don't know if it's possible with platforms because the logistics connections are different with them
anyway what I do instead is just have platforms always deliver some amount of buildings from that planet, so you can always request some if you want. you can also use nauvis as a hub so e.g. your fulgora platform will keep a stock of EMP on fulgora and then your vulcanus platform can always load up a few stacks, then if you request some EMPs on vulcanus
>vulcanus platform, on its next run, drops them off from its inventory
>goes back to nauvis and loads back up
>nauvis now has an unfulfilled request, so next time fulgora platform arrives it refills nauvis
>then when it goes back it refills itself
costs a couple inventory slots in the platforms to just keep buildings stocked like that but it's good enough for me
>>
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>>503111459
This is what I did to limit bacteria. The belt only enables when copper ore in network is low. Same with Iron ore. Ignore my spoilage, base is idle I'm at Aquilo.
>>
>>503111875
This. I need to know what's my opinion on SA is.
>>
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>>503111506
Anon, do you have any idea how fucking tedious it is to make those enormous stations?
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>>503112183
>The belt only enables when copper ore in network is low
How do you prevent all bacteria from dying when there is no copper demand for a while then?
>>
>>503112310
You're the anon who refuses to use blueprints, right? I thought you were into that kind of stuff
>>
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>>503112532
I don't refuse to, I just only use em for rails..
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>>503112532
>Train stations
>blueprints
yeah, it would be nice if they fit into a blueprinter, huh
>>
>>503107137
>have ship
>set ship to request shit
>set ship to travel between 2 planets
>on planet that produces science: set silo to accept platform requests
>on planet that receives science: set a request in the cargo pad
>>
>>503113013
I don't play the game, are you saying you can't blueprint stations? lmfao is that real
>>
SO /egg/, how would you have fixed the final planet of the game? What kind of gameplay or challenge would you have liked there?

Personally I think it should've either been the best place for megabasing, or required a large base to supply endgame resources. You've just got vulcanus, fulgora and gelba, you have all the shiny toys unlocked for building gigantic factories, make the last planet a production/throughput check requiring an actually large base using all your shiny new stuff.
>>
>>503106078
DSP is so kino
that game and its devs have done more for chinas reputation than all their decades of propaganda effort

>>503113118
the blueprint designer is limited in size so blueprinting big things like train stations is not possible
>>
>>503111875
It's probably done by the end of the month.
>>
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Time to find out if snowpiercer can climb my towers..
>>
>>503107794
I can post my retard setup if you want
>>
>>503101413
I've modded some turrets, want to discuss turret balance?
You could tweak the range of your gun turrets. What's the problem with your minigun cannons?
>>
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>>503112434
I don't care if there's no bacteria. I care if there's no ORE. Ore is useful, bacteria just makes ore.

If ore gets low, I start up the bacteria gen, that gets fed into the bacteria loop as much bacteria as you can loop. it's two "grids". overflow rots into ore.
>>
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>>503109326
I am unbound
>>
I just bought from the depths and holy fuck, the tutorials. So much shit to learn. How fucked am I if I try to just go in blind?
>>
>>503113118
Only tiny stations fit iirc
Blueprint designer is just too small, for example our roundabout blueprint is just a quarter section of roundabout that needs to be placed 4 times and connected together, it's still much faster than building it from scratch but it would only need to be 8x8 foundations instead of 6x6 to make one piece roundabout possible
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He can.. but super slow.. and he's empty.. fug..
I might need like 5 trains to pull this asshole
>>
>>503114178
Do you really need all six bacteria spawning considering you only need one to kickstart the entire thing?
>>
>>503113421
you mean aquilo?
before 2.0 i thought it'd be an underwater planet
honestly it would be cool as this kinda multiplanar planet, some stuff on the ocean surface, some below it or some shit
>>
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It must be enough promethium storage even without any filthy belt weaving
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Snowpiercer can see my other rail from up here.. pretty...
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>>503110907
>only 16 train length long
get zooping bitch
>>
>>503114536
I'm getting there, man.. just.. I'm still working on it. Gimme a year
>>
>>503114481
the whole point of promethium storage is to haul it back to a planet and make the science there, so you don't have to carry biter eggs and quantum chips in space.
if you're making science on your ship you don't need promethium storage.
>>
>>503114474
I mean what currently happens to be aquilo, yes, but in general I'm talking about redesigning the concept of the last planet entirely. It's the final challenge pre infinite science after all; the equivalent of building a full rocket in non-SA. And there, the final challenge was to scrounge up enough production to be able to shit out all the LDSes and RCUs necessary to build the rocket that was much more resource-intensive than all previous science builds.

The idea of a niche, small gimmick planet being the penultimate challenge before victory just feels weird to me.
>>
>>503114448
No it's a waste, but I made a blueprint that's using param's for all biochamber recipes, and it's easier than caring about a bit of waste. Shit grows on trees and I limit the inputs base on the output's storage.
Apply the same idea to your ideal. Only feed the bacteria when ore is low. You dont need bacteria 24/7. One minute spoilage time is too annoying to deal with.pvg2
>>
>>503114178
I see you went for yumko fruit mash route, it's less efficient than doing bacteria loop so I want to skip copper bacteria from mash step entirely and just have bacteria looping around, problem is it only lives for 60 seconds so I need at least one biochamer to seed the production with bacteria.
>>
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Just getting started
Watching this thing start flowing is gonna be the most satisfying thing ever
>>
>>503114481
ok, /egg/ how would you nerf this?
>>
Man I hate how this empty ocean planet has so much ice and water and nowhere to put it. There's no place whatsoever, on this EMPTY OCEAN PLANET, for me to dump a few CUBES OF ICE. But luckily there's a solution!!!!! I can simply manufacture a complex and expensive device, in a special electromagnetic field, and then EXPORT IT TO ANOTHER FUCKING PLANET. Then I will use this device to magically turn 4 ice cubes into 1 ice cube, and then repeat this process. Thanks kovarex you're a genius! I spent 10 minutes looking at the ammonia-to-water ratio of different recipes because I was SURE they wouldn't want me to do something so STUPID but it turns out it really is that stupid. I mean you can spend some of it on cracking oil or making ice platforms, but that's inevitably going to back up at some point and then your whole factory shuts down because there's too much fucking ice so you stop making ammonia. The only permanent solution I can see is to use extra ammonia for solid fuel and then keep your heating towers running constantly even when their temperature is already 1000C but I hate that because it's going to drain my oil patch constantly
>>
>>503115037
You can only make promethium science in space.
>>
>>503115278
make the rocks stack to 10
>>
>>503115278
belt limit on platforms in a ratio to other objects
>>
Is 5 days a reasonable amount of time to start and finish a satisfactory run how large scale is it?
>>
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>>503115336
>>
>>503114131
>What's the problem with your minigun cannons?
Lag, for some reason.
Although it's a mix of that and rampant trying to attack from 10 chunks away with a force that just doesn't get mowed down before it can blow up the walls
fire biters basically destroying everything they come in contact with on death
>>
>speed chips throttle or fully nullify quality
>finding out two weeks after starting quality grind
sure wish I knew how to read
>>
>>503115841
don't worry about it too much anon, we get at least one person who made the same mistake here every day
>>
>>503115574
Since it's a 3d first person view game it's hard to scale. Making massive factories takes massive amount of time because you can't just copy-paste everything like in Factorio.
It will take 40-80 hours to beat it.
>>
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>>503115278
https://mods.factorio.com/mod/spoiling-promethium
>>
>>503115970
I'm just glad I realized this before I unlocked legendary quality since I haven't been to aquilo yet
>>
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My old train bridge looks mega ghetto compared to my new railway
>>
>>503115841
I learned about it late too.
I actually read it when I unlocked the modules, but quickly forgot because I didn't bother about quality until much later.
>>
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I just wanted a base in the middle of a lake on gleba and have bots pluck fruit off the shores but I can't find a big lake with both biomes.
>>
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Fuck.. I found nitrogen gas under my snowpiercer rail... now I'm forced to build a train station
>>
Does plastic recycling just not produce higher quality plastic?
>>
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>>503116556
Scout around a bit more, took me a while to find this
>>
>>503115724
I'm not good enough to help with performances but your turrets sprites look cool, from RP's collection of turrets.
>>
>>503115841
You can at most do 1 beacon to speed up overall per hour quality items but you're doing that at more material cost
>>
>>503117308
Oh those are light artillery turrets
>>
I cant make boats....
>>
Modular Turrets is fun.
>>
Honestly I'm this close to disabling rampant
the game strides to a halt at 5 fps when I launch a biter capsule in a test world because every single biter is enraged it's taking damage
that feels like what's making more damage than the turrets
it's a bit of a shame but after 30 hours having my only option be "well jsut wait until you can compeltely eradicate biters with one item" isn't that good
I think I might play around with the settings a little bit to see if anything can be done
>>
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>Finally come back to home base after conquering the 3 inner planets
>replace line of assembly machine 2's making green circuits off the main bus, with a train station that accepts liquid metal, and uses a beaconed em plant to produce a stacked green belt of circuits
Is there a better feeling in this world? I imagine this is how heroin must feel.
>>
>>503115336
how did you make it off fulgora?
>>
>>503102749
>caved
>to using construction bots
I find it hard to believe people like this poster actually exist.
>>
>>503118426
The way I see it, biters just represent an artillery shell/min requirement to your base, and increasing the biter settings/ installing biter difficulty mods just increases that number.

It also makes the early game exponentially more annoying, and incentivizes rushing artillery. I haven't done a increased biter run in space age yet, but if I did, I would speedrun a rocket, launch to volcanus, and let biters destroy the nauvis base, then main base on volcanus and come back to glass the planet.
>>
>>503115229
>Watching this thing start flowing is gonna be the most satisfying thing ever
Oh yes, one of the things I like about Gleba is how hypnotizing it is to stare at your base running with all the sushi and looped belts. If you get comfy looking at your kovarex, you are going to love Gleba.
>>
>>503120313
reread the post anon
>>
>>503099913
bros my shit is a total mess and i've reached production science and im still using regular belts havent upgraded anything

is it better to just abandon what i have and go find another place to build? it feels so daunting to ugprade and redesign everything
>>
>>503120573
I have artillery. It made the problem worse.
>>
>>503120626
>seething about recycling waste
How did you make it off fulgora?
>>
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>>503120778
Clearly you don't have enough. Eventually you hit equilibrium and are able to clear out every nest in range. If you don't have enough, your artilery strikes just piss them of.
>>
>>503120714
Nothing wrong with using yellow belts early on. It's a huge iron trap to try to upgrade to red belts early on. Red belts require almost 8x as much iron as yellow belts, or 4x as much if you double stack the yellows. I wouldn't commit to redesigning until you've gone to one of the other planets first, the different building sizes will make you do so anyways.
>>
>>503120714
The way I see it there are two types of people

>Design a bigger, better, main bus base from scratch, and use your current base to build it

>slowly replace each piece of your factory with a train station module that supplies that product

I'm on team train btw
>>
>>503121101
The problem is that rampant's biters just attack from the edge of the screen
and it's not even that the problem, it's the ungodly amount of lag that attacking a nest and having all the nearby nests get alerted in a recursive manner

I want to glass this entire fucking continent with nukes but nukes are still way off
I think I could actually rush heavy rockets and do the job myself
>>
>>503121586
third shitter option
>Use logistic bots for everything
>>
>>503121586
Yeah I havent done rampant, but i can definitely see lag being a bigger problem than the biters. Yet again, Ups proves itself as the true final boss of factorio.
>>
>>503121390
im too pea brained for a main bus, i dont even have a mall and still craft shit by hand

im really retarded, modularizing doesnt sound bad
>>
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The most difficult part of circuits is that there are two wires and that signals can get mixed up in unexpected ways. My logic is always sound but i get fucked up by a wire every single time, i'm nota r etard, it's the wires.
>>
>>503121390
for me it almost always goes like this
>bootstrap base to get out of burner tech asap
>starter base (main bus) that is designed for 2 sps (120spm)
>bot mall to mass produce everything
>clear biter nests using defender capsules (they're criminally underrated)
>put down large perimeter defense walls to secure my new territory
>put down nuclear plants for power
>put down big railway infrastructure
>put down big roboport grid
>start building modular train base
>build new bot mall somewhere else, with beacons and modules, fed by trains
>dismantle old base using bots
pic related is the outcome in my current run
>>
>>503115336
what's keeping you from just throwing it away into space at the platform? (haven't been to that planet yet)
>>
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>>503122902
forgot pic like a retard
>>
>>503115574
no.
>>
>>503115208
Either freeze the bacteria in a running biochamber by disabling it with circuits while it crafts, or have a single biochamber to kickstart everything with the inefficient recipe whenever you need copper but are out of bacteria.
>>
>mommy I want em plants
>we have em plants at home
>the em plants at home
>>
Gleba science is filtering me
How do you make sure it's fresh when you ship it via rocket?
I keep getting half-spoiled packs
>>
>>503123559
Uhhh just ship more half spoiled science to offset the loss.
>>
>>503122506
The main problem a retard such as yourself will have with a train base, is that with smaller bases, trains will take a long time to fill up your base with resources if you don't use circuit conditions.


What I mean by this, is for example let's say you have a station that makes 100 green circuits, and two stations that want 70 green circuits. Your first station will get all the circuits, and the second station will be starved of circuits, if you don't learn how to manage your train stations with more complex circuit conditions and train limits. Unlike a bus where both would get an even 50 circuits.

even if you do overproduce enough circuits for all of your stops, it will take hours for the full trains of circuits to be distributed around your base and reach equilibrium, especially if the trains are waiting for full load. So when you try to quickly fix production problems in your base, it will take a long time for your changes to propagate downstream.


all this being said, 90% of your trains will be glorified belts that just go between 2 stops, and you won't have any problems

>t. fellow retard.
>>
>>503123559
Your mash or jelly is sitting too long. slightly underproduce compared to your demand so you never have any sitting around. That's the easy way of doing it without using circuits.
>>
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>>503099913
>Old Nauvis base is so inactive that the pollution cloud disappeared and the trees can regrow again
>>
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>>503099913
behold my masterpiece
>>
>>503123559
have more than one ship that doesn't take too long to do multiple trips
as soon as you have enough for the earlier research just ship them off to nauvis even if its not a full 1000+ as long as you aren't horribly anal about inefficiency
once you get than main researches and get to the pricier ones just ramp up your pack production and start sending 5k+ packs to nauvis per ship trip and you'll just offset the spoilage with sheer numbers of packs
once you hit the agricultural repeatable ones it won't matter if the packs start spoiling
>>
>>503124074
>284m/s
c'mon step it up bro
>>
>>503105201
Pleasureabley
>>
>>503123559
>limit farms to make sure your fruit is 100% fresh
>this will make your bioflux fresh. It has a 2 hour spoil timer so it's probably fine. If it's not, just disable a bioflux maker
>spam 100000000 nutrients and let them rot.
congrats, you solved gleba.
>>
>>503124260
only using normal components. I know I could have gone a lot faster if I got the rockets to be legendary or some shit.
>>
>>503124470
Oh and I direct insert to go directly from fruit to bioflux btw
>>
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lol
lmao even
>>
Can you load nukes in rocket turrets?
>>
>>503125940
Yes
Wouldnt recommend tho
>>
>>503115336
Same. I think they probably should've cut Aquillo entirely; it's very unpolished compared to the other planets. The heat pipe mechanic is kind of cute but all the nonphysical stupidity of like tanks of 500C steam freezing plus the ice thing breaks immersion, even more so than everything about the space platforms. It also doesn't help that it's at the end of the game, so you're just more jaded overall.

