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File: 1712850773898912.jpg (405 KB, 2120x2125)
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best gleba research edition

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

List of commonly discussed /egg/ games:
>Factorio

List of other /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
>Oxygen not Included
>Satisfactory
>Shapez
>Workers and Resources: Soviet Republic

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

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

https://fromthedepthsgame.com/

Games that aren't /egg/:
>Minecraft

WebM for physicians: argorar.github.io/WebMConverter

Current /egg/ hosted servers:
>Factorio
>Stationeers

Previous: >>506824196
>>
i make yellow science in an assembler
>>
true men make yellow science by hand
>>
>>507096135
me too
>>
>>507096284
yellow science is stored in the balls
>>
>>507096996
no thats space science
>>
>>507097323
No, that's planetary science. It's stored in the quads that's why it's round
>>
>>507097964
im gonna store my space science in your bussy
>>
>>507096996
>>507097323
>>507098945
fun fact: semen is not actually pure white, but a sickly yellowish off-white color
you can see this by placing it against
>>
>>507099226
That's a lie. I've personally sampled a lot of semen and it's white like eggshell.
>>
Playing stationeers, any way to deconstruct the starting chests or do I have to dump em in a hole somewhere?
>>
What's the deal with all the talk about C/C++ memory safety as of late? I've been a programmer since the late 90s and I've almost never seen anyone talk about memory safety until it blew up this year. It almost feels like people are just repeating what chatgpt tells them (dead internet theory I guess?). But seeing people talking about it as cons concerning factorio and satisfactory just make no sense to me. Can someone explain how memory safety is a "concern" for factory games?
>>
>>507100492
>What's the deal with all the talk about C/C++ memory safety as of late?
I've never heard about anyone talking about memory safety desu. Then again I don't spend much time in these threads
>>
>>507100492
>the ign review of satisfactory who listed "c++ memory risk" as a con
honestly no idea
>>
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prod bonus on, prod bonus off.
prod bonus on, prod bonus off.
who knew 25% could cut resource costs 2/3.
>>
>>507100492
just ignore them
muh memory safety has been talked about ever since rust started being shilled
>>507100623
he probably means the fags that talk memory management because they're sooo much better (they're not)
>>
>>507100492
it's a rust tranny psyop
>>
>>507100492
>of late
it's one anon who found a performance waste with factorio mem management and started posting pics. dunno if it's real or not but earendel is to blame
>>
>>507100369
You deconstruct them with the drill iirc. You can get rid of the lander too with an angle grinder.
>>
>>507100882
We did. This is very old news. Since you can put prod on multiple parts of the chain, they're all multiplicative with each other. So if you have 5 machines to go through, you would get 1.4*1.4*1.4*1.4*1.4. Over 5 times more stuff out of a single thing.
That's pre space age, now with space age you got even more prod and machines and new ways to get more stuff out of what you have.
>>
>>507100882
is this darksydephil?
>>
>>507100952
>>507101063
Nta. Why is rust being shilled?
>>
>>507101325
Drill works, thank you anon
Will try the lander and the angle grinder soon-ish
>>
>>507102831
angle grinder does work, just checked
thank you again
>>
>>507100492
It's an NSA psyop.
>NSA advises organizations to consider making a strategic shift from
programming languages that provide little or no inherent memory protection, such as C/C++ and assembly, to a memory safe language when possible. Some examples of memory safe languages are Python, Java, C#, Go, Delphi/Object Pascal, Swift, Ruby, Rust, and Ada.
https://media.defense.gov/2022/Nov/10/2003112742/-1/-1/0/CSI_SOFTWARE_MEMORY_SAFETY.PDF

Jokes aside, languages need to be memory safe these days because developers are getting more incompetent and can't be trusted to write memory safe programs.
>>
>>507103332
I'm waiting for the day that the new Windows just snaps in half endlessly when it tries to auto-launch Teams on boot
>>
>>507103332
>But what if you don't set a value when you declare a variable!?
Is there any reason whatsoever to not set a value when you declare a variable?
>>
how many recyclers do you need to empty the various belt colors?
>>
>>507104510
should have mentioned scrap recycling, not other recipes.
>>
>>507104360
it saves a single cpu cycle, I'm a bit of a code optimizer myself so it's very important.
>>
>>507104510
Anon, you can literally see how much scrap each of your recyclers consume per second. I'll give you the belt items per second and you gonna divide that number by the number on your recycler.
15 for yellow
30 for red
45 for blue
60 for green
Multiply by 4 if your big drills fully stack the belts.
I'll go a bit further, recyclers work at 0.5 speed and the recipe takes 0.2 second. So 0.4 second per craft. Or 2.5 scrap per second. Now divide 15 by 2.5... You got your answer. What about beacons? Just look it up in game.
The game literally gives you a basic rate calculator, use it.
>>
>>507105213
i hadn't put a scrap inside one yet...was planning a layout before i actually started recycling...im sorry...
>>
>>507105443
Recyclers are not input limited, they're output limited. So your question doesn't really make sense since it becomes obsolete very quickly.
>>
>>507107074
im using bots to sort the ouputs so all i cared about was how many i could feed with a single green belt
>>
>>507104662
Scrap recycling has a crafting time of .2s
A scrap recycler has a crafting speed of .5, .65, .8, .95, or 1.25
The real time to craft, then, is .4s, .30769s~, .25s, .21052s~, or .16s

The output of scrap recycling is 20% gear, 3%wire, 1%ore, 4%stone, 5%ice,4%battery,6%concrete,4%steel,7%solid fuel,1%lds, 3% adv circuit, 2%processing unit. The total output% is 20+3+1+4+5+4+6+4+7+1+3+2 = 60%
However, sometimes the recycler will produce nothing. As far as I know, it could simply produce every object for every craft, technically. In that case, the output has a range of 12 objects to zero objects, with an average of .6 objects.

For a speed of 1 second/craft, a recycler would produce .6 objects/second.
Average output is .6*crafting speed.

Belt capacity is 15, 30, 45, 60 per second.

Recyclers needed on average is Bcap/.6/craftingSpeed
15/.6/.5 = 50 basic recyclers behaving unexceptionally.
60/.6/.5 = 200 basic recyclers behaving unexceptionally.
15/.6/1.25 = 20 legendary recyclers behaving unexceptionally.
60/.6/1.25 = 80 legendary recyclers behaving unexceptionally.
>>
>>507108142
>im using bots to sort the ouputs
why? using belts for that is more fun and it makes easier to handle overflow
>>
If you include, say, 4 basic speed modules, that's +80% speed
15/.6/(.5*1.8) = 27.77770 basic recyclers behaving unexceptionally.
60/.6/(.5*1.8) = 111.1111 basic recyclers behaving unexceptionally.
15/.6/(1.25*1.8) = 11.1111 legendary recyclers behaving unexceptionally.
60/.6/(1.25*1.8) = 44.44444 legendary recyclers behaving unexceptionally.

And lastly, since productivity modifications are not available, lets say you add in 4 quality 1 modules. That's -20%speed with a 4% chance to intend to create a quality product. You can do the *.8 speed yourself. Just replace the 1.8 above. The real shit, here, is that this jams your system. If you're using, say, yellow belts, then your machine can output, at most, 7.5 objects per second, assuming it outputs on every tick or some such lossless process. A basic recycler can create up to 12/.2*.5*.8 = 24 objects per second. This means that, after a recycler recycles, it may fail to eject all material before it crafts again. On those occasions, it may attempt to create a quality object under a non-quality object, or may attempt to create a non-quality under a quality, and so may pause and do nothing until it is empty. How much time does a recycler lose to these semi-rare sounding events? How many conflicts per second can be expected to occur, and how many objects will need to be removed on average in order to allow each conflict to resolve?
God help you if you try to calculate it.