Thinking about it, it'd be better if they used the heat pipe mechanic on Vulcanus, where you'd have to keep buildings cool enough to operate, instead of warm.
>>
>>503124074
>>503124260
forgot to mention
100% fully automated, never clogs up and utilizes and much resources from space as possible for production.
Has adjustable speed on thusters if for some weird reason you have need of that.
>>
>>503126039
Nice. I don't think they'll help much against asteroids but at least the plan was there for a second.
>>
>>503126896
>the nonphysical stupidity of like tanks of 500C steam freezing plus the ice thing breaks immersion
How so? Pipes can carry superheated steam and even molten iron. They'll have very good, almost magical, insulation against the thermal effects of a liquid inside, else they'd melt. The same insulation prevents the steam from heating it up on aquilo, and with the cryogenic temperatures the material properties become too degraded to pass any liquids through the pipe.

There's your technical explanation, are you happy now?
>>
>>503074026
>what the fuck do they put in macbooks nowadays that they struggle on Factorio?

The problem with Macs is two-fold.
On the one hand, Apple is fucking retarded and by default forces everything to render at 'native resolution' of the display, rather than the actual display scaled size.
Which means, unless users configure Factorio to opt out of that, it's rendering at 4K to 8K resolution on the integrated graphics in Apple Silicon M1 or M3 chips, which have piss-poor VRAM and memory bandwidth and will easily buckle under the requisite fill-rate alone.

On the other hand, Apple is also fucking retarded by having implemented their graphics driver in such a way that getting perf counter values (i.e. 'how fast am i rendering') forces a sync-point between CPU and GPU and is literally slowing Factorio's rendering down by 200 to 300 percent.

TL;DR
Buy meme hardware; get meme'd on.
>>
>>503125873
Obviously, their advertisers forced them to find something that would at least still sound plausible to normie graphics whores.
>>
>>503123401
I mean-- they look really good in motion though.
Like really REALLY making-Earendel-look-like-the-chump-he-is good.
>>
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is importing nuclear fuel and ammo expected of you in order to reach aquillo/beat the game? Are fully autonomous space platforms not supposed to be a thing?
>>
>>503126896
>500C tanks freezing
good, that's how 500C stays at 500C. It means the storage is well insulated.
>>
>>503120779
I'm not that anon but
>I'm on a desert planet and trying to sort this junk, what do I do with stuff I don't need
is not at all the same situation as
>I'm in a literal ocean of floating ice, and I have some extra ice I don't need, what do I do with it

ffs you can literally dump metric tons of metal ore into the tiny lava pools on vulcanus, and the aquilo ocean is explicitly bottomless which is why you can never build foundations over it even post-late-game, why the fuck can't you dump shit into it
>>
>>503129874
>Nuclear fuel
Helpful but not necessary, you can full solar, it just take a lot of space
>Ammo
Everything you need can easily be made in orbit
>>
>>503119201
>Is there a better feeling in this world?
Yes.

Doing it after Vulcanus to already update all of your iron and copper with the innate 1:2 ore-to-plate ratio, and then looking at the steel ratio and laughing maniacally since it's pretty much 1:1 with even pleb levels of additional steel prod research.

Doing it after Fulgora for the double-dip on EM-plants for circuits is just the cherry-on-top moment. Nothing more.
>>
>>503129105
I'm happy until
>and with the cryogenic temperatures the material properties become too degraded to pass any liquids through the pipe.
It's a metal fucking tube. It doesn't need to DO anything except exist. And if it has these super magical thermal insulation properties, it should have no trouble existing.
>>
>>503116556
>>503117240
Looks based. Is this stomper-proof?
>>
>>503130359
to be fair, anything metal gets absolutely capital F Fucked at cryogenic temperatures. Just check out all the "shattering X with lno" on the tube. Metal holds out a bit longer, but shatters all the same.
>>
>>503123401
Oh shit, this is a machine from that figma link that anon posted a couple threads ago saying "I wish there were mods using these designs"
>>
>>503130553
I don't know, probably not, only got a few small attacks so far, my pollution cloud is still pretty small, I'm still prototyping designs for full scale production, spoilage mechanics is annoying to deal with, especially with penta eggs
>>
>>503123559
Just ship normal science to gleba. Before biolabs, there's no reason to ship gleba science out.
>>
>>503102749
you're so fucking stupid i almost feel sorry for you
>>
>>503102749
>no way to automate repairing turrets
uh, your shielded tanks?
>>
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>>503099913
Sending off the first of it's kind Lagos-class frigate to colonize Aquilo, and maybe beyond after that. Very happy with how it turned out.
>>
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>>503125873
Epic
>>
>>503132669
engine limitation
>>
>>503132669
whats wrong
>>
>>503132013
are you sure about that
you seem to be missing something
>>
The amount of iron you need for even a simple botmall that can make all items remotely is quite high damn. I have like 30 elec furnaces nonstop between iron and steel and it's still not enough
>>
>>503134520
>a lot of resources
>30 furnaces
oh my GOD it's a baby, show your base!
>>
>>503134520
>no foundries
why are you wasting time
>>
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IT IS TIME FOR AN INDUSTRIAL REVOLUTION.
>>
>>503111875
Shut the FUCK UP

I'm in the wagie cagie and haven't made it to Gleba yet let alone refactored Nauvis in preparation for Aquilo
>>
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>doing the /screenshot command while in the map does a whole-map pic
nice
>>
>>503136926
Oh is that how people do it?
>>
>>503137114
Turn off clouds in the settings menu if you're going to do it, otherwise it looks kind of bad
>>
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>>503125873
Not unexpected. Easily the best factory game out there.
>>
Is it worth is to produce rocket fuel on the surface and send it up in barrels?

Also I only built one platform so far. If I build more is there some way to "dock" them for orbital refueling?
>>
>>503137401
you can't make it on the surface, it's a space recipe only I think
>>
>>503137401
Can't make the fuel on ground and can't barrel it
>>
>>503137401
Platforms don't need to dock. If they're in orbit they're as good as docked

Platforms don't take rocket fuel. They need thruster fuel and thruster oxidizer. Both of which is made out of space stuff
>>
>>503137589
>>503137548
Thruster fuel is iron ore, water and carbon, all of which can be made on the surface.
>>
>>503137401
The closest to refueling space ships from the ground that you can get is providing platforms nuclear fuel cells
>>
>>503137765
but the liquid itself can't, so I guess if you want to ship barreled water, iron ore and carbon to rapidly refuel your shit, off you go I guess
>>
>>503137765
See
>>503137868
The recipe is literally unavailable
>>
>>503137868
Damn, I wanted to skip the platform fuel manufacturing plant.
>>
>>503138194
hah, trying to have fun? not on ereandel's and kovarexes watch
>>
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0-3 Gleba
4-6 Fulgora
7-9 VulcANUS
Rollan
>>
>>503134784
Oh it's a shit base I landed from fulgora and just setup a shit mall. Right now I'm railing in uranium which is all I wanted from nauvis, to just make like 3 portable reactors and fuck off
>>
>>503138382
rip you
>>
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https://www.youtube.com/watch?v=DNoGtZEVhzg
>>
>>503138561
That was where I secretly wanted to go so I could see what all the fuss is about. I think I overpacked
>>
>>503138382
Unlucky. Gleba is fun, but i wouldn't go there first.

I have considered starting there as a challenge. But I am worried I wouldn't be able to research a way to kill stompers before they kill me.
>>
>>503138901
>I think I overpacked
>gleba
You did not overpack. I do recommend dropping naked onto volcanus and fulgora, I had fun.
>>
>>503138901
probably not and you can always send the ship back and get more stuff. gleba first is doable. good luck.
>>
>>503139014
So there's rocket turrets or something gated behind gathering the resources there? All I got is lasers and gun turrets
>>
>>503139379
Yeah. Tasers are on Fulgora, Artikkery is on Vulcanus, and Railguns are on Aquateen
>>
Whats the reasoning behind needing sulfuric acid to mine uranium?
>>
Think they'll have EVA in some near-future update?
>>
>>503139513
I dunno, sulfuric acid is used in leeching sometimes so maybe that?

I want to know why you use straight up chlorine for mining rare metals in Krastorio 2 rather than hydrochloric acid which is also in the mod
>>
Finally went to Gleba after 135hrs and got filtered. I understand the basic loop but the terrain is annoying, i cant tell whats buildable, there's mobs everywhere, my food is turning into garbage... i want to go home
>>
>>503139513
https://en.wikipedia.org/wiki/Uranium_mining
>>
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>>503139731
>>
You can't polish a turd
>>
>>503139731
What I wanna try is embracing that space farmer mentality. You gotta take things slow and patient like. But we'll see how that holds up in reality
>>
Why is there a delay for deconstructing ghosts in map view now? It serves no gameplay function since it can be bypassed by using deconstruction planners. It's still just instant deconstruction just now with a clunkier interface.
>>
Is this properly signalled?
>>
>>503141048
should work
>>
>>503139834
I see makes sense if they were mad enough they could add different fluids required for different yields of uranium depending on the properties of the soil
>>
>Gleba music
https://www.youtube.com/watch?v=tHDZlMhOUYI
>>
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>Upgrade a regular thruster to rare, while still being at phys damage 6
>Platform is split in half by asteroids a minute into a trip
>>
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So if I got it right, 4 reactors have 120MW of heat energy for a total of 480MW total to send through the pipes, each heat exchanger taking 10MW so that's 48 exchangers? Or should I do less because heat pipes lose energy as they get further away from the source.
>>
>>503142509
Wheres the chart? Dual sided heat pipes can supply more exchangers
>>
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>>503141048
Needs chains here
>>
>>503142509
>Or should I do less because heat pipes lose energy as they get further away from the source.
They don't lose energy it's just that the supply of available heat is lower because the previous heat exchangers are consuming it.
>>
>https://mods.factorio.com/mod/Noxys_Multidirectional_Trains
Good or bad idea?
Seems like it could make more compact stations.
>>
>>503130105
They tried that, but at the LAN party Nilaus complained that inserting ice in the ocean did nothing (he thought that was how you were supposed to expand). So they simplified it to avoid confusion.
>>
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>>503142603
This thing? It's what I'm trying to base it on but I'm not getting exactly how heat is moving and being consumed.
>>503142829
I see, so I could probably get away by adding a few more for a singular 2x2? Or is it better to just build more.
>>
>>503143154
it just takes out the balance/tradeoff of the choice between single and double-headed trains
>>
man the fulgora soundtrack sure is mixed
>>
>>503142646
oh yeah
loop-back and straight-through need to be separated
>>503143592
yeah, I meant in terms of "will this cause problems for me", not "will this break balance"
>>
>>503143721
I kinda like the contrast between "dead planet" and "lightning party"
>>
>>503143154
Also, should I use it or the other mod that doubles locomotive power when two-headed?
Some anon was having problems with trains going to the second-closest stop instead of the closest stop, but I don't know if that's something I would care about.
>>
>>503143734
don't see how it could cause issues
>>
Is having two thrusters overkill pre aquillo?
>>
>>503144680
The main thing is to make sure your thrusters are throttled using a pump and combinators. Thrusters have efficiency curves, so you can get half the thrust for only 10% of the fuel. Check the ingame wiki for more info.
>>
>>503143154
>not allowing your trains to stop on intersections, merges or splits.
I like the idea, but I am not putting chains before merges and splits to make it happen.

>Seems like it could make more compact stations.
How? For the same train layout, your stations will be exactly the same, only difference is your trains will be a little faster.
>>
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The absolute footprint of this thing.
>>
>>503144987
>cheating
>>
>loop back to make use of space after intersection, while having enough space after a rail signal for a train to sit in
Is there a name for this weird setup?
(If I was doing single-headed trains, they would all connect after the stations, but here, I think they can just reverse.)
>>503145196
>How?
Well, the standard double-headed trains - slower and more expensive - I didn't even consider as an option.
>>
Turret creep isn't so bad with decent tesla turrets.
>>
>>503143831
Yeah it's superb
>>
>space is it's own separate inventory tab with like 5 entries
>no way to ship items directly from platform to platform in same orbit
>only 1 kind of thruster, only 1 kind of rocket, no alternative way of getting off world
>planetary sciences each have less than 10 unique tech unlocks
>materials from other planets only have a few uses, even as some already feel like stretches (arty shells need calcite???)
desu I really enjoy the dlc but it really irks me how it's more like an addon than an expansion. it feels almost mod-like at times.
>>
>>503145598
Combinators are cheating?
Is anything other than the most unga-bunga solution, cheating?
>>
>>503145740
There's just no point because by then you have nukes.
>>
> - Added drag-to-reorder to the research queue.
FINALLY
>>
>>503145906
they leave ugly marks
>>
>>503145906
that's more expensive, and damages the landscape more
>>
>>503145993
>>503146086
>ruining an alien planet forever
Even better.
>>
>>503145216
Wait if I make it tillable, wouldn't the generators produce way more MW in heat meaning I should add more exchangers?
Man nuclear is hard for my mediocre planning capacity.
>>
>>503099913
my base is so spaghettified and i feel like such a dumbass, thinking about starting over and just setting minerals to max because im too stupid
>>
>>503146086
>Raping the environment is bad
What next, recommend people to use elf modules to avoid sprite from replacing Nauvis' water?
>>
>>503142509
Factorio only works with perfect systems. That means that everything is 100% efficient unless stated otherwise. 8gj will turn into 8gw. Heat is a bit special, it's an abstract conversion. It's not a consistent 1 heat=1mj. Reactors have a higher heat to power ratio. 1 heat is 10mj. They also share their heat pool with their neighbours. On the other hand, pipes and heat exchangers use 1 heat=1mj. No heat is lost anywhere, a pipe will get 10 heat from 1 reactor heat. Heat does not leave the system by any ways other than: Aquilo's feezing mechanic, destroying a part containing heat or converting the heat through a heat exchanger. With the design you're using, you should link the heat pipe to the second reactor (and do the same on the other side which isn't linked at all), this will increase your throughput. Heat moves similarly to real life, based on the heat difference between two entities. If you put a 1000 heat reactor next to a 0 heat pipe, the heat pipe will skyrocket to hundreds of degrees within less than a second. Because heat exchangers take heat out of the system and you have a limit on your throughput, longer heat pipes can't feed heat exchangers when they work at full power, you need over 500 heat to boil water and since heat is based on the difference between two entities, you need at least 1 heat of difference to move heat. Neighbour bonus increase the reactor's heat density so that 1 heat = 10*neighbour bonus ("1" for no bonus, "4" for 3 neighbours)mj.
Reactors don't actually share their pool, they just transfer heat at an incredible rate so even if you use hundreds of reactors, as long as they're fed, they will move heat at a decent rate between them
>>
>>503146264
Plan around your reactors having 300% bonuses. The ends will be slightly cooler but that barely matters.
>>
>>503146086
>>503145993
>>503145906
I didn't use teslas because of aesthetics, but because nukes are so dangerous.
>>
>>503146264
yes, build for the max output of the inner reactors getting the neighbour bonus
>>
>>503143458
is there a wiki or something telling you the ratio of inputs/outputs

like how many smelters you need for yellow belts with 30 miners, etc...?
>>
>>503146445
put more legs in your armour, you can zip around faster then biters can move, and pop nukes everywhere
you can actually outrun the blast if you fire too close to yourself
>>
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>>503146445
The trick is to just run slightly faster than the blastwave.
>>503146560
Hover over your buildings and it tells you the input/output per second.
For smelters it needs to have an item smelting for the info to pop up since it changes between iron/steel etc.
>>
How do oil nodes work? It's one of the few things I don't understand. Is oil infinite? How many refineries can I put on a pumpjack?