And can't stack inserters also increase the output of an individual recycler, and also the effective speed of a belt?
Good think I haven't built one of those yet, and can't speak on the matter.

>>507105213
>how many to EMPTY a belt
o...oh
>>
>>507108458
takes less space, also its not easier to sort overflow. i just have a second block of recyclers with decider combinators+ arithmetic combinators for deciding what goes to overflow recycling. takes much less space than a belt based system
>>
>>507108621
you don't need circuits to manage overflow in a belt system
>>
>>507108689
it takes 2 seconds to set up a circuit and i don't need to waste the space on my island that a belt/splitter based system would take. seething beltsisters
>>
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>>507104360
It's a helpful reminder to check that your functions are correctly declaring values on starting when your program crashes repeatedly
>>
>>507108852
I get wanted to use bots, but if space is a concern for you, you should have spent 5 minutes finding a bigassbutt island to set up shop on because unlike Vulcanus or Gleba, it doesn't matter how far you are away from the starter area
>>
>>507108513
Well, it uses 1 on average instead of .6 output on average, which means you just take the answers from the two tables above and multiply by .6

That's 30,
120
12
48

16.666,
66.66666
6.666666
26.666666

for the same types of recyclers in the above 2 sets of examples.
>>
>>507109007
i already did find a big island, but its not nauvis levels of space.
>>
>>507108296
>>507108513
The output didn't matter for his question and recyclers vomit stuff on belts directly and can stack stuff by default (it is done in a counter intuitive way though). Productivity modifiers are available. It's a research, it's infinite and doesn't cap at 300%. It's effectively another multiplier for your mining drills. Just not on the machine. The recycling of crafted things is absolutely not worth calculating as it has many factors.
Recyclers are internally just furnaces, recipes are created procedurally, in the same way barrels are. So mapping out the exact ratio for everything would be too much of a pain to do.
>>
>>507110079
>The output didn't matter for his question
That is the meaning of the last line of the post, yes.
This was realized.

>can stack stuff by default
That's news to me, however. I don't recall seeing stacked objects on my belts.

>prod research
It's effectively speed * (1+.1*prodLVL)
10 levels of research would mean *2 output, which means 50% of the required recyclers. That sounds simple enough, until you stuff quality in the mix and/or include stacking throughput.

Now, every single recycler has, at 100% prod, 1 chance to jam every single time it rolls the same kind of object twice in a single output, as well as a larger chance of having multiple same-objects to stack on a belt, apparently.

But yes, that wasn't the question.
>>
Terratech (the first one) is free on epic games just for today
You do have an epic account, right? From when you purchased satisfactory when it was heavily in development and exclusive? You are not a steam newfag are you?
>>
>>507111153
Don't have Steam, don't have Epic, both companies can lick my sweaty balls, and you deserve to be publicly executed by brutal torture.
>>
>>507111017
The bonus from prod can be something different. It just does the recycling scrap recype twice. Recycling scrap does exactly what it says it does (even if it's a bit counter intuitive), each item has a chance to be produced and they're all separate rolls (it's a bit more complex than that under the hood but for the purpose of calculating what you will get, this is how it works).
>It's effectively speed * (1+.1*prodLVL)
>10 levels of research would mean *2 output, which means 50% of the required recyclers. That sounds simple enough, until you stuff quality in the mix and/or include stacking throughput.
I know how it works, I was simply correcting what you said about productivity not being available. It is available and it effectively multiplies richness of your scrap patches, in the same way mining productivity does it.
>>
>drop my mining drill
>it phases into the moon
fuck this game
>>
>>507112492
>each item has a chance to be produced and they're all separate rolls
does it work this way for asteroid reprocessing as well?
what about uranium?
>>
>>507107074
>they're output limited
IIRC it takes 7 levels of recycling productivity for the output to catch up to 2.5 items/second. So early game you can size it for the input.
>>
For those who played Stationeers before, does the game despawn items/ores that have been dropped?
>>
>>507112828
I haven't checked. Kovarex obviously doesn't work like that, fun fact, this is because of kovarex that productivity was reworked to give you the result-cost instead of giving you tons of free stuff.
I highly suspect that it would work the same way, yes. I don't see why productivity would take into account the main process instead of just doing a separate roll.
>>
>>507112828
Sorry, I misread what you meant. No, uranium doesn't work like that. It produces 1 thing. Same thing for asteroid reprocessing. It takes 1 input, gives back 1 output. This mechanic is unique to scrap. Which is why it's counter intuitive. It's a very literal interpretation of what is written.
Not sure why Wube made scrap that way and didn't mention it in game.
>>
I think scrap works differently because it has a chance to give you nothing, if I were to guess, this is a way for wube to balance scrap recycling. Uranium processing and asteroid reprocessing always give you something back. So one is meant to be read as "You will get something and here are the chances for that thing to be either that or something else" whether scrap recycling is meant to be "you have a chance to get anything on this list".
>>
>>507117768
pretty sure asteroid reprocessing has a 20% chance to give nothing
>>
>>507118042
It does and making it lossy is 100% intentional to stop endless cycling asteroids.
>>
>>507118042
Yep, and it can give you 2 things from a single craft. Just tested it in game. Same for scrap recycling. Also tested in game, got concrete and red chip from a single craft without prod. Also tested for uranium processing and... It works and even better than that, during my testing I had 2 fails. Like, I got neither. No u235 or 238. But the uranium ore was still consumed.
So this confirms that it works exactly as written. You can get both, neither or either. Which is obviously extremely counter intuitive. That's some Noita level of doing exactly what it says.
I vaguely remember the modding documentation saying that it worked differently so it's either a bug or I misremembered it. Likely the later.
>>
>>507118858
Good thing we can mod away this objectively retarded mechanic.
>>
>>507119105
wow, i really didn't think uranium processing would work that way
>>
>>507119240
I can also confirm that it functions like that in 1.1. I just tested it. I got a fail and a u235+u238.
So it's (almost certainly) not a bug, or if it is, it's not a space age/2.0 bug. It works exactly as advertised... Which is a bit funny but makes a lot of sense if you think about it.
This little quirk means that when you get some enriched uranium, you will also get some depleted uranium in the same craft 99.3% of the time.
>>
>>507119105
>That's some Noita level of doing exactly what it says.
Cast 4 projectiles with 5% crit each? OH YOU MEAN CAST 4 PROJECTILES WITH 20% CRIT EACH RIGHT!?
>>
>>507120207
Each projectile gives +5% crit chance so if you cast 4 of them at once, you get 4 times +5% crit chance. Literally what it says in the description.
>>
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>>507099226
>sickly yellowish off-white colo
that actually means there's something wrong with it
healthy semen is open gray like pic related on the left, right is white for comparison
>>
Alright I found a 2017 forum post by klonan that confirms that the independent rolls are intended behavior and not a bug. I simply misremembered the documentation.
>>
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>Leave Gleba walled off by combined arms turret nodes
>Get notification a node was destroyed
>Incursion is defeated by other nodes in a defense-in-depth system
>Bots automatically rebuild the destroyed node
>Build two more at the breach point
It's just that easy!
>>
>>507121897
link?
>>
>>507122656
https://forums.factorio.com/47739
>>
>>507123245
i wonder why they decided to make it work this way
>>
>>507116949
>does the game despawn items/ores that have been dropped?
I don't think so, but they can be destroyed by storms if left outside and ice can melt in the sun even on vacuum worlds.
>>
>>507124273
Because it was an interesting feature, nobody noticed the bizarre way it was implemented and it effectively doesn't change the math at all.
>>
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>>507121683
>>
>>507121683
It could just be pee mixed in. Or very stale semen.
>>
I know this is /egg/, and autism and ADHD are a given, but why in the fuck of fucks are we talking about the color of semen? Are you all actual faggots, too?
>>
>>507121683
>>507126908
it is normally only visible against white backgrounds but there is definitely a yellow hue
>>
>>507130452
>but there is definitely a yellow hue
not in mine
>>
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>>507130257
>Are you all actual faggots, too?
No, just autistic enough to start arguing over just about anything with the right provocation.
People arguing to find out the truth and not merely establish the social pecking order.
Insane notion innit.
>>
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>>507126528
kek
>>
>>507130763
It's the fucking color of fucking semen, you closet homosexual.
You wanna know how many times a year I think about fucking semen? That's right, nilch.
>>
>>507130662
https://www.reddit.com/r/NoStupidQuestions/comments/xucd53/semen_white_on_hand_and_yellow_on_tissue_why/
it does seem like there might be some variance from individual to individual and it may also depend in part on diet, but i have to wonder if maybe you just think your semen is pure white/grey because you've never looked closely at it against a pure white background
under normal conditions it absolutely does LOOK white
>>
>>507124273
Allows the output to contain combinations of things without having to manually code the combinations and combined probabilities as independent entries.
>>
how do I get pentapod eggs, im playing on peaceful because nilaus told me to on my first playthrough
>>
>>507131107
For someone claiming to be the straightest man alive you sure put a lot of emphasis on calling others gay and coming up with wild reasons for it.
But that's surely just a coincidence, right? Or is it?
>>
>>507131418
/editor
>>
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>>507095891
I made these two.
Tell me what you think. Which is better and why.
>>
>>507131418
peaceful still creates spawners for this exact reason
>>
>>507131418
doesn't peaceful still make spawners?
>>
>>507131616
left because of more blocks
the circle is really pointless though
>>
>>507131616
left is more aesthetic
>>
>>507131819
>left because of more blocks
how is that a perk
>the circle is really pointless though
it isn't. it serves a function
>>507131927
looks wise, yes. But if right does everything left does with less, it becomes aesthetic in it's simplicity and efficiency.
>>
>>507131757
>>507131818
I used a mod that makes it peaceful after I already made the world
>>
>>507132269
so you used a mod that broke the game?
sorry i guess you're fucked
>>
>>507131440
>immediately employs strawman as ego defense mechanism
In better times scum like you would've been gassed.
>>
>>507132695
mentally ill post
>>
>>507132754
We also would've filmed your torturous demise as to show children in school what happens if they step out of line.
>>
>>507132927
mentally ill post
>>
>actual faggot desperately tries to fit in by... non-stop talking about faggots
Truly fascinating.
>>
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>>507131189
Pic related is literally my color, i just tested it on a blank A4 paper and took a color sample in a dark room using only the camera's flash as a light source
There was no yellow in it to the visible eye, nor can the AI see it