Also how do I solve the problem of Advanced oil refineries stopping production of heavy or light oil if the others aren't being used?
>>
>>503146780
Oil is infinite

Every few hundred cycles, oil will output 1% less than it did at its untouched cap to a minimum of 20%
>>
Friends, can you parameterize station color?
>>
>>503146780
Oil slows down to an infinite trickle but you can use speed modules and beacons to keep it flowing above normal forever.
Use a red or green wire attached between a pump and a storage silo to control when to turn it on for balancing purposes.
For example I only let my heavy oil pump activate when it's > 1000 so that there's always a built for lubricant to draw from.
Here's a section from the wiki if you want more in depth with pictures.

https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Oil_Setups
>>
>>503146780
Wire your oil cracking setup to your fluid tanks such that if heavy > light, crack heavy. If light > petrolum, crack light.
>>
>>503146780
>Is oil infinite?
There's an initial amount of oil, which decreases as you mine it, until it hits 20%, at which point it never decreases again.
Different oil nodes have different yield.
Advanced oil processing is done with pumps, circuit wires, and cracking.
If heavy oil is almost full, send heavy oil to a cracking setup that handles more than your refineries output.
Same with light oil, including the heavy oil converted to light oil.
If petroleum is full, and light oil or heavy oil are empty, you're probably doing something wrong.
But you can use solid fuel and recyclers in that case.
Or priority input splitters to prefer the petroleum-solid-fuel over the light-oil-solid-fuel, since solid fuel (for rocket fuel) is the main use of light oil (alongside the light oil in the rocket fuel recipe, but that's significantly less, so the oil refinery output is plenty if you're using petroleum-solid-fuel).
Either way, check for whether the petroleum is almost full, enable a pump.
This leads directly to another pump, which is enabled when the light oil is low.
>>
Talking about reactors, I made a stupid design decision 60 hours ago about my reactor. I didn't think I'd need over 4 reactors so I made my standard 4 reactor design then I learned that EM plants are extremely good and extremely expensive powerwise (tbf I didn't know they could craft things other than circuits and I didn't know their drain, I did that on day 1 of the dlc's release). I should have made it tileable. I need to make a second reactor setup before destroying this one but I'm way too lazy.
>>
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I miscalculated. I could probably run a belt that has the fuel cells on one lane and the used up ones on the other, but I feel like that is stepping into clown territory.
>>503146435
>>503146462
That's what I'll do. 56:96 it is.
>>503146396
I appreciate the effort, but I'm too dumb to really understand mechanics into a deep level.
I get that the heat is not lost out of nothing, and it gets stored pretty well, but I'm not sure if it's stored indefinitely since reactors cool down over time if they've got no fuel in them, and I assume that goes for pipes too.
>>
Do I need to build power poles on my space station?
>>
>>503147868
>Advanced oil processing is done with pumps
No pumps needed with 2.0, just put the circuits on the chemical plants themselves and enable those as necessary.
Some advanced circuit usage I do is using a constant combinator on each to adjust the threshold (-200 on the 2nd machine, -400 on the 3rd, and so on) so all the machines don't turn on and off rapidly, jumping the power usage, instead having a more constant power use.
>>
>>503148887
they're handy for circuit signals and nothing else
>>
>>503148887
Nope, power is instantly shared platform-wide.
But I do have some to run circuits through them.
>>
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the aquilator is ready
>>
>>503149056
Tight shit, but why the accumulators?
>>
>>503142509
A reactor cooks 40MW base, then gets +100% free bonus heat for each active neighbor.
>>
>>503146667
>>503146620
Hmm yeah that looks alright. Those nukes are damn expensive though.

What I'm really thinking about is automated building a rail line. The tesla turrets solve a problem of having enough range, 45 for a legendary tesla turret, almost as much as a behemoth worm.
>>
>>503149428
most stuff is fitted with speed or productivity and foundries are hungry as fuck. but also I had nothing to put there since nuclear takes 1/20th the space solar does
>>
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>nuclear artillery actually exists
Holy based. Now it won't be awkward to include it in the mod I'm cooking up. Biters won't know what hit them once you unlock it on aquilo
>>
>>503149428
>>503149690
oh, you gave me an idea. I'm gonna wire it so the reactor doesn't get fed if the accumulators still have charge.
>>
>>503123829
not him, but how do you solve the problem with the green circuits in this hypothetical scenario? how do you rig your train stations? Disable them if there are green circuits somewhere nearby? put them in a clock? How to force the train to alternate, assuming that the stations that need green circuits are very far away from each other in opposite sides of the map or something?

t. made a big main bus factory on nauvis, instead of building a smaller starter base and moving to a modular one
>>
>>503149559
Artillery train.
>>
>>503149913
>>503149690
In that case, heat pipes can store more energy than accumulators. If you rearrange some stuff to more pipes you can skip on the accs and have the reactor be temperature controlled instead.
>>
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>Need 80mw at the very least
>Am producing 12mw
Wtf
>>
>>503150105
Basic way is to wire up all the buffer chests on your receiver stations and use train limits to only enable the station when your buffer is running low.
>>
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Well send me to the circus cause I decided it was too much trouble to use bots and this is how it's gonna be.
>>
Forgot pumps to feed the nuke boilers. Go back to Nauvis and get wrapped up in 40 new projects. I'm never gonna get on the road, am I?
>>
do rocket turrets stop shooting when they calculate the target is already gonna die, like spidertrons?
>>
>>503150221
Elf modules and quality
>>
>>503149750
I think missiles win the warhead throwing game
>>
>>503144987
>main thing
Uh nah. A liquid tank loaded with fuel allows full burn without thinking. Default chem plant production will trickle in enough fuel for a steady high efficiency burn.

It's also possible to spend a few slots of hub storage as a raw resource buffer. Put grinders next to the hub, plug green wire into inserters, and have them only activate when hub storage is under 200 or so. Inserter wiring is extremely useful for space ships, so it's a good thing to get some practice with.
>>
>>503148916
That's a lot of constant combinators, instead of just a circuit wire leading to a pump.
I prefer the old method.
/shrug
>>
Multiple Unit Train Control, or Noxys Multidirectional Trains?
>>
>>503151098
Nah I just need to make 2 reactors really
>>
>>503150976
Yes.
However, gun/laser/tesla turrets will ignore this and overkill targets already marked by rockets.
>>
>>503151658
awesome, thanks.
>>
>>503150690
I really recommend bots for nuclear. 1 bot can feed 2GW, it's crazy.
>>
>>503151697
Also, I don't think this takes explosion radius into account (because that's complicated, and the targets could have moved since).
>>
>>503149056
What's the idea behind that carousel for the asteroid bits I keep seeing? It's wired sushi belt style?
>>
>>503151128
Artillery is unmatched, as long as your enemy is within range. It gets delivered within less than a minute, there is no time for counter measures to react to it. A tactical nuke that has some propellant and can also glide on the last stretch would be able to take any opponent by surprise and be devastating.
Missiles need some counter-counter-measures to hit, like MIRV. They're also extremely expensive compared to stuffing a warhead into a shell with some add-ons. The enemy will usually have 10 minutes or more to react, depending on the flight trajectory.
>>
>>503151957
Asteroid chunks stack to 1, so keeping even a small inventory of them in the hub uses a lot of slots. Keeping them on belts doesn't.
>>
>>503152006
>MGS1 flashbacks
>>
>>503148654
Alright, let me give you the basic ratio then. 16 heat exchanger per reactor, 27.5 turbine per reactor (round them to 28 for a simpler ratio), 1 pump every 7.3 reactor (round up to 7 for simpler ratio)
That means you should do 1:0.14:16:28 for a tileable setup. Remember that pipes are still throughput limited. Quality increase both the drain and the production so if you put a legendary reactor, count it as 2.5 reactor for both fuel consumption and the ratio (1:0.35:40:70). Samething for other component, a legendary heat exchanger is just 2.5 heat exchanger in one entity.
This is per reactor, so you need to build that on both sides because you'll always put 2 reactors when you increase the size of your setup. If you plan to feed using bots (which I'm not a fan of), you should put space for your roboports and eletricity poles.
Feeding 16 heat exchangers with heatpipes is fairly easy, no need for anything fancy. (You can go about 42 heatpipes before running into throughput issues so it's fine, about 22 if you put 2 reactors on a single heat pipe)
>>
>>503152006
Agreed but range then becomes the limiting factor. And it works both ways because you can protect the missile launchers more easily farther away
>>
>>503151258
The constant combinators are optional, not having them has the same behavior as the pump. This just has more consistent power and visually tells me at what capacity my plants are at (I can look at this and tell when I need more plants if all of them are active)
>>
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>>503152716
What is that
>>
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I really regret making a base around handling quality ores/plates.

I feel like I'd be better off with just a normal base and only running a recycler quality loop at the very very end product.
>>
>>503152747
el abominacion
>>
>>503150690
>each inserter wired up to a different reactor
bro... your neighbor bonus
>>
quality heat pipes should transfer heat faster/farther
>>
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Oh goody, 4chanX updated so I don't have to mess around with browser stuff to do this now
I'm still waiting for people to notice why I'm posting videos of old creations again
>>
>>503154821
well keep waiting
>>
Why can I construct turrets with ammo in them but I can't reload them directly with bots unless I put a blue chest?
>>
>>503153063
every quality step in the main production line is a new and exciting pain in the ass to deal with.
Put quality on miners. Feed that 2% butter fat into a tiny smelter line (like 10 smelters for a 100 smelter base). Run a bot mall with specific green and blue recipes, you probably won't ever need more than one machine for each thing and could even do the programmable assembler meme to shrink it more.

Quality coal can make an infinite amount of plastic for red circuits and low density stuff, and the overflow can be burned.
>>
>finally got blue belts
>have double speed belts mod installed so they're 60 i/s
>my green circuit setup STILL drinks all the wire before it's even halfway through
the great hydra strikes again
inb4, I'm not using the 3/2 setup because I'm casting my wires in foundries
>>
>>503155862
Because you touch yourself at night
>>
>>503155862
you can reload them with bots dumdum, just open them via map view.
>>
>>503155862
Because I touch you at night.
>>
>>503154821
I remember your nice builds.
>I'm still waiting for people to notice why I'm posting videos of old creations again
As long as it isn't related to Besiege 2 being confirmed, I don't really care I guess.
>>
I think I'm enjoying my postgame factorio more than my new playthrough kinda weird
>>
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>>503155801
>>503156538
Don't worry, I'm quite patient
It's to do with the files themselves
>>
>>503156426
I mean automatically
>>
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these tracks are fresh... they've been through here
>>
>>503133274
Still needs to visit Gleba to pick up some rocket launchers, but its perfectly fine otherwise. Got me to Aquilo a couple times already.
>>
>>503157024
Install recursive blueprints
>>
Do I need a pump before or after my storage tank?
From what I can tell it seems like before, but I am not really sure.
Wish they had put some tips in about the new fluids because I can't really tell that much of a difference.
>>
>>503149913
A storage tank of nuclear steam holds something like 400 accumulators worth of energy.
>>
>>503150160
Artillery may be unavoidable but I want to look into it. Artillery has the problem that it clears way more area than needed, and the shells need tungsten.
>>
>>503157780
neither.
pumps are the connections between pipe networks. within a pipe network throughput in unlimited while max distance is limited.
>>
WUUUUUUBE!!!
>>
>>503157780
Pumps are required to do long distance piping, because of the 320 size limit.
Pumps are handy for turning production on/off. Wire them to a storage tank and turn them on/off when the storage gets too high or low. It doesn't have the precision of directly wiring machines (they can turn on/off instantly) but it works well enough.
>>
>>503158150
It's a couple hundred tile run from the oil field to my base, so I thought it had some limit on distance.
Would it make sense to leave the buffer in the transport pipe network versus the refinery pipe network is I guess what I am wondering?
>Machines can push fluid into a segment at an unlimited rate, and can pull from a segment at a rate proportional to how full the segment is.
Like would having the tank help since it stays proportionally fuller during uneven demand vs just the pipe internal storage?
If its actually unlimited throughput why would I even need a tank ever?
>>
Any good tutorials on doing a main bus design? Im really tired of looking at my sloppy mess
>>
>>503158862
It will tell you if your pipes go too far and they have a counter if you mouse over, its like 320 before you need a pump
>>
>>503158862
If a pipe network is like 1% full it will have more than enough feeding rate to feed any normal machine or ship thruster. Full pipes might be needed for insane 100x super god machines, but that's a post game(beyond solar system) problem.

>>503159352
There is no such thing as a good main bus.
>>
>when approaching Murder City one is greeted by the view of the vast southern fortifications around the southern gate
>stupefied, turning to a passerby, remarking,
>What an amazing view
>smiling back at you, they reply,
>Yeah, it is
>stabbing you in the chest and pushing your body over the railing of a nearby bridge
>>
>>503158862
the game will tell you when a pipe network is overextended.
for your first oil field I don't think pipe throughput is any issue, since you're probably getting less than 100 crude oil per second total from all the pumpjacks combined.
tanks are useful because pipe can't be wired to circuit networks to read their contents, and also for storing fluids, such as when transporting fluids by train or building up fuel buffers for space platforms.
>>
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>>503156283
>belting copper wires for green circuits
>>
as a noob i wanna ask, should i make an entire production line for machine and battery if i want to mass produce bots? and should i make an advance oil refinery on site or make it to my starting base?
>>
>>503159598
just be urself :)
>>
>three failed captchas in a row
a-am I a robot
>>503159501
>pipe can't be wired to circuit networks to read their contents
I don't get why, especially now.
>>
anyone else make legendary holmium? I'm starting to think about making quality epic EM plants then recycling them all for faster production
>>
i really don't want to deal with at least two hundred storage chests filled with crap..
dare i say not my problem
>>
>>503160068
make more recyclers with speed modules for the excess of whatever you're not using
you gotta have more voiding capacity than production capacity
>>
>>503160201
have not really touched space yet beyond making nigrigged white science
>>
>>503160367
oh, not fulgora then
uh
excess wood I assume?
make boilers hooked up to an exclusive power network filled with radars
>>
>>503160491
it's a lot of different resources from constantly rebuilding everything
>>
Okay, just passed 200 hours and I researched aquilo today.
Got back to Nauvis and I'm going to build it up to 450 spm to research a few infinite prod research while I'm gone.
I'm also going to make a few biolabs, and maybe figure out a cool compact mall that uses foundries and e-plants.
I also figured out the ratio of calcite/molten metal and it's 20 fluid wagons for one calcite wagon, assuming no productivity modules.
Finally, I'm considering using the white science base to make calcite, it seems like a waste to take it from Vulcanus when it's right there in space. I don't know how viable that is but I guess we'll see.
>>
>>503160201
>speed modules
nah. Put quality modules on those recyclers and open the quality thunderdome. 200 storage chests of grey shit enter, 1 chest of legendary shit leaves.
>>
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>>503160758
>rebuilding everything without bot logistics
>>
>>503155932
Stop putting fucking quality in miners. You should be using foundries, they literally multiply your belts by 6.
>>
what's the best modules to put in assembly ? 3 speed and 1 prod ?
>>
>>503159352
How do you consider it sloppy?
Just don't do that
>>
>>503161718
Foundries don't mine, retard.
>>
>>503162286
Foundries turn ores into fluids so quality is detrimental because fluids don't have quality.
>>
>>503161718
Or, common and uncommon can go in foundries, rare and above in electric furnaces.
>>
>>503162668
How is that even relevant? Vulcanus has no metal ore, and processing rare ores directly is still more efficient than doing calcite alchemy. The threshold for using foundries on green ore is so deep in the endgame that it doesn't matter
>>
>>503161674
but i did it with bots?
>>
>>503159598
I just steal from yellow science.
>>
>>503164658
>implying anon has figured out yellow science
>>
>>503161903
Speed beacons allow you to use all productivity and still get a speed boost regardless.
>>
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Big miners set up and belts full again. Nauvis had been neglected for too long. Using rare miners for the 33% depletion and just belting it from small patches nearby.