# Load the uploaded image
image_path = '/mnt/data/1734847912007gw7xn1n3.png'
image = Image.open(image_path)

# Convert the image to a NumPy array for analysis
image_array = np.array(image)

# Check the number of color channels
image_array.shapeThe image has 3 color channels (RGB). I will now analyze the colors to check for any yellow present in the image. Reshape the array to isolate RGB values
reshaped_array = image_array.reshape(-1, 3)

# Define thresholds for yellow detection (approximate range in RGB)
yellow_lower = np.array([190, 190, 0]) # Lower bound for yellow
yellow_upper = np.array([255, 255, 150]) # Upper bound for yellow

# Identify pixels that fall within the yellow range
yellow_pixels = np.all((reshaped_array >= yellow_lower) & (reshaped_array <= yellow_upper), axis=1)

# Calculate the percentage of yellow pixels in the image
yellow_percentage = np.sum(yellow_pixels) / reshaped_array.shape[0] * 100

yellow_percentageThe image contains **0% yellow**. There are no yellow pixels detected in the image.
>>
>>507133374
>t. actually mentally ill
>>
>>507133457
interesting, i guess there really is individual variation then
>>
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>egg discusses semen colour
>>
>>507131616
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Recently started this game and wanted maybe a couple of tips but as of now I feel like my iron is very bottlenecked
>>
>>507134415
>I feel like my iron is very bottlenecked
Produce more iron
>>
>>507134415
Red inserters.
For a larger hint, insert a second quarter
by which I mean say so.
>>
>>507134415
You'll need to scale up iron production. Not only is iron used for damn near everything, but you also need to process it into steel.
That coal patch is going to last a long time so don't worry about using it for smelting.
>>
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>>507134497
>>507134604
>>507134610
my current iron mining operation lol
I'm getting to green flasks at the moment but when do I worry of the bugs? they have a small base on one corner
>>
>>507135006
>when do I worry of the bugs?
Bugs will attack when your pollution reaches their nests, which you can check on the map. Either place turrets where you think they will come from or go kill the nests in your pollution cloud.
>>
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>>507135006
When it flickers red over their nests.
>>
>>507135006
Open your map and look at the icons on the right side. One of them is pollution. Click on that and you can see your pollution cloud. Once that touches a bug base, they'll start attacking you. Attacks always come from a bug base, so in the early game you only need to defend specific sections of your base instead of setting up massive perimeter walls. Still, you'll want to automate turret, ammo, and wall production when you can spare the resources - you will need them in mass quantities later!

Pollution is produced by most buildings, but gets absorbed by trees and large bodies of water, so bases on the other side of a forest are likely not to bother you for a long time.
>>
>>507135006
>when do I worry of the bugs?
Everyone else gave more detailed answers but

When it happens, you'll know
>>
>>507135006
It stinks and they don't like it
>>
>>507135337
A bunch of little Jay Shermans

Distressing
>>
>>507135006
Regarding bugs, you need to clear those out from the areas where you plan to build your base before they start growing.
I am not quite experienced enough to know what this will do to their evolution rate, but I do know they are easiest to get rid of now, and that a bug base which is too close will just constantly send bugs which cost resources to kill. There will be a pollution cloud generated around your buildings which needs to not touch any spawners.

If you want to know what's bottlenecked, you see what's full. Your iron ore line is filling up, and will backup eventually. The iron smelters don't have enough output to fully saturate a belt, but they DO have enough output to back up your iron-line until it stops some of your smelters from running. This is to say, your iron production is currently greater than your iron consumption. That means that doubling your iron production, while good, won't actually increase the amount of science or bullets you are getting per second.

So, you either just keep putting down extra flask-setups until you actually run dry on supplies while feeding those into damage-upgrades, or you grab a handful of bullets and chuck them at some nests.

Personally, I spent time making a fuckload of walls, which isn't actually a good idea that early on.
>>
>>507135767
>Personally, I spent time making a fuckload of walls, which isn't actually a good idea that early on.
It's fine. You can always recycle these into military science.
>>
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>>507135150
>>507135242
>>507135279
>>507135337
>>507135767
shit it got jinxed, thanks for the tips tho
>>
>>507137567
Just make more bullets.
>>
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You like my Nauvis landing pad request setup? Hyep. Caps a request for every single import via a different recombinator. Pretty efficient if you ask me.
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>>507138838
what makes this better than just using the logistic groups
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>>507139504
I'm gonna go with 'essentially nothing'. I guess because the science that I import is stored next to the biolabs if the logistics bots lag behind on delivering a science pack then it won't delay the science entering the lab, because it would otherwise still be in the landing pad. But essentially nothing, since logistics shouldn't lag behind on anything anyway with 10,000 idling logistics bots.
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>eleggtrician
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are they supposed to make be that fast with bases? last I checked there were only like 2 and 3 bases
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>>507141676
It depends.
either way, hope you've got a few turrets at this point.
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>>507141676
Until the evolution level kicks in and you get physical damage resistant biters your gun turrets will demolish biters so long as you have them ammo-fed.

Be sure to check the map's pollution for when you should expect an attack. If your red cloud reaches the nests then an attack is imminent.
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i spent all week designing spaceships in factorio and testing them
next time i do a playthrough im just going to stick to giant flying bricks.
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>>507096135
wait, where else would I make it? did I miss something?
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>>507145940
sucks that they decided to include drag and thus make the flying brick the most efficient way to build one
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>>507146615
There is a mod to make it based entirely on weight https://mods.factorio.com/mod/Rocs-Improved-Platform-Drag
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Wait
1 stone and 2 holomium ore is 3/500 of a rocket.
It makes 100-175 holomium fluid.
In a foundry, that's 7.5 to 21.875 plate, which is 3.75/500 to 10.9375/500 rockets.

I should be shipping the ore itself.
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>>507149240
>whereas the aerodynamic thin platforms currently dominant in platform race competitions are nerfed.
nerfing things in singleplayer game
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>>507149690
It's not that he intentionally nerfed them, it's just that he changed the factor on which drag is based, so the needle is no longer optimal.
Makes sense, too - there is no atmosphere in space, your acceleration should be decided by the mass, not by the shape.
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>>507149279
Technically true, but you get 2 out of 3 rocket mats for free straight from recycling garbage (and at a surplus compared to your holmium ore) and can basically pump the third one from the ocean in unlimited amount.
Trying to optimize Fulgora rocket load and shipping out basic resources instead of the finished product seems like a pain.
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>>507150086
>Makes sense, too - there is no atmosphere in space, your acceleration should be decided by the mass, not by the shape.
Why would your acceleration be decided by mass in space.
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>>507150282
When I started at each planet, I tried to make it self-sufficient and start with nothing or near nothing.

I also didn't want to waste any part of the ore patch, as that decreases the total amount you can get out of the patch and/or causes the buffer chests to fill up.

As such, the belt has sufficient drain at the first station to use almost all batteries and all holomium for pink science. It also uses all the wire for green chips, with some extra copper from down-crafting.

The second section uses all stone and concrete to make purple science.

The third uses all iron on engines, intending to turn the engines into blue and yellow science. This also means making more batteries from lds and green/red circuits from blue.

And with that, fulgora has almost no overflow, and the overflow it does have is a trickle of rocket material and science..
Only ice and solid fuel is outright voided, and no ice has actually been voided yet.
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>>507151447
Because inertia is impacted by the mass of an object
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>>507151447
Because newtons second law says that a = F/m
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Modular enrichment design. Is there a simpler way to balance the belt within that space?
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>>507141676
The fog of war doesn't show their base until you actually close enough to see it or have a radar close enough
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>>507151923
and what is "a" in this case? go on
>>507151880
good thing we aren't dealing with inertia then.
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>>507152106
acceleration
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>>507152106
An object with infinitesimal inertia has infinite acceleration under any non-zero force.
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>>507152106
>and what is "a" in this case?
Did you not go to school?
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>>507152106
ohnonono....
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>>507151923
Based a = F/m expresser. This form makes a lot more sense than the typical F = ma.
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>>507152106
retardbro...
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>>507152338
>>507152373
>>507152417
>>507152518
>>507152940

I was actually trying to pull a fast one on you by pointing out that acceleration is not top speed. And thus the top speed of a ship being decided by it's acceleration is unrealistic.
But then I noticed that the doofus I was talking to already started the conversation by saying "acceleration dictated by mass".
So my gotcha moment evaporated faster than bacteria on gleba.

Top speed should be unlimted was the point I was going to make, and having it decided by mass is as realistic as drag, in space.
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>>507095891
what is she gonna do to me with that fish
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>>507152968
You are a double retard because in space top speed is limited by acceleration (and fuel) which is limited by mass, not by shape.
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>>507154078
>You are a double retard because in space top speed is limited by acceleration
Are we speaking practically or theoretically?
Because in space, you could have an object slow accelerate and reach massive top speeds.
A thing with a higher acceleration than it, would simply reach the same speed faster, but neither would be limited in their top speed.
>not by shape.
....did you even read my post? I said both are as unrealistic as the other.
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>one rocket can hold 10 Asteroid Collectors
>10 Asteroid Collectors contain 50 processing units, 80 electric engine units, and 200 LDSs
>one rocket can hold 200 LSDs, and the rest can screw itself
Earendel, you incompetent fuck, how on God's green Earth did you ever manage to get a job at Wube?
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>>507154439
>A thing with a higher acceleration than it, would simply reach the same speed faster
You can keep accelerating forever. A thing with higher acceleration will end up going faster at infinite distance and at short distance it's extremely important because you also need to slow down.

>I said both are as unrealistic as the other.
Yes, which is why I called you a retard, did you miss that retard?
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>>507157494
can we just admit that nothing is "realistic" and it's all videogame bullshit that the devs threw together?
>>507157859
>You can keep accelerating forever
yes
>A thing with higher acceleration will end up going faster at infinite distance
If you want to be mentally insane, yes we can talk about inifite distances.
But I rather just point out that "A thing with a higher acceleration than it, would simply reach the same speed faster"
> it's extremely important because you also need to slow down.
game doesn't have slow down physics either. You don't see faggots crying about fixing that, or manually having to control the engines to slow down or end up either crashing into the planet or flying off into space missing their target.

How about plotting a path from one stellar body to the next, accounting for rotation and gravity wells?

>Yes, which is why I called you a retard, did you miss that retard?
Top speed being dictated by acceleration is as realistic as top speed being dictated by drag. In space of course.
>>
Am I the only one playing ksp
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>>507158160
>But I rather just point out that "A thing with a higher acceleration than it, would simply reach the same speed faster"
A thing that's accelerating slower will never reach the same speed as something that's accelerating faster.

>game doesn't have slow down physics either.
Doesn't matter, i'm talking about real life as were you just a moment ago. But if you want to talk about the game, then again even without having to slow down high acceleration leads to higher speed and acceleration is dependent on mass. You accelerate all the way to your destination, the craft with higher acceleration will reach it faster weather you want to account for slowing down or not, weather you account for gravity or not, weather you account for plotting a course or not, because a thing that's accelerating faster moves faster.

>How about plotting a path from one stellar body to the next, accounting for rotation and gravity wells?
This is done by the game when you click a destination

>Top speed being dictated by acceleration is as realistic as top speed being dictated by drag. In space of course.
Again just wrong.
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>>507157494
An issue.
An object that takes 4 blocks of wood to create does not nessisarraly weigh as much as 4 blocks of wood. so, it is realistic.

further, this encourages you to ship of the crafted item instead of the ingredients where you can, which is good because it means there's a reason not to just craft everything in space while mostly ignoring the planets for anything other than automated rocket-launching supplies. It's good balance.

It would be an issue if you could recycle an object in order to smuggle more of its base ingredients than you could get from a regular launch, but that doesn't seem to be the case, either.