I had thought that non-stack inserters couldn't pick up stacked items on belts, it seems I misinterpreted something from FFF.
>>
my buddy been sabotaging my chip factory all day by stealing copious amounts for his fucking quality modules and saying it works like shit because yellow science is trickling in piss poor
he's fucking oblivious to how much he halts our progress all the time that faggot
>>
>>503164840
I hate meme balancers
>>
>>503161903
Machines can use any module, however
>Final products can not use prod bonus.
>Beacons can only use speed or efficiency
>Quality can not use speed.

Figure it out as you will.
>>
>>503164960
Build a space ship, send him to fulgora, and blow the ship up. Problem solved.
>>
>>503158862
There is no buffer. Fluid travels instantly to any point in the same fluid block
>>
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This game is fun as shit. It might be my retard brain talking, but I think this is better than SE
>>
>>503165589
>gleba first
god speed, brother
>>
>>503165589
SE still has some better mechanics like orbital weaponry being a thing and transmitting signals through space. Also even though I like the new space platforms the ones in SE could dock with your station in space. Not having space stations in SA feels like a huge missed opportunity.

In my opinion SE suffered from terrible bloat when it came to recipes but the mechanics were pretty damn solid.
>>
>>503166026
on that note
where the FUCK are the orbital bombardment mods
there's the ion cannon mod updated for space age
...and that's it
>obseletes artillery
not an excuse, there's tons of unbalanced mods
>>
>>503165046
Maybe unnecessary at this point but it feeds a main bus which tends to get very lane unbalanced and capacity was suffering.
>>
>>503143412
>nilaus ruining everything as usual
>>
>>503166191
All you would have to do is keep orbital bombardments manual control and suddenly artillery is still relevant because you're not watching for enemy expansion at all times. The player is already OP as fuck the second you get some quality armor and legs so it's not like having even more silly weapons would imbalance the game.
>>
>>503115208
Mash is cheap. I just keep a biochamber at the end of the line that uses the inefficient method. Requester only enables if there is zero bacteria or copper in the last machine in the row (read contents) then it turns on and keeps spitting out spoilage until it rolls a bacteria, which kicks off the head machine. Machines output and self feed from the same belt.
>>
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nuke every hive
>>
>>503166362
all you need is to give orbital bombardment shit ass accuracy, so precision land bombardment remains superior.
>shit accuracy
also makes bombardment look WAY cooler.
>>
>>503163241
Still way worse than using speed in big drills.
>>503163418
With just foundries and prod t3, you get 500*2 molten ore which can be converted into plates at a ratio of 10 molten ore per plate with x2 prod. Or in other words, 500*2/20*2*2=200 plate for 50 ores. If you put quality in the plate foundry instead, you would get 500*2/20*2*1.5 or 150 plates from 50 ores with 12.5% quality. This is over twice as quality efficient than using quality in miners and furnaces due to the sheer amount of free stuff you're creating. To be exact, it's 2.5 times better and requires significantly less modules. For 50 ores, you are expected to get 1.875 rare plates with foundries against 0.75 for quality in big drills and furnaces. The math is simple, big drills can fit 4 modules, each modules give 2.5% quality so the expected distribution of rarity from ore would be 10% uncommon, 1% rare, 0.1% epic, 0.01% legendary. That means that for 50 ores, 5 uncommon will go to the uncommon smelter and have a 5% chance to go up in quality. So 50*0.1*0.05=0.25 rare plates on top of the 0.5 rare ores that can only turn into rare or higher plates so 0.75 rare plates per 50 ores. This stays true for epic and legendary but writing it down is a bit too long. The ratio does get a bit worse for foundries but it stays well above miners+smelters.

That is to say, the sheer amount of plates you get from production outweight the fact that miners and furnaces are two separate multipliers. In other words, throwing a thousand 10 sided dices gives you more 6s than throwing a hundred 6 sided dices.
>>
>>503166026
Yeah, I'm still making up my mind on it. This is definitely simplified, but there's something so thrilling about the way these platforms work, like you're controlling this massive eating flying mechanical monster thing
>>
how would I make a cross-surface artillery building and designator
>>
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>>503165814
This is Take 3. Had to revert to an earlier save because I didn't pack a pump. Base camp set up. This feels like a nature survival video
>>
my god i hate math nerd that go "uh actually it's mathematically solved" fuck off and get a life, touch a pair of tits and stop trying to solve everything with math. not everything is "mathematically solveable"
>>
>>503167345
>Still way worse than using speed in big drills.
mining prod is so hilariously cheap in space age that you will easily start saturating turbo belts if you bother with promethium science
>>
>>503168072
With this argument you can just say "put recyclers with quality near your miners and recycle ore until it gets to legendary".
>>
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>realise I need a better ship
>build a huge fuckoff platform
>wow this is an ugly ass brick, well at least I have a lot of space to work with
>5 minutes later
>nothing fits and everything is cramped as fuck
Every single time
>>
>>503167345
>speed in miners
seems very wrong
>>
>>503167889
>forgot a pump
You can use the deconstruction planner to find iron/copper. Pretty sure the planet info will tell you what resources you can find even if it's in small numbers.
>>
>>503168397
Big miners can stack ores by default. If you can get a fully stacked green belt from a single big miner, that would be the best but that's a lot of prod. You still want to maximize your metal production for science packs when you're note researching research prod.
>>
>>503167345
If you are just going for quality plates I think the best option is quality asteroid reprocessing to electric furnaces. But I think the original point was quality on miners which I would agree is not the right idea, not just from a numbers sake but from added complexity of dealing with mixed ores.
>>
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okay now to figure out shitty blocks
>>
>>503168542
Cool trick. Wasn't sure if there'd even be iron here at all, but now I have 40 gajillion stacks of ore on the ship, so I may have overreacted
>>
>>503169529
But shitty blocks are shitty
>>
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>>503168209
You're right, I concede
>>503168746
>that's a lot of prod
it's really not, at mining prod 38 that's 2 legendary speed beacons and 4 normal productivity modules in the miner
if I put 2 legendary prod 3 and 2 legendary speed 3 in the miner it's 125/s with only one beacon
at that point you lose throughput unless you either mine directly into cargo wagons or foundries
>>
what is the INTENDED way to balance fluid levels inside thrusters?
>thruster fluid buffer size not listed anywhere
>can't measure thruster fluid
>can't measure pipes
???
>>
I can already tell gleba will filter me
>>
>>503170604
Pumps. Thrusters use 120 fluid per second of Fluid and Oxidizer. 120/s means 100% filled. Adjust as needed, since pumps normally pump 1200/s
>>
>>503170734
but you can't set pumping speed on pumps either???
>>
>>503170734
nta
what's a good way to pulse signal every D ticks
>>
>>503170880
*every X ticks
like, have a signal on for one every 10 ticks, or one every 60 ticks, or...
>>
>Decide to just run all over Gleba to see what's what and bother the wildlife in my 500% movement speed mech armor
>It Stinks and They Do Like It achievement
Huh?

I haven't put down a single anything. I opened some drop pods and that was it
>>
>>503171191
deconstructing trees releases pollution on gleba
>>
Is there any practical way to get more than two full T3 belts out of a single ore patch in DSP?
>>
>>503171257
A stomper must have stomped a tree then because when I said I haven't done anything but open some pods I meant it

I had a deconstruction planner that whitelisted only pods and everything
>>
So for nuclear in space, if I want to only put a fuel rod in when the temp gets low, I can have the reactor output temp and the arm read the temp... but then it just starts throwing in a shitload of fuel rods until the temp gets back up, defeating the purpose. What circuit shit do I need to get it to just put one lousy fuel rod in then just chill?
>>
Learned of this new trick tonight, I consented.
>>
>>503171398
Have it only insert fuel if there is no fuel
>>
>>503169113
>added complexity
I'd argue it's the best return possible for baseline nauvius. It can be done starting from early green science, and stockpiles for no effort. Doing quality at any other production stage quadruples the belt spaghetti and is hell.

Filtering out quality ore is simple. Throw everything in the train, put a splitter at your smeltery, run a dozen smelters on the side. Smelters take any quality input and just work, no manual intervention is required.

At 3% quality every 100k ore is giving 3k plates. That's an upgraded armor and a pile of upgraded equipment. You can also spend 100k trying to roll your armor and gear 30+ times. Enjoy having chests full of garbage until fulgora.

Quality at the mining step gives the most powerful returns by FAR. It has the smallest opportunity cost (5% quality vs. 12% productivity), and effectively doubles your factory's quality item output because you're rolling on every single resource that is running through your factory. Rolling strictly on end products means you need to spend the exact same amount of raw grey ore (minus prod compounding), plus you're investing tons of crafting steps to put 90% of those items in the trash.
>>
>>503171420
Angry ghost is one of the things we were all rabid about prior to launch
>>
>>503171398
inserter that removes spent fuel only activates when temp gets low, and is set to read hand contents in pulse mode
inserter that inputs new fuel activates when it receives the spent fuel signal from the output inserter
>>
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>>503170860
But you can control whether the pump is on or not.

>>503170880
There are a couple ways to do it, but this will count up to 100 over and over if in-transit. I have the pumps set to turn on when C is >= 95 so that it's on 5% of the time. I don't go by ticks-per-second since I don't actually care about the per-second rate due to how the pumps and engine consumption rates relate, I can just focus on the time spent over the course of the trip.
>>
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Here's what I did, it's like a simple PID.
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>>503171623
Or you could just read fuel in the reactor and only insert if fuel=0 (it still counts the fuel cell thats currently burning if even the fuel item slot is empty)
>>
>>503171778
>But you can control whether the pump is on or not
sure, but that doesn't help because you don't know how much fluid is going to enter when the pump is on nor how much you actually need to enter (since thrusters don't list their internal buffer size)
>>
>>503172387
Yeh that works too, there are a bunch of ways to do it that all function more or less the same and just come down to preference.
>>
>>503171398
??? literally just set the stack size to 1 and tell it to insert if temp < ~550 or whatever. the moment the cell goes in the temp will increase beyond the set value and the arm cannot insert the next cell, use yellow arms if you're paranoid
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>>503170445
You know you can put ores on both sides of the belt with a single miner right?
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>>503172443
>you don't know how much fluid is going to enter when the pump is on

Internal buffer size is 1k. This is what it looks like when I have a pump operating at 5% filling 5 thrusters, so roughly 1% of 1200/s. The numbers aren't static. Consumption goes from 12-14/s, efficiency 96-97%
>>
>>503173620
okay that's very annoying, the information is present in game but ONLY when a thruster is firing
>>
>pipetting cliffs doesn't select cliff explosives
how much longer must we mull around like cavemen
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>>503171305
pls help :(
>>
>>503021592
sha256 is a function that takes any length inputs and outputs 256 bits
in factorio's case, it's fed with "factorio-space-age_win_2.0.14.zip" for example
you can do it yourself in admin cmd with >certutil -hashfile YOURFILEHERE SHA256
>>
>>503171593
That is true, I was not thinking about nauvis and stockpiling but that would be a good way to for early game at least and have rare plates available if desired.
>>
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Post spm. I think I've hit my cpu's limit. I've been idling on this save for weeks now. I can hit over 8m spm on other research. Right now it takes almost half a day to get a single level of research prod.
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>>503173445
does that actually increase throughput beyond half a belt though?
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>>503174593
Yes because inserters benefit from quality too. This allows you to load trains lightning fast.
>>
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DUDE INFINITE METAL???/
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>>503170604
My guess is not use fuel buffer tanks, fuel supply to thrusters limited by production speed of fuel.
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>>503174880
it doesn't offer anything over just placing a miner on each side of the belt though, or am I wrong?
>>
You can turn off side and back turrets while in-transit, yeah? I've never seen an asteroid come in from the sides while traveling.
>>
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After careful consideration, I've listened to the anon who suggested not using lasers on my way to volcanus, but I've compensated by making the ship worse in every possible regard
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>>503175351
It allows you to get a full belt per miner. Meaning that you'll need less ore patches overall and thus less railways. It simplifies the endgame a bit when you need tens of belts. Legendary big drills are not exactly cheap.
>>
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what does this mean exactly. I thought new fluids the entire pipeline was equal so a storage tank direct to pipes holds the same capacity as the pipes unless the fluid is more than the sum of pipes can hold

so if I have a tank with 600 fluid + 2 pipes I would expect to see 400 tank, 200 pipes. if I had 50 fluid I would expect to see 33 tank, 66 pipes (since a pipe holds 100 fluid)