So what's your issue?
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>>507100492
Memory safety always makes sense in the event of network-connected software that allows for external inputs.
Look up the concept of 'remote code execution' and read about incidents like the netcode for the Dark Souls games being an insecure pile of awful that trivially allowed remote code execution of arbitary code of the attacker's choice.
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>>507158160
>can we just admit that nothing is "realistic" and it's all videogame bullshit that the devs threw together?
No.
>one rocket can hold 50 Solar Panels
>50 Solar Panels contain 250 copper plates, 250 steel plates, and 750 green circuits
>one rocket can hold 250 copper plates, 250 steel plates, and 250 green circuits; the 500 other green circuits require fairy dust
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>>507158748
This is the dumbest thing to be upset about
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>nigger fails at literal elementary school tier physics
>doubles down
>triples down
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>>507158670
>which is good
That's where you're dead wrong.
>>
I don't care about orbital mechanics in Factorio. I care about building platform being fun. And in my opinion minimizing footprint (and thus weight) while making weirdly shaped platform is more fun than using the same arbitrary long 10 tiles wide rectangle because it's the only way to go fast.
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>>507158885
It's not, but to understand the logic you would've had to not get your teeth beaten into your brain stem in elementary school.
>>
I'm more concerned with items gaining mass from thin air, like inserters.
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>>507117223
>No, uranium doesn't work like that. It produces 1 thing.
Uranium *ore* though - *does* also work like that. It produces predominantly U-238 with a very small chance of U-235; which are independent rolls as well. And if you hit a prod cycle it re-runs those rolls independently as well.
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>>507158678
If I have the choice between the language inserting useless allocations and superfluous data copies all over the place, and my code being """""unsafe""""", then I'll just let it be """""unsafe""""".
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>>507159258
He literally correct himself a few posts later.
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>>507157859
>A thing with higher acceleration will end up going faster at infinite distance
NTA - but no; they'll both end up going incomparably infinitely fast at infinite distance.
That's how infinity works.
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>>507159681
Um achually they both will be infinitely close the speed of light.
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>>507158678
>code something extremely poorly
>it's dangerous
this would have happened with any language, if someone is dumb enough to allow for that to happen in c, they would use one of the numerous work around to do unsafe memory work in a different language not realizing that the safety rail is there for a reason.
programming is inherently unsafe to some extent and no amount of safety put in place will stop idiots from cutting themselves.
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>>507159382
https://yourlogicalfallacyis.com/black-or-white

Network code that has to sanitize external input lives off the critical performance path.
Build that in a memory-safe language; add C/C++ bindings; and build the 'hot path' in C/C++ to meet performance guarantees.
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>>507158631
>A thing that's accelerating slower will never reach the same speed as something that's accelerating faster.
They're both a kilogram.

>Doesn't matter, i'm talking about real life as were you just a moment ago.
But in relation to the game.
>You accelerate all the way to your destination, the craft with higher acceleration will reach it faster weather you want to account for slowing down or not
Obviously.
But the top speed of either craft is not limited by acceleration.
By top speed we mean: "how fast something is going" not how fast you can get can get to a destination.
>because a thing that's accelerating faster moves faster.
the thing accelerating faster, accelerates faster.
It doesn't move faster.
Reaching a certain speed faster does not make the reached speed faster.
They're both a kilogram.
>This is done by the game when you click a destination
completely automatically with zero player input.
>Again just wrong.
a craft that accelerated quickly to 1000meters per second or a craft that accelerate slowly to 1000meters per second. Which one is going faster while traveling at 1000m per second.
They're both a kilogram.

>>507158748
again it's a videogame and the devs have arbitraily chosen how much of a given thing you can take into space
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>>507159963
I was considering the thing as a pure mathematical concept.
But yes -- you're correct. If we consider actual physics.

Though it bears mentioning that 'nothing can travel faster than light' is by itself also merely an axiom: something we *assume* is true, and use to ground other theories. If FTL travel ever proves possible it means the entire model we have of physics goes out the window with it.
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>>507158678
>it's safe and effective trust the experts
No. There is no memory safety, it doesn't exist.
>but muh vidya exploit
Why are you running consumer garbage programs at a privilege level at which they can do damage to you? What if some fucking intern adds code that deletes your system32 because he thought that would be funny? Will your memory safety save you from that?
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>>507160251
There is no fallacy; I have shown proof that, if the language that is most often advertised by the mentally ill dumbasses who're screeching about muh memory safety is given a choice between performance or muh memory safety, they will choose muh memory safety, even if it doesn't make any sense.
Also C and C++ are *not* the same.
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>>507157494
but in exchange, you now need a dedicated processing hub on your platform while it builds itself.
in exchange, you could have simply put down another couple rocket silos and then created the ship without having to rebuild anything later on when the processing is done.
rockets are pretty cheap later on when you start caring about building bigger stations anyway.
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>>507160192
>no amount of safety put in place will stop idiots from cutting themselves
Competent memory-safe languages require dedicated keywords to enter unsafe mode, which static code analysis tools can pick up on and issue warnings for. Build servers can be configured to treat warnings as errors and gate release on them.

There you go. Stopped idiots from cutting themselves.
Well-- rather; didn't actually stop them from cutting themselves, but *DID* stop them from bleeding all over the place. They can happily go and bleed themselves out behind their own workstation, for all I care.
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>>507158678
Japanese developpers are infamous for making extremely bad code and lacking any common since in term of safety. Recently a japanese bank was exposed for literally not checking session tokens and storing password in plain text on the client space page's body. So if you had someone's account address, you not only had access to their client space but their password too. Dark souls in particular has extremely poor coding all around. Even mathematically. The formulas are full of parts that cancel each other out.
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>>507159084
you have serious autism if something that irrelevant makes you seethe to the point where you spout unhinged shit like that.
probably best that you keep yourself locked away in your room and get mad at video games.
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>>507159963
Why is this place full of bad corrections.
Wait, I know why.

Anyway, "fast" is not a speed. If you go 2mph instead of 1mph "faster" you haven't gained twice the "fast." You've gained twice the "speed", relatively and within earthly conditions. A man who runs 24mph is EXTREMELY fast, but a horse who. runs 25mph is just pretty fast. A bullet that moves at 25mph is slow. As such, the word only has any meaning at all in it's context, which requires an intentional understanding of the speaker.

An object which is going faster than it is possible to go, which has continued to have an infinite amount of kinetic energy to it, and which has gotten "faster" for an infinite amount of time and distance, may be considered infinitely fast without exceeding 6.706e+8, as the framework of speeds by which fast is being defined may be the spread of achievable speeds in a vacuum, which it is in this case..

In cases like these, refusing to humor the artifice of language just makes you wrong.
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>>507160848
Stop acting like your average dumb fuck listens to warnings.
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how do i upcycle greens?
the 1-3 ratio with the randomness of the recycling is driving me nuts, at the moment im separating the wires and completely shred them to remake with quality modules later down the line but its still unbalanced as fuck
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>>507160830
>you now need a dedicated processing hub
I can set these up with a couple inserters and assemblers no problem.
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>>507161003
I accept all your concessions in the knowledge that my code will always be faster than yours, and you will always be second class.
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>>507160595
>Why are you running consumer garbage programs at a privilege level at which they can do damage to you?

This comment is ironic.
You would suggest running that code with lesser privilege from a sandbox with memory isolation?
How do you guarantee the sandbox is safe and one can't escape it to tamper with memory outside of it?

The sandbox itself would have to be written in such a way that all its memory accesses are properly checked and gated and ...
oh look; FUCKING MEMORY SAFETY.
>>
Foundries make me so hard.
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>>507161338
Most vm are written in C and they have memory safety in place, how curious, does that mean C is memory safe!?
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>>507161102
I did a bunch of math
made a spreadsheet

Given that you have legendary modules, for all the cases I checked, it was better to use prod3s to step-up and use quality 3s in the recycler to step back down, if you wanted to maximize the amount of legendries while totally removing everything else produced. .
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>>507159963
>>507161025
ok but which one would see light move the slowest?
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>>507160891
>Japanese developpers are infamous for making extremely bad code and lacking any common since in term of safety.
True. It's an endemic problem that's seated in how their culture approaches office hierarchy.
The senior engineer is always right, and what they say goes. As a young upstart, any attempt to challenge decisions and propose improvements is taken as deeply offensive and is tantamount to career suicide. Said senior engineer is also senior not because they're actually good at their job; but because they stuck with it for 20+ years and basically just 'earned' the title that way. So de-facto; you get stuck with 20~30 year old software development practices propagated as cargo cult. And this is why many Japanese games to this day continue to fall into traps such as tying frame-rate to gamestate-rate.

That said-- it's still better than the state of most western studios at the moment.
Where the Japanese studios are giving you software built against 20 year old proven practices; the incompetent diversity-hires calling the shots at most western studios are giving you software built against *no* practices.
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>>507161068
>Stop acting like your average dumb fuck listens to warnings.
'warnings-as-errors' means those warnings actually become build-halting errors.
They don't get a choice. Either they're fixing their shit; or they're not finishing their work and committing it back to mainline branches.
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>>507161482
No- it means the others of those sandboxes take a lot of effort to review and vet their code to manually ensure they did everything possible correctly.
And even then, they occasionally miss things, which end up becoming CVEs.
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>>507161127
and yet, I can also produce them on the planet where I have unlimited space, shoot them up there via rocket and not even realize that I wasted materials because it's a drop in the ocean compared to my factory's throughput.
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>>507162230
Don't underestimate how determinate retards are. They always find a way to fuck with what they shouldn't and get away with it.
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>>507162690
>I can also produce them on the planet where I have unlimited space
And pay a 60% premium due to steel that is readily available early on.
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>>507162369
>No- it means the others of those sandboxes
*authors

>>507161482
Also; there's been some weird developments recently where rather than running C or C++ code in sandboxes, it's instead cross-compiled through WASM. So: C/C++ -> WASM -> C++. The end-result can run in-process, removing expensive inter-process marshalling and is inherently memory safe thanks to the WASM transformation (which forces everything into a separate memory space and the WASM runtime performs bounds-checking so nothing can escape from it).

Firefox uses this trick for their font manipulation library, which has to expose things to the user-mode sandbox because of JS/DOM APIs that need to be able to query font information. The WASM cross-compile step was literally more light-weight than using a 'proper' sandbox.
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>>507162790
>And pay a 60% premium
Yes, like I said - not even noticeable compared to my factories throughput.
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>>507161947
After how much time?
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>>507158678
>memory safety
>in an application
no, you're retarded. Memory safety belongs in the kernel. If an application starts reaching out of bounds, the kernel tells it to get fucked. Apps that demand overreach in their permission levels have always been the problem.
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>>507161102
You use intermediate chest buffers.
The inequality / drift will still grow over time, but if you math it out you'll find you'll need literally billions of recipe iterations before the difference will overflow a single chest.
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>>507162230
C# is considered memory safe and yet somehow rust the video game got several remote code execution exploits due to memory safety issues. Minecraft is made in java, players found a way to overflow chunks and exploit this to do remote code execution. Memory safety features don't protect you as much as you think. Even Rust the language had remote code execution exploits for years despite "robust" memory safety.
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>>507163087
>60% is not noticable
You should've told us you're used to eating humble pie.
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>>507163567
bro, you want us to be amazed by you doing simple addition to figure out that you can save rocket parts by shooting up intermediate products for space foundation.
meanwhile, everyone else just stamped down another 4-5 processing hubs and stops caring about it.
come back when you found a way to save 60% on science
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>>507163197
>no, you're retarded.
Ironic.

> Memory safety belongs in the kernel. If an application starts reaching out of bounds, the kernel tells it to get fucked.
Memory safety belongs everywhere privilege boundaries can be crossed.
In the kernel when managing memory available to user-mode processes so they cannot cross-contaminate one another; and also within a single process so that one functionality in said process -- which might receive non-trusted external input such as network traffic -- cannot be subverted to perform things within the process's privileges that it shouldn't be doing.

A user mode process receiving network traffic and being subverted to allow remote code execution within said process, still has access to anything this process can touch. In most systems that means it still has access to sensitive user data, since desktop OSes aren't running everything fully sandboxed by default and most users won't take the steps to set this up manually.
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>>507163815
So that's strawman ("you want us to be amazed"), goalpost moving ("come back when <bla>"), appeal to authority ("everyone else does it, so it must be correct") ... yeah, I guess I'll simply discard your ego defense ramblings for what they are.
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>>507161361
I just wish the advanced asteroid processing wasn't locked behind gleba, so I could make use of them on other planets earlier without needing to constantly ship around calcite.
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>>507164081
No you're still retarded. Games are already arbitrary code, designed by monkeys, full of shit and jank and bullshit. This is the standard for the market. What are they going to do, run even arbitrarier? Stop giving surface level applications the root access they should never ever ever ever have, dumbass.
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>>507164081
>Memory safety belongs everywhere privilege boundaries can be crossed.
Luckily for all of us kernels already copy data from userspace to kernelspace before doing validation checks, so there's no need for it anymore.
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>>507119204
>crushing asteroids down into entirely different elements
holy based
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>>507164091
That's not a strawman
You were clearly whoring for approval, thinking we'd all be amazed by how you were capable of the elementary school level math that let you figure out that it isn't 1:1 for intermediate vs advanced products.
Everyone knows, no one gives a shit. The game is about automating everything to a degree where you no longer have to care about such things. Do you also hand-feed every fucking assembly machine early game to save on having to craft belts?
And you keep reposting it in the hopes that this time someone will finally acknowledge your genius.
Sad sack of shit, kek
>>
>>507164561
we out here conducting alchemy
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507164575
Just know I read the first line of your post and nothing else, just to amplify the feeling of wasting your time and effort.
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>>507161947
>ok but which one would see light move the slowest?
Neither. The speed of light is fixed. It doesn't matter how fast you move, the speed of light always appears the exact same to you.
That's what the theory of relativity is all about.
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>>507163510
Something not always working != something always not working

The C# language is not entirely memory-safe because it still allows unsafe access via the 'unsafe' keyword. Same with the Rust language.
Idiots gonna idiot, despite the best of warnings to be extremely careful when using those constructs.
(Which is why competent engineering teams disallow them.)

Both also have runtimes, which can still have flaws. Same with Java and the JVM - which was iirc the cause of the Minecraft thing.
There's not much you can do against that kind of thing.