this contradicsts what I'm seeing however, the pipeline has a similar amount to the tank for some reason
>>
>>503173345
I feel very not clever, thank you
question 2: how do I make sure my boilers get priority on water before the thruster fuel plants? if I have the water from my ice melters flow through the boilers then out the other side to the fuel plants, will the boilers take it first or will the fuel plants drain the boilers? Just use a pump from a tank ahead of the boilers that only turns on if the boilers have 200 water?
>>
>>503175768
>Legendary big drills are not exactly cheap.
if you import legendary quality modules from nauvis they kinda are
>It allows you to get a full belt per miner.
from testing I don't see them outputting a compressed belt even by mining into the side of a splitter, at the same time they never show the "output full" message like if you directly mined onto a belt, even at 440/s
I don't get it
>>
>>503175508
I would say way too many ammo factories, WAY too much water production. Steel plate production about right. Too much fuel production and buffer tanks. The belts look like the right idea though, the sushi belt thing is not the best idea for better ships.
>>
>cryo plants get up to 49% quality with lego quality modules
>Aquilo items are made of other planets' craft items and made in cryo plants.
Is Aquilo the dev intended casino planet? 49% quality seems like a better shot than asteroid rerolls' 10%ish.
>>
>>503176253
I'd rather have too much water than too little, don't reactors explode if the boilers run out of water? Even if they don't I'd be dead in the celestial water
>>
>>503176597
Reactors don't explode unless destroyed while hot.
>>
>>503176007
fill levels still apply. one tank is equal to 250 pipes, so if you had 250 pipes and one tank in a pipeline the tank would hold 50% of all the fluid contained within
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holy smokes they're HUGE
what exactly does the red indicate?
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>>503148916
>constant combinator on each to adjust the threshold
why not just adjust the constant inside the machine? the enable/disable option lets you tell it to enable at <300, how is that different from setting the -300 on a constant combinator?
>>
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>newfag
>build baby's first nuclear reactor
>from what little I read, people recommend building a 2x2
>But I'm only consuming ~30MW of power, I don't have enough turbines for a 2x2, and I don't feel confident defending that large of a patch of ground against the biters.
>fuck it, build a little 1x2
>It works and my network now is producing a total of 222 MW of power between the reactors and my other stuff
>But I don't really need this much power right now, and I don't have many fuel cells yet. Let's just turn off the second reactor for now to cut down on fuel cell consumption.
>turn off the inserter that feeds reactor #2
>time passes
>check the stats of my power grid
>still 222 MW
>at least six hours have passed since I turned off reactor #2
>it's still 985C and its turbines are still burning away
...ummm, is this normal?
>>
>>503177813
reactors and heat pipes store insane amounts of energy in the form of heat, and solar takes priority over turbines
don't worry about it
>>
>>503177226
They smash up anything you build in the red.
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>>503177226
The red box and diagonal lines indicate their territory.
The red worm is the demolisher.
They turn slowly, so they will smash some things on the outside of their area.
So, don't build that close.
>>
>>503148654
>I get that the heat is not lost out of nothing, and it gets stored pretty well, but I'm not sure if it's stored indefinitely since reactors cool down over time if they've got no fuel in them, and I assume that goes for pipes too.
I thought that was just because of the heat "spreading out" into more heat pipes, flowing out of the reactor.
Can't find any website that actually explains the technical details but I just tried with a heating tower in-game and when it has no fuel it doesn't cool down at all, except if I add heat pipes next to it
>>
>>503177967
>>503178058
ah so Dune
>>
>>503177914
I guess I've wasted a ton of fuel cells feeding reactor 1 then. I read about people making circuits on how to preserve fuel cell usage, but I didn't give that much of a fuck when I noticed that napkin math pointed towards my centrifuges vastly outpacing my consumption rate and I don't even have kovorax refinement yet.
>>
>>503177813
If you're not constantly using all that power, then the exchangers won't get cold, and the turbines won't run out of steam.
Heat from the other reactor is shared very fast.
>>
>>503178115
minmaxxers calculated that even without kovarex a single uranium centrifuge can keep a reactor well fed, so yeah
besides, uranium is so plentiful that there really is no need to obsess over preserving it, so you do you
>>
>>503178380
The wikis and stuff made such a big deal about making it sound like a feat to scrounge up enough U-235 to start kovarex that I went and built ten centrifuges. I still can't keep up with the mining output of the singular uranium patch that I'm mining.

I probably should make a train that transfers the cells over there, but the consumption rate of the cells seems so low that it almost feels silly building a train station for that. I don't have requester chests yet but I almost want to just stuff a bunch into it to tide me over until I do.
>>
>>503177813
Heat doesn't go anywhere unless you're using it through heat exchangers (or break your reactors of course) so if you aren't using a lot of power, the reactor will stay hot for a long time. 1x2 stores 20mj of power per degree and you need 500 degrees to make heat exchangers work, so a 1000 degree reactor will effectively store 10 gj worth of electricity.
This is why some players use circuits to make the inserter stop working when a reactor is above a certain temperature (because reactors burn fuel even when they're full, if you put a fuel cell in a reactor, 200 seconds later, it will be fully used even if the reactor is at 1000C and isn't plugged to any heat exchanger).
But nuclear is extremely cheap so why care? A 1m uranium patch will last hundreds of hours for 2x2 reactor setup. You need a bit over 1 centrifuge per reactor so 5 is enough for a 2x2. Once you unlock Kovarex enrichment, a single Kovarex setup can feed literally over 30 reactors.
As a small reminder, 1 watt = 1 joule over 1 second. So when you read something like 8gj (Uranium fuel cell) you actually get 8gw worth of fuel multiplied by your neighbour bonus (an additive 100% per direct neighbour). 2x2 is so strong because each reactor has 2 neighbour causing them to each produce triple the energy (120mw each), your 1x2 will cause the reactors to produce twice the energy (80mw) which is still extremely strong when you come from boilers 1.8mw and solar panels 60kw.
>>
>>503174420
how many prod researches is this
>>
>>503164840
Rather ship in calcite and foundries. Go look at the recipes, it's 2x prod for iron and copper and 4x for steel, and you can still use those beacons
>>503165589
>2 furnaces on iron plates
>2 assemblers on ammo
>speed modules... in the assemblers
please hold your mouse on the machines and check the input and output rates anon
>>
>>503179702
I'm probably going to build a 2x2 eventually, but I want to wall off a big chunk of land first. There aren't as many convenient chokepoints near my base as I'd like. Well I might be able to make something work by walling up the gaps between some cliffs, but sending a train to each little segment to ensure it stays supplied sounds like as so I kind of want to use trains to keep a front supplied and then requester chests to move replacement walls/drones/rerpair kits to where they're needed. I'm trying to make due with my shitty clusterfuck of a base right now to get my first orbital platform going.
>>
Anyone also have problems with ships not dropping requested items to a planet? For example, my ship goes Gleba - Nauvis - Fulgora, I'm carrying 10 capture rockets and my base in Nauvis is requesting it, the ship just never stops to drop, it just goes straight to Fulgora
>>
>>503178737
If you're worried about getting enough u235 for Kovarex, just put a few more centrifuge then you actually need.
Getting u235 is mostly passive and doesn't matter for much, the only things you use u235 for are atomic bombs (which are bad), nuclear fuel (which is very good but you can use rocket fuel before that) and uranium fuel cell (which we just established only requires 1 centrifuge per reactor), it's mostly useful because it converts the massive amount of u238 you'll have into u235 instead of clogging your storage. U238 has a lot of military applications and you should use them because uranium ammo and shells are extremely strong, I do mean it, get the research asap and start producing shells and ammo (just open the ingame factoriopedia and look at the stats compared to the un upgraded ammunitions).
>>
>>503180273
what condition are you using? there isn't really a good one for drop off so I use inactivity > 30s
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>>503180309
I'm not worried anymore. The wikis lied to me and now I have way more than enough 235 for kovarex. I don't have the tech for depleted uranium ammo. I'm trying to get my first space platform going right now. I'm launching rockets but my production rate is ass at the moment, so supplying the platform with stuff is slow right now.
>>
>>503180390
Just all requests satisfied, but there were no active requests in Nauvis, I added time passed 10s and it helped but it was not consistent
>>
why the FUCK can't you attach wires to a fusion reactor
>>
>>503180527
The wiki did not lie, Kovarex is probabilistic. You just need a few lucky rolls in a row to get way more than you needed. This is balanced by the times where you get unlucky. Unmodded, each centrifuge will give you a u235 every 1,714.28 seconds. A u235 is used to create 10 uranium fuel cells which each last 200 seconds. 2000 second for a single reactor. So a centrifuge has the time to create 1.16 u235 before a reactor runs dry. If you put prod modules in them, you need a bit over 1 centrifuge to stay ratio positive, even with prod in the uranium fuel cell machine.
>>
>>503180273
Yes, one easy mistake: if the ship is requesting a resource from a planet, it will not drop that resource to that planet. I think the devs need to add something to indicate this, something like "available on ship, but ship also requesting item from this planet"
>>
>>503175508
You haven't gone to another planet yet and this is your ship??? Bro stop procrastinating and LEAVE ffs
>>
>>503181123
The wiki made it sound like it was a big deal to get enough 235 stockpiled for kovarex. I setup a basic bitch train to the miners at the uranium mines, and then I setup five centrifuges. That wasn't enough to keep up with the rate that ore was coming in so I built five more. Then I stopped because it was apparent that I was getting 235 faster than I could hope to consume it at this point in the game.
>>
>>503181025
What for nigga? they don't waste fuel
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>>503181772
they don't?
shit, so they're just a flat out better nuclear?
>>
>>503182048
Yes. The fluoroketone also gets fully recycled so once you fill them up you never need to add more
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>>503180020
80. Each level cost 1.2 times more than the last so a few levels ago it wasn't too long. All my labs have 900% productivity and 444.5 research speed. I can't tell you exactly how many labs are running at the same time but it's at least 1800, maybe closer to 1900.
>>
>>503180309
Nukes are the only way to destroy cliffs until you get cliff explosives on Vulcanus.
>>
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About to try and de-spaghettify my rudimentary Gleba base by switching fruit delivery directly to trains.
Currently trying to come up with a layout for everything based on ingredients.
I'll be using separate trains with rocket fuel and a single wagon. Gonna have it wait based on time, not just item count.

Any reason not to embark on my fool's errand? I have the Vulcanus conveyors and it's still a slow crawl across the map, not to mention the issues supply the belts.

>>503170734
Really wish we could throttle the pumps, including the offshore.
Even a 0-100% speed control would be great.
Being able to drain the engines would be nice as well.

>>503170880
Simple clock with a modulo, and pumps set to clock=0 maybe?
Duration is a single tick, and the interval is set in the modulo.
>>
>>503183484
That is the single worst setup I've ever seen.
>>
>>503175423
If your ship is long enough, an asteroid coming in from the top just far enough away to avoid your front turrets could slide over and catch the ship?
But I don't get why you'd bother disabling turrets, if there's nothing for them to shoot they just sit there.

>>503180273
It only drops stuff if it stops there for a bit. If you have no condition, or a condition that's already satisfied before you arrive (like "all requests satisfied" when the platform doesn't have any requests from that planet, or it does, but they are indeed already satisfied), it'll head to the next planet before it has a chance to drop anything. Add a time passed or inactivity condition.
>>
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>>503183893
Thank you, I tried my best!
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>>503183484
That's cool and all but how do you feed them nutrients and why are you not using bioflux for nutrients?
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>>503183484
This is the single best setup I've ever seen.
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>>503184314
I'm working on it. I just need to figure what goes where first.
They all need nutrients, and all produce spoilage, one way or another.
This means they all can use the common feel/disposal line, but other stuff needs a more direct route.

It'll probably end up spaghettified all over again, but at least stuff will be coming in via trains.
>>
>>503130903
>machine from that figma link that anon posted a couple threads ago saying "I wish there were mods using these designs"
I don't see it on the archive, can you share that link or comment?
>>
>>503171420
>>503171618
I still haven't figured out how to super force build.
>>
>>503185245
ctrl shift instead of just shift for ghost building, no need to thank me
>>
>>503183261
Vulcanus is the first planet you should go to, and elevated rails make cliffs not a big issue to work around.
>>
>>503123401
Lunar Landings + K2?
>>503123559
Science, like most things, inherits the spoilage level of its ingredients.
>>
>>503185679
>not rushing mech suit
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>>503151813
Yeah but I'd have to redesign the whole thing to fit the roboports closer and move the heat pipes around and still keep it tillable.
It's too much of a bother (I'm too retarded to fit them in).
>>
>>503183016
is that 4M planet-specific science too?
post your fulgora setup, i can't even imagine scaling it up so far
>>
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This is honestly so trippy. Just stumbling through the jungle like an animal and studying the flora and the fauna. I feel like Sean Connery in Medicine Man
>>
>>503125873
We won!
>>
>>503187963
Draining your balls into Lorraine Bracco after discovering the cure for cancer from a yumako fruit
>>
>>503186978
It's 4M while doing research productivity. It goes at half the speed of other research and requires all science packs. My fulgora setup isn't very interesting or simple to screenshot. It's just a train base pushed to the extreme. Each island does one thing and one thing only. A base of this scale would require a video to properly show.
>>
Why can't you just burn liquid fuel in this, internal combustion style? Why can you burn the carbon from the asteroids in a boiler on the platform like Space Steamboat Willy?
>>
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Fusion reactors are stoopid in game and don't even carry the feel of how a fusion reactor works.
How to do it correctly:
Trash the fuel cells, remove entirely, instead the cryogenic plants produce the liquid fuel (gas) piped into the reactor. The reactor is like an accumulator or rather like a laser turret, it needs to soak up big energy like 40Mj or something but once the bar is full then it's self sustaining and doesn't draw power anymore. If the fuel intake stops then it starts consuming its own accumulated energy rapidly until shutdown. The fluoroACETONE cooling mechanic can stay the same whatever it's fine.
Just that, it's simple and not autistic but at least it resembles a fusion reactor now.
Problem? Set up an automated boot up sequence that's freaking additional gameplay instead of less gameplay.
>>
>>503188778
Give us some takeaways from your autism. If you were to get to 1% of your output from the start of a game as quickly as possible, what order of planets would you do?

Do you ship science to Nauvis or make it there?
>>
>>503103872
>have to clean a new big area from biters
sounds like a pain
>>
>>503188965
Earendel, hire this man.
>>
>>503189072
They are big bugs.
>>
>>503188965
>40 michael jacksons
>big energy
it should be 10 GJ at the bare minimum
>>
>>503189256
Yes i agree, it should be higher than what i wrote. 100-200 Megajackoffs. But then again the more reactors you have the higher the initial power draw.
>>
>>503188965
And heating towers and especially vulcanus sulfuric acid(and solar while we're at it) should be dramatically nerfed
>>
>>503189004
I went Gleba, Vulcanus, Fulgora. The biolabs and productivity 3 are too good to skip.
The order honestly does not matter. You need everything before you can even start working on a base of that scale.
>>
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Made a blueprint and put in my shortcut bar, now somehow I can't click it to build it, not in player mode or remote mode, any clue on what's happening?
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>>503191530
Its probably not in your inventory
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>>503191692
Oh you're right that sucks, but I'm sure I was about to just build remote tanks in Nauvis with the blueprint never in my inventory.
>>
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More early access slop?
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>>503157010
>hey look guys, i'm can upload clips in a deprecated format
nobody cares
>>
how do you do the service train thing? do you add an additional station to each mining outpost which you activate if you are missing anything?
>>
>>503185121
seconding this, what's the link? I make mods, planning to reuse space age graphics for a new machine but I'd prefer new graphics especially for animated machines
>>503189697
I agree on vulcanus, feels like they made that planet to be rich in metals but poor in water and oil, but then somebody complained it was too hard so they changed it to easy mode
>>
>>503192964
Yes. An extra station per outpost every time. You could us one station for multiple types of trains but they'll get in each other's way unless you control them to an insane degree.
>>
>>503193281
I think the coal reliance is balanced fine
Water is okay, though they could stand to lower sulfuric acid richness.
It's utterly insane better than anything else in the game power generation is retarded though.
And it shouldn't have good solar, given the inevitable ash clouds of vulcanism.
Would be a cute little dichotomy of having superb solar in orbit and shit solar on the surface.
>>
>>503157010
You can upload .mp4 now?
That'll be good for FTD.
Does it need any tricks?
>>
>>503193427
>coal
Would be fine if richness increased with distance like most ores do.
Sulfur power makes sense, it's a lava planet, so you get very good geothermal power.
Solar should be really bad on the surface though.
>>
>>503115278
You must craft promethium science out in the edge of the system, and you can't just take the asteroids into Nauvis orbit.
>>
>>503185882
>Lunar Landings + K2?
ye
only way I thought I could make LL more interesting
requires a bit of manual fiddling and recipe tweaking but it works
Aluminium is almost worthless so I'm stockpiling a couple steel chest and crushing the rest at the moment
I made reactors and turbine/heat exchangers require heat shielding and aluminium, but you're not gonna produce those en masse so I've also made the output of alumina by 1/10th and added a matter recipe for it later on the line
>>
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I think Gleba sucks
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>>503196164
No u fucker
>>
>>503196164
Gleba only sucks as much as the one working on it does so I got bad news for you.
>>
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My first plasma-fusion reactor
I don't know why the bottom four generators aren't passing thru any fluid
>>
Did vanilla factorio get any of the new processes?
>>
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>>503196269
>>
If I put quality modules in my scrap miners, do I get quality stuff when recycling it?
>>
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>>503195145
Ayyy somebody noticed!
No tricks involved really, just the usual filesize limit and no audio. On paper it sounds like a step sideways from .webm, but I find they just get less crusty with files this small
>>
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Look at that shit
Rampant does 0.389