In the end - if Minecraft were written in C++ and would have had just as many eyes on it as with the Java version, there probably would've been a hell of a lot more problems to be found wrt out-of-bounds reads and writes; use-after-free problems; etc. though. You can be pretty sure of that.
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>>507164149
Just to gleba before vulcanus, easy.
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>>507164385
>Games are already arbitrary code,
Written without the intent of performing explicitly malicious actions, yes.
>>
>>507164752
>>507164575
>>
>>507164081
>so that one functionality in said process -- which might receive non-trusted external input such as network traffic -- cannot be subverted to perform things within the process's privileges that it shouldn't be doing.
malware reading the contents of your drive isn't a memory safety issue, and neither is the possibility for arbitrary code execution within programs you run (as far as the user knows they are already arbitrary code unless you wrote and compiled them yourself) and neither rust nor any other language can protect against either of those.

the 'memory safety' that language design can address is access violations and memory leaks (though i think you can still kind of make these in rust if you try, it's just harder to get them by accident)
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507165218
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>>507161338
>You would suggest running that code with lesser privilege from a sandbox with memory isolation?
Well I'd call it a functioning Operating system, but you can use whatever other words you want to describe it.
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>>507164892
That's what insane people do.
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>>507164849
A minecraft written in C might go on to have an amazing engine, or it stays bug ridden forever.
A minecraft written in java will never have an amazing engine, and will still be bug ridden.
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>>507166263
it's what I did no my second play through. the rewards from vulcanus feel very incomplete without local access to calcite imo
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Can we go back to talking about cum?
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>>507165134
doesn't matter! Programs will perform malicious actions simply through mistakes in programming. It. Is. Inevitable.
Oops, a bug inflated your save files 500x. does this mean your computer breaks? yes! Should it break? No! The app demanded something insane and the correct response is to check the permissions and realize the app never deserved 100GB of save file space.
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>>507101470
>space age
fucking what
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>>507166263
Honestly I don't think going to vulcanus first would have helped me at all. Cliffs are sparse enough to not be an issue. Green belts would still choke with jelly and mash, but I wouldn't switch to direct insertion early on, which saved me a lot of trouble in retrospective. Artillery won't be needed until I start scaling up. I suppose I could've build a proper mall if I had more metal to spare, but that's about it.
>>507167423
Just hide the entire reply chain. Optimization schizo is clearly a tourist who only shows up to shitpost.
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>>507160323
>But the top speed of either craft is not limited by acceleration.
It is when traveling a finite distance
>By top speed we mean: "how fast something is going"
A thing that is accelerating faster ends up going faster. This is literally 3rd grade physics.

>the thing accelerating faster, accelerates faster.
>It doesn't move faster.
??? Do you just not know what acceleration is?

>Reaching a certain speed faster does not make the reached speed faster.
A thing that is accelerating faster keeps being faster, forever.

>completely automatically with zero player input.
??? It's a video game.

>a craft that accelerated quickly to 1000meters per second or a craft that accelerate slowly to 1000meters per second. Which one is going faster while traveling at 1000m per second.
The craft that is accelerating faster because by the time the slower one is going 1000 m/s the faster one is at 2000 m/s, because it's accelerating faster.
>>
>>507103332
>Jokes aside, languages need to be memory safe these days because developers are getting more incompetent and can't be trusted to write memory safe programs.
I think it's more because programs are getting extremely complex and people are getting tired of the endless carousel of trivial memory issues in all software everywhere always.

The original UNIX was built by three guys in a research lab - including all user-space utilities that came with it. It was used by a few dozen guys in a research lab. It worked well enough for that. Nowadays every OS is built by hundreds of people after many years of work writing tens of millions of lines of code. It's just not comparable work.
Back in the day ed was written by a single guy as a side-project to writing his OS. Nowadays most editors run an entire web browser internally.
>>
>>507111153
>steam newfag
??
I have never purchased satisfactory because they went epic-exclusive and I instantly lost interest in their game forever. What does being a newfag have to do with it
>>
>>507160323
A train that takes 10 seconds to reach top speed, is spending 5 seconds at half speed.
A train that takes 2 seconds to reach top speed, is spending 1 second at half speed.
Faster acceleration results in faster travel. Get rucked.
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>Thread oddly active
>It's retard shit
>>
>>507167791
factorio general
>>
>>507165250
The memory safety that language design can address also, through disallowing raw memory access, encompasses out of bounds reads; out of bounds writes; use-after-free; and several other problems that serve as gadgets that can be used to achieve a remote code execution exploit.
>>
>>507167692
You are a moron.
Here, let me emphasize it for you:

>>507165134
> The INTENT of performing explicitly malicious actions

Bugs are not intent. They are unfortunate, and they can still cause problems.
But they rely on human failure, rather than outright intent to do harm.
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>>507170195
>assigning intent to a machine
don't go full retard. Machines do exactly what they are told to do. The application can not go out of bounds if you disable its memory access.
>>
>>507169483
proliferator discussion thoughever
>>
>>507168261
>The original UNIX was built by three guys in a research lab - including all user-space utilities that came with it. It was used by a few dozen guys in a research lab. It worked well enough for that.

And then and there it already sucked.
Back in the day I worked on some patches for the filesystem integrity checking utilities used with Minix; a *nix flavor specifically meant for limited hardware. Even the integrity checkers were fucking about with pointer arithmetic and getting it wrong. If you would run them on a 64-bit system, you would actually fuck over the integrity of your file system when you attempted to 'repair' it. If you would run them on a large enough volume, you would get problems with wrap-around and overflow, and you would actually fuck over the integrity of your file system. Etc. etc. etc.

Pointer arithmetic is bad.
Because EVERYONE gets it wrong.
PERIOD.
>>
>>507163197
The problem with this is that the "bounds" are ill-defined from the kernel's point of view. Unless you adopt a mobile-like "everything is behind three layers of sandboxing" model, which certainly would be an improvement security-wise but so far nobody's managed to do it in a way that doesn't completely fuck the user experience.

And even if you do that, sometimes a "bound" an application might not want to "reach" would be just crashing. The kernel can't do anything to stop an application from crashing.
>>
>>507170732
>ill-defined
bro there are entire libraries and colleges and online courses full of textbooks that define the boundaries between application, operating system, and hardware, in exhausting detail.
>>
>>507167223
>the rewards from vulcanus feel very incomplete without local access to calcite imo
>oh no I have to ship in free calcite from the planet that has infinite resources to give free rockets
are you one of those guys that doesn't use green belts because "they only stack to 50 on the rocket :("
>>
>>507168070
>A thing that is accelerating faster ends up going faster. This is literally 3rd grade physics.
a things that accelerates up to 1000ms a second is going as fast as another thing that accelerates up to 1000ms regardless of how long it took them to get up to that speed.
Anon you are quite literally right now going: But steel is heavier than feathers.
And I'm telling you. I know, but they're both a kilogram.
>??? Do you just not know what acceleration is?
I do.
>A thing that is accelerating faster keeps being faster, forever.
How fast something accelerates does not dictate it's top end speed. Depending in environment of course.
>??? It's a video game.
yes, I know. I already said that none of this shit is realistic and it's all just arbitrary dev decisions, so why even pretend it's realistic
>The craft that is accelerating faster because by the time the slower one is going 1000 m/s the faster one is at 2000 m/s, because it's accelerating faster.
not nessesarily.

>>507168775
>>507168775
>A train that takes 10 seconds to reach top speed, is spending 5 seconds at half speed.
>A train that takes 2 seconds to reach top speed, is spending 1 second at half speed.
true.
>Faster acceleration results in faster travel. Get rucked.
If you count faster as in time spent going from point a to point b.
If you count faster as in top speed, then no.

What the game does is prevent top speed based on width and mass of the object.
And the mod supposedly fixes it by having it be only mass. Because it's more "realistic".
When neither is realistic.
>>
>>507170325
>Machines do exactly what they are told to do.
Which can be either a mistake in instructions on part of the original developers of the sofware.
Or a 100% conscious decision on the part of a threat actor to push in specially crafted instructions with the express intent of doing harm.

> The application can not go out of bounds if you disable its memory access.
Exactly. Which is why memory safe languages are a good thing when working with external input.
Because it prevents the use of direct memory access; enforces bounds-checks; etc. within the same process, so that any malicious instructions cannot abuse buffer overflows; or use-after-free to achieve remote code execution. And does so at the language level, without needing conscious effort on the part of the developers writing the software in question. Rather the opposite: it requires conscious effort on their part to *undo* those protections.
>>
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Any spacechem oldies on? I need a hint on what to do for Ω-Pseudoethyne.