Armored trains is singlehandedly doing 25 during an attack
I need to remove that mod ASAP
what a fucking shame
>>
>>503188965
Thought I had posted in the unsounded thread for a second there
>>
>>503189146
Technically, K2's fusion reactor works just like that
>>
>>503196329
I'm importing everything from Fulgora
>>
>>503197803
There's at least 3 people worth of overlap, I always doubletake when I see Duaneposting in here.
>>
>>503196521
The generators can only take plasma in through the butt end, and push out through the other sides. If you want to chain them, you'll have to connect them like a fractal design.
>>
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>>503197060
Holy the technological revolution is coming to 4chan.
>>
>>503148654
>>503178098
>I get that the heat is not lost out of nothing, and it gets stored pretty well, but I'm not sure if it's stored indefinitely since reactors cool down over time if they've got no fuel in them, and I assume that goes for pipes too.
Yeah nothing cools down on its own in Factorio. Your 950*C reactor will stay exactly 950*C literally forever, unless you have something taking heat out of it (such as heat exchangers, connected to heat pipes; or if you connect a new, cold heatpipe/reactor and the heat is redistributed around to heat the new entity).

Except on Aquilo. Because apparently a 1000*C temperature difference is not enough for heat to dissipate when ambient temperature is 15*C, but when the ambient is at negative temperatures suddenly even small temperature gradients cause freezing. (Seriously, because of absolute zero, normal buildings can have a temperature gradient of under 300*C. Even 500*C steam will have a temperature differential of under 800*C. If a 1000-degree reactor can stay hot indefinitely, Aquilo should definitely not be enough to cool down any of those things.)
>>
>>503197060
vp9 has better compression than h264
>>
>>503145806
>>space is it's own separate inventory tab with like 5 entries
It's got a dozen or two as you unlock a few more things
>>
>>503185121
>>503193281
https://www.figma.com/proto/8ecwGOzYos13D0JTwV5kO9/Factorio-Buildings-(old)?node-id=2585-1158&node-type=frame&t=Tt0H6pFe0h0uH68x-0&scaling=scale-down-width&content-scaling=fixed&page-id=0%3A1ui%3D1&hotspot-hints=0&hide-ui=1
>>
>>503199228
The main appeal for me is the fact that basically nowhere else uses webms
>>
>>503200165
Just like with webp, the problem is always support.
>>
>>503200165
such as? where else are you posting /egg/ clips?
>>
Once biters evolution hits 1.0 do they never get any harder than that? Because they're almost there and still pushovers on my save.
>>
>>503123401
Are the factorio sprites rendered down from 3d models? The stuff they showed in the FFF looked drawn. You would think with a fixed perspective getting it right wouldn't be hard but the mod stuff stands out

>>503199662
The actual assets look decently done though
>>
Did I see somebody talk about some attempt at a KSP-like in a thread the other day or did I hallucinate it. If I didn't, what is it called?
>>
>>503189697
Heating towers are absolutely ridiculous, they have about the same energy density as a 2x2 nuke per tile.
But so are solar panels, >6kW per m2 is something you'd get on mercury if your panels are 80% efficient.
And lightning storms on Fulgora. Honestly everything in this game regarding power has very bad balance. They clearly just used whatever number felt like it would compel people to use the latest power generation machine, and they have some kind of irrational fear of going back and changing any established number. It's not like this is the linux kernel, backwards compatibility on saves isn't nearly as important as good gameplay.
>>
>>503159540
>didn't read the post
fuck off costanza
>>
>>503200852
my main problem with power is that there's no reason to use multiple sources of it
>>
>>503200834
ksa
>>
>try to redo turret perimeter
>it's a complete nightmare
>try editor mode to just replace everything
>still a nightmare
>and it's cheating
you know what, let's just scrap the last 20 hours and go back to the first rocket I launched

I think I can do better this time
>>
>retards installs billion of retarded mods on his le not potato shitbox
>shits the thread with complains
ebin
>>
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>>503201051
Back to a simpler time
wonder if I should just restart for a fifth time and go from there now that I've got the hang of it
>>
Just returned to factorio and i've never gotten past the nuclear stage ever, currently doing a new run and i'm tryna find oil but i was wondering if i should get the space age DLC before or after finishing the game? Heard it changes research progression or something?
>>
>>503201270
yeah no I just realized the entirety of the turret defense outside of the south wall was armored trains
woops
>>503201256
It's actually one (1) singular mod, armored trains, which i got because of rampant
that alone is causing the bulk of the lag, around x100 times as laggy as rampant itself
funny how that works
glad you're following though :)
>>
>>503201340
DLC moves the rocket way earlier into the tech tree and changes progression a bunch so if you're going to play it you should do so on a fresh save.
On the other hand if you've never even finished base game what makes you think you'll play the (much longer, more involved) dlc?
>>
I can't wait to get home and play DSP.
>>
>>503099913
I keep running out of stone on gleba, any ideas?
>>
>>503202289
why do you need stone?
>>
>>503202289
beeg min0r doubles the yield
>>
>>503202289
use a minimal landfill pattern that prevents large egg rafts
small pentapods are no big deal, and absorb spores for you
>>503202342
obviously landfill to keep pentapods at bay
>>
>>503137330
Even a major optimizing autist like Nilaus has literally stated on stream that after his one 1.0 playthrough, he's done with Satisfactory - because he considers it a solved game with no further options left to explore and tinker with.

That's about as scalding a review for a factory builder / logistics planning game as you can GET.
>>
>>503202678
just get artillery
>>
>>503202858
nta
>just constantly ship in tungsten from vulcanus
no
>>
>>503202819
nah
daushie love it
>>
>>503202898
oh woe is you the 0.1 tungsten/m the horror this is literally impossible let me just cover the entire planet in landfill instead that makes more sense
>>
>>503143458
Is this even still relevant for 2.0 ? Heat runs off of the same system as fluids and has the same scaling problems. Odds are that (esp. for Aquilo and heat pipes having to snake everywhere in glorious double-helix'ed spaghet) the way heat propagates was updated as well.
>>
>>503203127
yeah, it's a one time time cost vs perpetual investment
>>
>>503203276
retard
>>
>>503203256
>Odds are that the way heat propagates was updated as well.
You're trying to apply logic to Factorio.
No, the heat wasn't updated like fluids in 2.0
>>
>>503203448
and still smarter than you, how does that feel
>>
where's the 2.0 mod for better heat pipes
at least there's Turbines++
>>
I don't know what condition to set for my nuclear fuel inserters.
Temperature < some value?
Fuel Cell = 0?
A combination of both?
>>
>>503203591
yes, very smart of you to spend 100 times the effort trying to prevent enemies from spawning instead of just killing them with no effort
>>
Is there an easy way to copy schedules between space platforms? And is it possible to add the recipe of an item to the automatic requests?
>>
how much tungsten do you actually need
and what about other resources
(not doing gleba standard resources)
at default settings and max evolution, how many vulcanus rockets per hour for gleba suppression
>>
>>503204156
maybe you can shift click the hub? haven't tried
>>
>>503200994
Because they're all overpowered
Even nuclear is in its own way. You can easily run 200 reactors for more than an irl day on a 1M uranium ore patch if you use t2 prod modules in the production chain, mining productivity not included. That's 320 GW in a tileable reactor.
Setting up a nuclear reactor anywhere only requires water and a very slow trickle of uranium 238 and iron.
That people don't bother with nuclear is a testament to how retarded power generation in factorio really is. The balance is completely broken and I don't even know how to fix it, so many mistakes were made.
>>
>>503176128
The bit you're missing is maybe the fact that big miners can output stacks.
>>
>>503204342
I like how realistic reactors handles it honestly
Shame there's no version for 2.0 yet because the fluid update would have really polished it
>>
>>503200824
>Are the factorio sprites rendered down from 3d models?
Yep.
The FFFs sometimes show concept art. The actual final sprite is always rendered from 3D. They don't hand-animate the animations and shit as pixel art (let alone redraw a zillion sprites from scratch for every rotation - can you imagine the work for trains and wagons?)
>>
>>503189256
>10 George Jetsons
>>
Anyone here still playing starbase?
>>
do you transport sulfuric acid on vulcanus via train or pipe?
>>
>>503200165
And that's a good thing. Now people can just directly take whatever mp4 they see in their circlejerk discords or on twitter or even tiktok or whatever and repost them directly. Before you at least had to be smart enough to reencode them.

Think about that, you can literally directly post tiktoks on 4chan now with almost no effort.
>>
>>503200994
The mod Power Overload helps, i recommend it since it's well coded. I had to come up with a few electrical solutions because of it.
>>
>>503203579
>No, the heat wasn't updated like fluids in 2.0
Well, that's fucking stupid then.
>>
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>>503205337
>people can directly repost tiktoks
Truly awful.
Wait a minute, I only post in decent threads! Hahaha!
>>
>>503197667
lmao what the fuck
what is it DOING
>>
>>503204516
Interesting, is the mod description up to date? I'm writing a mod to improve nuclear reactors right now, it's mostly been some new recipe chains, but those realistic reactor changes look intriguing. Cooling towers won't be needed anymore, chem plants have a steam condensation recipe now, and breeder reactors are bloat as well, but I think I will steal the efficiency mechanic. Not sure about how exactly efficiency should be determined though, both options the mod description lists sound kind of boring. What are your thoughts on it, since you seem to have some experience with that mod?
>>
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>>503196521
>>503198127
I have upgraded my plasma reactor
It's much uglier now, but runs 700mw at full draw
I hoped the two (400mw) would be enough, but the power grid collapsed when I plugged in science
It's not even for that much science, only about 1 a second
>>
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>>503200367
>'/egg/ clips'
You mean my own stuff? A couple places
This isn't the only place I hang around where I talk about games
>>
>>503205941
nta
I'd make it more efficient the hotter it is, with risk of meltdown.
Since you can extract a higher percentage of the energy from hotter steam.
>>
>>503203276
>>503203591
You sound like one of those indian facebook posts reading something like "Would you rather take $1,000,000 now or $50 every week for the rest of your life? I'd take the $50. That's what passive income is about, and it can change your life. Click here for our financial education course sar"
>>
>>503206123
HERETIC!
>>
>>503206287
Well excuuuUUuse me, Princess
Besides, Half Life 2, Cyber Hook, Clustertruck, Teardown, Noita and anything else I've recorded I can't think of off the top of my head aren't /egg/
>>
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You can see seeds approaching the system. Pretty cool.
>>
>>503203789
>Temperature < some value?
>Fuel Cell = 0
I put both of those in a combinator and set inserters to that signal
>>
>>503204342
>and I don't even know how to fix it,
Literally just nerf the power production values of most buildings.
Maybe add some other tweaks. Like for nuclear maybe keep the power production of turbines, just reduce the heat production of reactors themselves, so you actually have to build a lot of reactors but they don't look like a gigantic blob of turbines.
Otherwise it's literally all you need to do. Just nerf power production.

Yes including solar. Fuck solar.
>>
I gotta learn more modding stuff
>special train locomotives and wagons that have grids (not added to standard ones, I heard that is bad for UPS, and most trains won't be using it)
>cargo pods called on demand at chosen location (orbital bombardment)
>>
>>503206286
I'll include a trigger warning next time
>>
>no bugs
>infinite energy
>inifinite oil instead of oil wells that drop to 0.000001% after 5 minutes
>can get pretty much anything from scraps and recycling
>can create the most schizophrenic spaghetti possible and it will still be viable
>modules are practically free
>qualitimaxxing is easy as fuck
Fulgora is so comfy...
>>
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>>503205880
I have no fucking clue and honestly I don't think I want to know, they were nice but they were super finnicky to work with and they would get ammo stuck infinitely inside them. Now Instead of adding more turrets, I will simply improve the existing ones. The searchlight mod does not seem to be causing issues and it amplifies the range of all turrets, along with K2's turret buffs having that and flamethrowers should do the trick.
>>
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>>503205941
I find it a very refreshing change from the usual "plop down reactor near water, feed water, throttle cell consumption".

It uses different formulas, but overall the hotter you run your reactors, the more power they give, 40 at base power and around 120 at max power
that means that at 2x2 gives the same amount as power as vanilla (500 MW) but the fuel will last twice as long. Breeder reactors are fun with plutonium reprocessing, spent cells can be processed with sulfuric acid in a centrifuge to get slurry and then some useful byproducts to make mox fuel and stronger bombs, on top of the breeder reactor itself giving more spent cells that can be reprocessed into more fuel, creating a self-sustaining loop in the lategame. The trick is to try and get it almost to meltdown temperatures (1000 C°, at which the reactor will explode and create a ruin, which spews constant pollution until you craft a sarcophagus over it, and it still leaks over time) and keep it running at hyper critical temperatures. Realistic reactors fork2 (which is a fork that works better with k2, go figure) also adds fuel rods to micromanage your heat production. It's really neat overall and it's got some nice mechanics. Some things could use some polish overall, but I enjoy it.

Back when lunar landings let you smelt moon rock with the heat furnaces it adds, I managed to create a supercritical design that uses the excess heat it produces to power a smelting array that actively radiated away heat by smelting ore. That's because water on the moon is a premium and cooling youre reactors wastes some.
It was fun. They patcehd it later.
>>
has anybody toolbeltmaxxed
show me your inventory
>>
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>>503206543
Like so?
>>
Making water on vulcanus seems to be consuming most of my sulfuric acid. Is it worth building a dedicated space platform for ice?
>>
>tfw you simultaneously like and hate Gleba
I want to hate Gleba, but it's too different, too interesting as a challenge to hate it.

>>503208153
>Is it worth building a dedicated space platform for X?
The answer is always "yes". Space resources are infinite, advanced processing makes even more resources infinite.
>>
>>503204292
I tried multiple things but nothing seemed to work
>>
I wish factorio could run on my phone. I'm often away from my computer, and I don't want to spend money on a flopdeck.
>>
>>503208109
Yeah
>>
>>503203789
>>503208109
Also override inserter hand size to 1
>>
>>503208651
>what is a laptop
>>
>>503208412
>The answer is always "yes"
ok, one more question
how hard is it to build a platform in vulcanus' orbit considering the medium asteroids?
>>
>>503208826
Neat.
>>503208875
Already did in an earlier test. Was making a retarded overcomplicated check for fuel cells in every reactor and making an average so they all got one running at the same time but I realized it was stupid and could just do cell = 0 individually if I wanted each of them to run one cell constantly.
>>
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>>503100061
What if we start discussing more than just engineering sandboxes in this thread? I know there are threads for kenshi, rimworld and minecraft, but there are tons of other sandboxes. Maybe then thread will not be lost under the onslaught of gacha faggotory
>>
>>503208651
The controls would be unbearable. Steam deck is unironically your best bet, though even that is a way worse experience than PC. It's playable but it just feels clunky
>>503209232
>so they all got one running at the same time
Way I think of it is, if I'm using up enough power to where they're not able to fill the steam turbines without the neighbour bonus, they'll just all switch on at once anyway.
Unless you want the extra efficiency but IMHO it isn't worth it unless you're critically low on uranium somehow. A circuit to not constantly burn fuel for free makes sense, but if it burns with a suboptimal neighbor bonus who cares.
>>
>>503200391
Yeah, they're pushover even on deathworld
>t. died like 20 times to them but learned my lesson
>>
>>503205265
Pipe for the shitbase, but can't wait to research space landfill and make a proper base.
>>
>>503205785
>
>>
>>503209102
Just have some turrets for defense.
The options are to either build it over Nauvis, then have it fly itself to Vulcanus, or launch if from Vulcanus, with turrets and ammo supply following close behind.
Once the platform is up and can defend itself indefinitely, you can expand it.
FYI you can still manually insert ammo into turrets on the platform, or anything into any other machine for that matter.

Building over Nauvis is the easier option, as you can lay down the foundation without dodging 'roids, then rebuild it into whatever you want over the destination planet.
>>
>>503208153
not really. once you kill some medium worms the sulfuric acid fields reach ridiculous yield levels.
>>
How many damage upgrades for uranium tank shells to deal with the big slugs?
>>
>>503208153
Ain't acid infinite like oil? I assume you already considered piciking more nodes, shoving productivity modules on pumpjacks and beacons with speed modelus around them.
>>
>>503205061
This is not entirely true. The base is a 3D model but the artists still modify the sprites made from those models. For example the sprites on aquilo are all handmade. Wube didn't make a frozen version of the 3D models.
>>
>>503209550
Just let the thread die, imo
Baking while alive is always nice but egg is incredibly easy to find.
I just use this bad boy
/factorio/i;op:only;boards:v,vg;highlight;top:yes;
>>
>>503210604
How ridiculous? I see a few at around 200k
I'm mostly worried about having to build around lava.
>>503210791
Good point, maybe it's not a big deal then
>>
>>503209550
>>503211228
What if we started discussing more games than just fucking factorio. I am so sick of /egg/ just being /fag/
>>
>>503207754
I think I will try to do the following
>reactor explodes at 1000C, generates lots of pollution when it does, no lasting effects
>neighbor bonus of maybe 10% or even 0%
>starts out at 40MW and goes up to 5x thermal energy in a non-linear, hockey stick like curve with higher temperatures
>efficiency stays the same though, so fuel is consumed faster as well
Would still allow for interesting control circuits, but remove the biggest problem of reactors consuming not enough uranium.
>>
>>503211425
Nah
>>
>>503211978
FUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
>>
>Space 1h:15m
>Vulcanus 1h:33m
>Gleba 1h:55m
>Fulgora 1h:42m
>Aquilo 2h:01m

>the planet that takes 3 hours to complete has the longest soundtrack that will last you almost the entire time you're there
???
>>
>>503211294
base sulfuric acid production is 10/s. at 200k% yield that's already 20k acid/second before mining productivity and acid to water conversion is 1 to 0.9.
I made two small platforms on vulcanus collecting ice and they make a combined 200 ice per minute combined at 100% asteroid crushing productivity. that's 4000 water per minute, or less than 70 water per second. with chem labs and legendary prod 2 modules, that's less than 100 water per second. even if you use biochambers and legendary productivity modules that's still less than 200 water per second, which would be saving you about 2222% yield worth of sulfuric acid.
>>
>>503211425
Then just do it? Nothing holds you back from talking about FTD, Besiege, Zachatronics or whatever.
>>
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How do I get this empty map to try stuff out on?
>>
>>503212382
Your ignorance is astounding
>>
>>503212315
I suppose the argument is that you can spam infinite space platforms. If you've got a design that produces 20 ice per second, you can just launch the same platform 200 times. And it's "free" in the sense that there's zero logistics involved even, you just get free ice raining down on you from the heavens.
Though the counter to that would be the limited cargo pad receiving capacity.
>>
>>503212615
/editor
click fill world with lab tiles
>>
>>503212615
https://mods.factorio.com/mod/EditorExtensions
>>
>>503191851
just stack books. make a book "binder", put other books in it. put those books on your hotbar and cycle through. one inventory slot, all blueprints
>>
>>503191851
blueprints being stored in player's inventory is a holdover from old versions. there's no reason not to store blueprints in the blueprint library instead, as those can be accessed anywhere and anytime.
>>
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>paste my train station
>select item
>paste either item loading, item unloading, fluid loading or fluid unloading blueprint
>select item
>everything falls into place in 30s
Cannot overstate how much I love blueprint parameters.
>>
>>503211780
I look forward to trying it out
it's always nice when there's a new take on nuclear, and there's 3 forks of realistic reactors already
>>
what's amdahl's law and how does it relate to factorio's optimization?
>>
>>503211425
compsci students BTFO
>>
>>503183484
Update on the train base.
Switching from linear sushi belt to this unholy abomination wasn't easy, but it works much better, I think. I had to tear down the old one for this, so I'm putting all the eggs in this basket, quite literally, considering that pentapod egg cycle is plugged into the base now.
At least this one actually produces science. It's still a little unstable, but seem to be working well enough for a proof of concept.
>>
other than exports like holmium plates and carbon fiber you should be able to make aquilo self-sustaining by shuttling down ore from orbiting platforms, right? my first thought was breeding gleba bacteria but they can't be crafted outside of gleba.
>>
>>503214665
Speedruns and ramp up time optimization in general, I guess.
>>
>>503212075
>3 hours to complete
If your fluids are nearby it could take less aquilo only becomes larger if you want all tiers of qual setup for processors, lithium and lithium plates and since you probably don't want to do that with bots... unless you did make a shitload of epic+ bots and don't give a fuck
>>
>>503214989
you need stone for concrete somehow, unless you don't want to build anything.
>>
>>503215329
>never build anything
>factory is self-sustaining
I am very intelligent
>>
>>503214989
>breeding gleba bacteria
Bacteria have the entire Gleba production overhead, whereas an ore-supplying platform only needs to be set up once and it can operate indefinitely.
Maybe launch a pack of nuclear fuel every now and then at most.
>>
If I don't play the game I never have to worry about the problems of my factory.
I'm a genius.
>>
Nauvis sucks some donkey balls until you have your 40 enriched uranium and make your reactor the amount of coal I'm burning to sustain my current energy is out of control
>>
>>503215757
uhhhhh bro your fagot elf solar power?
>>
>>503215757
Why the fuck do you need 40 enriched uranium for your first reactor?
>>
>>503216429
Yea I don't ima just fucking make it and turn in before
>>
how do I remove cliffs? I just got explosives but dont seem to do anything except make tank shells
>>
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>>503216874
You need special explosives that require advanced interplanetary technologies
>>
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>>503216874
>>
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I love making Gleba spaghetti
>>
>>503204437
they do, but a stacked turbo belt is 240/s my guy
>>
can i put quality modules in scrap mining for quality scrap?
>>
Well, finally I can start to play the game I guess.
But why the fuck does the victory screen show some random ship instead of your own? Also no statistics. That's kinda underwhelming.
>>
>>503219014
Yes. You can then put qual modules in recyclers processing this scrap for the easiest and lowest effort source for most quality components in the game
>>
>>503219851
man im retarded why didn't i think of this earlier.
>>
Has some anon already reached the shattered planet? If so could you show your ship?
>>
>>503200165
>>503199228
Another nice thing is there has been terrible hardware support for compression/decompression for VP9. nVidia apparently supports it but doesn't even list it or maybe falls under AV1. Unlike h264, h265/hevc which are just everywhere.

https://developer.nvidia.com/video-encode-and-decode-gpu-support-matrix-new
>>
>>503219014
Quality fits into any machine, but fluids are always common quality. Beacons can't use quality and quality can't use speed, so the only combo is quality+efficiency.
>>
>>503214530
We'll see
It looks like the realistic reactors guy ran into the same problem I did, namely the reactor API being really limited and bad
https://forums.factorio.com/viewtopic.php?t=61491
So there is no good way to change the heat production of a reactor during runtime. As far as I can tell in the RR mod source, he accomplished it by programming his own heat system in lua, so he isn't bound by the API. Which might also explain why it's not being updated to 2.0, because that would make reactor heat incompatible with heating tower heat, unless you also make them use the lua system. It's also a huge FPS sink on something like Aquilo, with miles of interconnected heating pipes.
I think wube is hitting the limit of their engine, each change and new feature taking exponentially longer to implement, so they don't even bother with fixing stuff like this. I'll have to drop the dynamic heat generation idea for now.
>>
>>503215650
A stationary platform probably has the freedom to be huge enough to comfortably use solar
>>
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I don't think it's possible, need more inserters for input and output than there is space for. Just the wire input is at least 5 legendary stack inserters with direct insertion.
>>
Is there a hotkey or something to hold the mouse down for ghost items so I can just wave my mouse around and it will only place the item on ghosts, like inserters etc..?
>>
does spoiled priority do anything for items on belts?
>>
>>503219615
oh, fucking lame
>>
>>503208109
you don't need the fuel cell=0 check. also you will lose the neighbor bonus with this setup. heat 'sloshes' around the reactors which means you will be inserting fuel cells at different times raising the heat in adjacent reactors preventing the fuel cell insertion. only monitor the heat of 1 reactor and add a fudge factor for the difference with the neighboring ones
>>
>>503202898
do not import tungsten for shells, a stack of shells has much better compression ratio than calcite+tungsten for 10 units, i think a bit more than double?
manufacture the shells on vulcanus and that's it
>>
>>503221843
>you don't need the fuel cell=0 check
why not?
>>
how does one make an SR latch in 2.0? i can recall the decider having two or three conditions, one wire is tied to itself, the other two is input and output of the same color
>>
>>503221958
artillery shells don't stack and only 10 fit on a rocket.
>>
>>503222942
yes, a stack of 10
>>
>>503222451
because the heat starts climbing immediately and will exceed your set temperature before the arm has a chance to swing around and deposit a new cell
>>
>>503223135
its a nice hypothetical, but it costs nothing to check it.
>>
>>503222987
yeah and that's way worse than tungsten and calcite, which have rocket capacities of 250 and 500.
>>
How do I stop myself from getting burned out on eggs?
>>
>>503223448
stop playing the bad ones.
>>
>>503223448
Stop trying to beat them.
Take them slow and relax.
>>
>>503223448
Make an omelette
>>
>>503221958
I looked at this the other day
ship tungsten for ammo to be made on site
manufacture on vulcanus and ship out for the actual guns themselves
>>
>>503223441
ho damn you're right, for some reason my brain registered 50 calcite and 50 tungsten limit/rocket (even though i am already exporting calcite) while calculating
i was already building the ship for the sole purpose of shipping shells lol
well anyways, for the sake of expansion prevention i think it's an acceptable deal
if you're going to use them offensively however, yeah it's gonna suck balls
maybe download a mod that adds a nuclear shell recipe, nukes are cooler anyway
>>
>>503105893
did you build only one lightning rod?
>>
Anyone try the Fulgoran Enemies mod? I'm interested in it, I think I'm going to restart (I've spent way too fucking long on Nauvis before going to other planets, over 100 hours relearning the game) and I've been thinking of using a bunch of quality of life mods for functionality/blindspots/retarded decisions by the devs.
I'm wondering if the replicators will spread aggressively like the bugs on Nauvis do, making more of those antenna-spawner things in picrel, or will they just crowed their position and hold/send raids from whatever island they happened to spawn on on Fulgora?
I like the idea of Fulgora getting evened out with some enemies but I don't think I would want to deal with enemy expansion like I already have had to on Nauvis.
>>
>>503224258
>I've spent way too fucking long on Nauvis
according to who?
go at your own pace m8
>>
>>503221091
There is a mod for this.
>>
>>503224393
According to me. Foundries invalidate most of your early game base. Building above 100spm without foundries is a waste of time.
>>
>>503224258
The only reason I'm not playing with it on is because I started my 2nd playthrough in fulgora and I doubt theyre something you can deal with at the very beginning. Might turn it on once I head back after I grab some miners and foundries from vulcanus and finally setup qual and turn off the labs there for good
>>
>>503223967
I have a single rocket on vulcanus and 2 slow haulers, one for calcite and another for tungsten, its being more than enough for now to make all the a shells I need. Still sucks that we need to import shit for what was supposed to be a Nauvis recipe.
>>
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>>503224258
Whoops
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Even 12 beacons is theoretically possible but I don't think there is any practical use
>>
>>503217612
I wish nukes were more powerful, for 100 U-235 they should release way more energy than they do
That or make them cheaper. Have a nuke take like 1 or 5 U-235. It's clearly meant as just a tiny micro-nuke
>>
>>503224691
Except for all the science it makes and all the results of that
It doesn't cost that much to build a base

With your logic you'll only have one furnace until you get foundries because foundries invalidate furnaces and one furnace will get you to foundries eventually
>>
>>503224258
I don't like the implementation at all
>>
all these 2.0 ghost building improvements have spoiled me
I keep pressing Q on buildings I don't have in my inventory and getting mad when nothing happens, often I end up going to map view and quickly zooming back in just to be able to do this
>>
>>503225025
Is that a drone from Oblivion?
>>
>>503225325
There's a checkbox in the options to enable ghost placement if you don't have the item in your inventory.
>>
aquilo needed sea monster enemies
>>
>>503224727
Oh and the reason I don't like labs there even with biolabs anywhere modded in is because the limit you face there when trying to make science at a massive scale is purple runs out of stone. That also means if you want to void fulgora stone you can just setup purple there and ship it
>>
>>503226484
mod them
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>>503226484
>water demolisher reskin
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>>503226484
Those would quickly become obsolete when you can just make an ice platform barrier to negate their range
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>>503226840
>sea monsters breach the ice
KINOMATIC
>>
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He gave up
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>>503226927
Then you create the ninth circle of hell instead
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>>503226927
>Sea monster come from below and destroy your base by sinking it into the sea, forcing you to get orbit material on standby to replace it in a timely banner
Get Earendel on the phone, I want him to read this
>>
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https://factorio.com/blog/post/fff-438
why did no one post it?
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>>503177383
The enable/disable inside the chem plants is set to Light Oil < Heavy Oil & Petroleum < Light Oil to make sure they're all balanced, so I wouldn't be able to add. I've been thinking of how to simplify the building of this though, since I need to manually set up the combinators one by one, potentially arithmetic combinators that subtract the threshold and chain together? I don't like how much space they use though.
>>
>>503226484
>>503226840
>giant biolumenescent jellyfish/seaslug/amorphous enemies that you can see approaching from a great distance beneath the water that will make their way to your base, floating underneath your platforms, absorbing the electricity from your network to feed, damaging shit in the process, before leaving once they're full
>you need to kill them before they reach your base and slip under the ice otherwise you have to deal with the consequences which you can mitigate by shutting off your power production until they leave
>>
>>503227315
>I can imagine publishing some FFFs once 2.1 development is underway, if we have some interesting things to show, or whenever we have something important to say.
Well at least they'll keep working on it for now
>>
Trying to find a better 99% evo nest clearing strategy than laser creep.
First try : defender are dogshit, moving on to distractors.
>>
>>503227930
Artillery
>>
>>503227930
dont know about distractors but destroyers are pretty great once you got a few levels in electric damage
>>
>>503227930
artillery
nuclear bombs
remote controlled spidertrons
>>
>>503227315
>Factorio players collectively played over 88 000 years (on Steam only)
All me.
>>
>>503227930
Your spidertron????
>>
>>503226616
even with all the new tools I don‘t think entirely new enemies are easily doable.
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So I need to start over because I my saves got overwritten by being in the editor and I guess now is the best time to actually make some proper blueprints so I don't end up with spaghetti again.
This shit breaks my brain. This stupid fucking block took me like an hour to figure out.
Am I retarded...?
>>
>>503209102
Ship up the space platform starter, then ship up a stack of repair packs for when it gets hit. 100 repair packs lasts for ages, I build all my platforms over Vulcanus
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>>503229946
yeah
you forgot that long handed inserters exist again?
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>>503228308
Spidertron? Spidertron?? My spidertron?? Spidertron?? Boo????? My spidertron??? Bro my spidertron???? My spidertron?? Spidertron? My spidertron bro????? Spidertron??
>>
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It's UP!
>https://www.youtube.com/watch?v=T5Va14sl5Xo
>Getting Ready for FICSMAS
>>
>>503229946
i mean, it works, but why not just use 2 belts with red and blue inserters? throughput will be fixed with the first normal inserter capacity research
>>
>>503230193
>>503230404
Motherfuck, how would I even use these there? I'm gonna cry
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>>503230443
anonette...
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>>503230443
think, think with your special brain
>>
Can you mix quality science packs or do they all need to be the same quality?
Say red in uncommon and greens in common together?
>>
Okay, not only distractors don't fucking move, but they do 33% less damage than a laser turret. Moving on to destroyers.
>>503228154
Trying something manual, but you're probably right. Even with a trickle of shell production, it will eventually clear everything.
>>503228184
Forgot to mention I'm doing the test with level 10 damage in guns and lasers.
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>>503231520
>I only make science here
Yeah that's a good way to speed it the fuck up
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>>503201034
>Kitten Space Agency
Why keep the cutesypoo shit? You had one job...
>>
>>503227315
>See ya guys, I'm going to play WoW now for a while
Lmao what a nerd.
>>
>>503223448
you have to eat all the eggs
>>
>>503231810
Don't shoot he messenger. But also counter-point, it's being made by RocketWerkz
>>
>kovarex next game
>somewhat inspired by WoW
Automatic mount collecting?

Will he molest female employees?
>>
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>>503202819
So you are saying... I'm not having fun right now? Hm.. weird.. yet I'm feeling good playing.
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>>503232427
Arcane Infrastructure
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I wanted to pull snowpiercer through the swamp cause it looks cool..
I forgot..
These retarded spiders keep scaring the piss out of me.
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>>503228184
Okay we've got a winrar, thank you. This is two or three times faster than turret creep.
This was 50 bots (10 destroyer capsule) at electric damage level 6, with slow down capsules, and it's already overpowered.
I'm 30 chunks away from spawn so nests are starting to get big, but if I use a dedicated combat armor setup, I won't even lose any hp.
>insta-killing with electric discharge only
Kek, I have to try this now
>>
>I need a new spaceship!
>ah I'll just manual haul for now
>ah I'll finish this planet fist
>ah I'll just finish this other planet first
>ah I'll just finish this research first
>100 hours later...
I need a new spaceship!
>>
>>503219014
Considered this, but isn't holmium going to be the bottleneck generally speaking? Figured you'd want productivity in miners and quality in scrappers.
>>
>>503233241
How is that a problem exactly? Can't you just use the quality holmium ore anyways
>>
>>503227315
>To clear my head, and gather a little bit of inspiration, I decided to experience the Fresh World of Warcraft world for a while, you can find me in the Fresh server in the guild called Factory must grow (discord).
>kovarex is a discord tranny
>a /v/ermin
>a wow tranny
he has to go back to /v/
>>
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Look at these little faggots..
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>>503234207
They appear to be homosexual.
>>
>>503233870
Have you seen the thread he made in the Dwarf Fortress forum forver ago where some dude told him to stop trying to prote his game there?
>>
>Wowhead
There's better games I'm disappointed
>>
>>503225325
>players have spoilage mechanics
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>watch me, i beat the game!
no. you didn't. because you played without this mod and your factory wasn't legendary 250. you are of low skill and low intelligence.
>>
>Up to Robot Speed 24
Damn these little guys are fucking FAST
>They never get more power efficient so they still have a max travel distance of like 100m on Aquilo
>They never gain higher recharge speed
>Become massively bottlenecked by number of roboports I can fit in any given build
I wish there was a fourth planet that focused on robot upgrades, and also a fifth one that focused on train upgrades
>>
>>503214829
is this meant to be like a module that you copypaste a hundred times? or are you literally making only 1 of each building in your base? Because that's a thing I've seen new players do sometimes before they understand factorio, they build like 1 red science assembler, 1 green science assembler, 1 lab, etc
>>503233241
Productivity in scrap miners? Why, you worried about running out of scrap? On the scrap planet?
>>503221135
no
>>
>>503236008
That one is too casual. I use the infinite quality mod.
>>
>>503236213
quality roboports have increased charging speed
quality robots have larger battery capacity
>>
>>503236213
You are using legendary roboports and bots right?
>>
is it mandatory to use nuclear for an aquilo ship or can i get away with solar?
>>
>>503236362
>>503236484
bruh
I wish quality wasn't a thing, it takes away design space for other potential planet rewards
>>
>>503236213
>I wish there was a fourth planet that focused on robot upgrades,
uh your fulgora?
>>
>>503236974
Maybe if you have legendary everything
But I don't think it's really feasible. Aquilo orbit has like 60% solar so even a legendary solar panel has just 90kw of output, and the level of production you need to have on the platform to create enough ammo to fight off the big-ass asteroids necessitate that you have chains of chemplants and a lot of asteroid collectors.
>>
>>503236993
I don't *love* quality, but honestly it just boils down to 10x 100x and 1000x costed versions of things. I've come around to the fact that it is a good excuse to scale your factory. (Although I think it is optimal to just grind legendary plates and make a small legendary factory)
>>
>>503236974
1 epic reactor was enough for constant travel between aquilo and fulgora/gleba and even the solar edge which consumes 77mw and my accumulators did turn on sometimes which means my energy demand would sometimes go above that. Sure you might be able to with solar but it'll be slower
>>
>>503236993
Lol. Go play some bloated mod with seventy different tiers of slightly different assemblers then.
Quality alows you to upgrade everything as long as you deal with the increased resource cost and complexity without bloating the game.

Or you can ignore it completely. My shattered planet ship was all normal.
>>
>>503236974
Maybe if you elf module everything. I had to put speed modules in my foundries, so I needed tens of megawatts of power. And my platform still can't keep up and has to hoard ammo and rockets, and have 500 space platforms in reserve before a trip.
>>
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>>503227315
>2.1 confirmed
Haters btfo
>>
the way stomper shells pile up near your defenses, only to get crushed underfoot by the next wave of stompers is pretty fucking metal
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>>503237565
>>503237412
thanks anon, guess i have to bite the bullet
>>
>>503237884
Hey now, what are you doing posting kino in this general.
>>
>>503232249
>Rocketwerkz
Yeah I guess Stationeers had that cartoony art style also. I didn't realize this guy cut his teeth making DayZ. That's pretty cool
>>
>>503237884
So does the super cute little girl get dicked down, or WHAT?
>>
>>503238715
They play Factorio together.
>>
>>503236008
I'm going to use this mod to make self sustaining fission powered ships.
>>
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>>503232520
An illusions, how imaginative, show me one atom of fun. I doesn't not exist and neither do you.
>>
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>>503238951
u are stupid
>>
>>503239105
Do you only have like 20 pics? Saddest avatarfag I've seen for a while.
>>
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I love seeing rails everywhere I go. I must construct more
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>>503239269
Come here, anon..
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>>503233158
anon....
>>
>>503236974
the aquilo ships on the server used solar.
quality solar panels help, but also quality assemblers, foundries and chem plants since the increased speed doesn't add any power draw.
>>
>>503238902
you can already do that.
>>
>>503238884
Not even a joke.
>>
>she's not powering xer ship with acid neutralisation
>>
>>503240159
Wouldnt that require a mod
>>
>>503239279
This seems better than factorio what's the catch?
>>
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>>503240159
did you put engines on vulcanus? just imagine the drag.
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>>503240595
The catch is that you have to listen pissy little factorio fans wet their panties and moan in here all day if you dare mention satisfactory
>>
>>503240595
It's buggy as shit, lacks even the most basic qol features and is tailored for your average reddit audience with stuff like le epic lizard doggo and god knows what other forced memes.
>>
>>503240595
it looks similar but it's not really a logistics game. pretty fun, though.
>>
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>he doesn't know
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>>503241081
>>
>>503241081
what's using up so much power
>>
>>503240149
>Author with a solid grasp on physics
Damn, that's rare
>>
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>>503241223
about 800 thrusters
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>>503240149
Don't remember that part ...
>>
>>503241385
power as in electricity
>>
>>503227315
>I want to restate, that without our almost 6,000 automated tests, we would never be avoid reintroducing old bugs by fixing new bugs
what did he mean by this?
>>
>>503241081
>8 carbon per second
I'll keep not knowing
>>
>>503241081
I need that carbon to make rockets
>>
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>>503240149
>stationeers dot jay peg
Considering Venus's atmospheric density a wind turbine would be more efficient.

Also what is this from, I want to read it.
>>
>>503241351
Same author as doctor stone.

>>503241460
It's the epilogue, I cheated a little :3
>>
>>503240595
It's designed to make every single task as difficult and slow as possible. The enemies spawn 10 feet away, movement and combat is shit, planning is shit, tons of little things break for no reason.
>>
>>503239105
For real, the obvious existence our minds points to an entire domain of non-physical existence we are hardly considering because we don't have the tools to observe it, tools which i suspect would be conceptual.
Talking factual scientific inquiry here. We leave it at "ideas", "imaginations" , "thinking" and "meanings", oh it's some bullshit we made up 'cause we're crazy. Such observations are on the level of humors, leechings and miasma.
>>
FUCK YOU
ZAP ZAP ZAP
GET A-CLICKED GET A-CLICKED GET A-CLICKED
>>
>>503241948
Origin by Boichi. The snippet I posted is not representative of the rest of the story, but it does have a lot of fun engineering nonsense in it.
>>
>>503230193
>>503230404
>>503230608
I think long inserters SUCK
I build all my 3x2s like that anon. Fuck red inserter throughput
>>
>>503241917
You have clearly never programmed.
>>
>>503241980
>Enemies
I was told everyone disables them in the first 10 minutes
>>
>>503241954
>It's the epilogue
missed that chapter, thanks.
>>
>>503242463
well yeah WE do that in factorio as well lol
>>
>>503241081
but you can't heating towers on space?
>>
has it been a month already?
still haven't beaten it
>>
>>503242572
Read it! It's so good. Pure hearted Japanese teen media pushing positive life affirmations is the peak of literature.
>>
>>503236008
>all those researches
Why not just make quality an infinite research
>>
>>503242796
same
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>>503242463
smart move. Every single resource node and rare item is guarded by something, and the combat feels like ass so it gets annoying very quickly. The high tier enemies are annoying shits that leap 50 feet in the air with arena wide AoE damage, and your best weapon is a moderately useless rifle.

Yeah, turn that shit off.

The base building starts out okay, then you realize the FPS aiming system is shit. It was not made for placing 30 foot tall buildings or running hundreds of tiny connections all over the place.
>>
Do people do postgame? Fuck off to other games? Or start again?
>>
>>503240595
The catch is that the devs made a pretty building game first and a factory building game third
>>
>>503243128
I made a promethium ship ship that ran a few times before I got bored. I guess that is technically post-game.
>>
>>503242864
>Read it!
Oh nice. Thanks for telling me the name of it.
>>
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>>503240149
>left by ISIS
lmao
>>
>>503236224
>is this meant to be like a module that you copypaste a hundred times? or are you literally making only 1 of each building in your base?
Uh… yes?

First off, they fast, and I haven't hit the production limit in a reasonable fashion yet.
Second, I'm just trying to figure out what goes where and how to arrange it all. Get the ratios down and stuff, I mean layout-wise.
Sometimes you can build stuff in a way that removes belting, direct insertion is always preferable to belting, see copper wire for an example.
Third, I'll split off the spaghetti into proper pieces that produce X thing, if I need to scale up the production.
Right now I have to get this thing to stabilize first. There's still plenty of oversights and general fuckups that I have to fix, and I always keep finding new ones.
Don't worry anon, I'll scale up the production once I actually need to.

Besides, I often do make such mini-blocks, where buildings are chained to produce something I need at the moment, but not by the hundreds. For that I make proper production modules.
>>
>>503243098
Can you not remote view?
>>
>>503244723
No use case.
>>
>>503244723
Engine limitation
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The fat bitch hijacked my truck
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I threw a nuke at it...
now the truck is coming back for roadkill revenge
>>
quality is the spaghetti engineer's wet dream. my resources are trickling should I delete this barely-functional mess of belts and inserters and replace it with something organized? no, thank you, I'll just upgrade the machines another tier and maybe exchange the modules for quality ones. never again will I suffer a neat-looking factory.
>>
>>503245880
I am having so much fun embracing spaghetti. Between the base productivity machines, beacons, and quality, there has been no need to detangle it.
>>
>>503218396
My bad. I misread 440 p/sec as 240 before.
>>
>>503225325
Ghosts taking time to deconstruct with right mouse as if you are mining them is silly. It's still instant if you use a deconstruction planner so it's purely there to inconvenience new players.
>>
rebuilding my base into something capable
should i use one sided or double sided trains
my current trashfire base uses both dual sided rails and trains, had quite a bit of fun trying to make it work
>>
>>503227043
https://en.wikipedia.org/wiki/Learned_helplessness
>>
>>503247952
You can do the slow deconstruct and then drag the mouse around to instantly remove more ghosts.
>>
I started over on a nice looking seed but this is so miserably slow I don't know if I can follow through.
>>
>>503248292
Whydja start over?
>>
>>503227043
Literally me
>>
>>503243128
Is that shattered planet area somewhere you can land?
You're at least one part fag for every part of a woman's body you can't appreciate
>>
>>503241081
I thought heat towers didn't work in space?
>>
>>503250986
>>503250986
>>503250986
>>503250986
next thread
>>
>>503244723
lol, lmao even



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