My strategy has been to have the r1 blue waldo grab exactly 14 hydrogen molecules, send them to r2, then have the red waldo disasemble then send 3 inputs worth of carbomega to r2. In r2, the blue waldo takes the hydrogen and feeds it into the feedback loop, the red waldo assembles the pseudethyne. Getting the blue waldos to manage the hydrogen is easy, but I simply do not have enough space to have the red waldos alone doing all the disassembly/reassembly.

Please help I am being filtered and there is still one more whole planet to unlock.
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The fuck is going on in this thread
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>>507100882
>who knew 25% could cut resource costs 2/3.
It's surprising to see it in action, but it's rather elementary in retrospect.
>>
>>507171229
Irrelevant. Programming intent is an NP+ problem, computers have no possible way of understanding it so it doesn't matter. If a program is malicious or not malicious, the computer will run the code without missing a beat. Computer security is not designed around the "honor" system. Surface apps are a wild frontier and they always will be. Sandbox them in as god intended.
>>
Best way to heat Aquilo outposts? Heat can't travel infinitely along heat pipes so it can't just be one long pipe to the outpost right?
>>
>>507170951
Please define the boundaries between the parts of my custom application that handles network traffic of unknown and untrusted origins, the parts that ingest the data from that traffic, and the parts that manipulate data with full access to anything the local user has access to. WITHOUT me sharing source code.

Or to put that in another way: those models defined in text books FALL SHORT. They only cover the theoretical broad cases based on category. They do not treat individual functional use-cases. Because they CAN'T.

Basically, to take your position to its logical extremum: you are proposing that because textbooks say there should broadly speaking only be boundaries between application and OS, browsers shouldn't have sandbox environments within. The content you're downloading to display a webpage; the JavaScript being used to enrich that page with interactive behaviors; all of it should just immediately have the same access level to your hard drive as the part of the browser applications that implements saving a downloading an image, video or other file to local disk.


...

Thank fuck Factorio uses scripted mods based on Lua, rather than compiled DLLs like fucking Cities Skylines does.
>>
>>507171027
>a things that accelerates up to 1000ms a second is going as fast as another thing that accelerates up to 1000ms regardless of how long it took them to get up to that speed.
>up to
There's nothing stopping the higher acceleration craft from going faster in the same time it takes the slower one to get to 1000ms, in fact it's inevitable.

>I do.
You clearly do not.

>How fast something accelerates does not dictate it's top end speed
It does

>yes, I know. I already said that none of this shit is realistic and it's all just arbitrary dev decisions, so why even pretend it's realistic
Because in real life things with lower mass accelerate faster and go faster as a result. Second this is your own argument, the fact that a computer can perform orbital calculations in a fraction of a second when you press a button could very well be implemented. The fact that they don't do that is irrelevant. You are saying that just because they chose to skip including some irrelevant orbital calculations, they should abandon basic physics. You are insane.

>If you count faster as in top speed
A faster train can keep accelerating the entire time the slower one is accelerating and it will be going faster at any point in time.

>When neither is realistic.
It's perfectly realistic for acceleration to depend only on mass and force from thrusters, a = F/m, no shape included in that calculation

>not nessesarily.
Why wouldn't it? Literally nothing stopping it.
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>>507171552
A recursive filter on two posts is enough to make all of it go away.
>>
>>507171829
sounds like a skill issue bro.
Don't put your stupid in my mouth, that's a (you) problem. there are plenty of text books that cover online and browser security. If your web browser can't survive arbitrary code than it's shit, plain and simple.
>>
>>507171608
Local heating tower, send fuel from main base.
>>
>>507171604
I actually agree with that part, but it's not going to happen any time soon.
It will require enormous buy-in across the board.

What you are failing to see is that the same principle transitively applies *within* the application as well.
And that's the step where use of memory-safe languages can help, because they ax a large amount of risk with particular categories of programming error that lead to exploitable remote code execution vulnerabilities.

Now admittedly, that requires buy in on the developer side. But that's a much, MUCH smaller group to target a 'push' at than every software consumer across the globe. And there's no way a business like Microsoft would break backwards compatibility by suddenly forcing everything to be 100% sandboxed. (Moreover; legislators would probably jump them overnight, if they suddenly *would*. :: something, something - EU requiring them to offer kernel access to third parties :: )

So like always, it's something of a compromise.
Not to solve the problem completely. But to make it less of a problem.

Which doubles back to:
>>507164849
> Something not always working != something always not working
If I'm going to have to run games without a sandbox by default -- and really; even if I do know better than the average consumer, still like most consumers I can't be arsed from a convenience point-of-view to set-up sandboxes for everything manually -- then I'd rather the security-critical parts of them are built with a memory-safe language.

And I'd rather mods use scripted language, rather than compiled.
E.g. rather Lua or JS than the insanity of Cities Skylines that apparently uses compiled DLLs, as per >>507171829
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>>507171829
>>507172634
The duality of man
One of you wants systemic safety, a way for anyone to write code that won't blow up someones computer, artificial limitations to the ability of people to write code
The other one understands that it's all a spook, and you should only trust code written by competent people, and these people shouldn't be hindered by retards standing in the way
Dare I say, one of you is cringe and bluepilled, and one is based and redpilled
>>
>>507095891
Why do night vision goggles still take up 2x2?
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>>507171575
You should do the math on mining resource drain in Factorio 2.0
You'd be very pleased.

A single tile of ore can be covered by up to 4 miners. The odds that a single cycle of all 4 *not* consume 1 ore at all, i.e. that you get 4 cycles for free, with legendary 8% drain is 0.92^4 ~= 70%

Effectively that's AT LEAST a x1.7 bonus multiplicatively applied to your actual productivity bonus wrt yield from a patch, if you maximize miner coverage.
>>
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How to get into Stormworks if I know literally nothing about programming?
>>
>>507173713
You are raping probability when you try to use it like this.
>>
>>507173874
It's not a programming game so you would presumably just boot it up and start playing, at worst you need to download a pid
>>
>>507171934
>There's nothing stopping the higher acceleration craft from going faster in the same time it takes the slower one to get to 1000ms, in fact it's inevitable.
Irrevant, as both can reach 1000ms. At which point both are traveling as fast as the other.
They're both a kilogram.
>You clearly do not.
nuhuh, uhuh, nuhuh, uuuuuhuuuuhhhh
>It does
in your opinion
>Because in real life things with lower mass accelerate faster and go faster as a result.
I'm confident you are intelligent enough to think of a couple of examples where something accelerates slow but goes faster than something that accelerates faster initially by has shit top end speed.
> You are saying that just because they chose to skip including some irrelevant orbital calculations, they should abandon basic physics. You are insane.
I'm saying you people are huffing your own farts while crying about muh realism, when implementing something else that isn't realistic, also while ignoring other unrealistic things.
Thus, don't make the argument "it's more realistic". Instead say it like it is. You like this way more and that's it.
>A faster train can keep accelerating the entire time the slower one is accelerating and it will be going faster at any point in time.
In the made up scenario in your head, sure. But now think of cases, in real life, where that isn't the case, not specifically limited to trains.
>It's perfectly realistic for acceleration to depend only on mass and force from thrusters, a = F/m,
Acceleration yes. But we are talking about top speed which shouldn't be limited by mass nor the shape.
>>
>>507172792
All applications are arbitrary code! If your app is crashing exclusively because it got placed in a sandbox, then it is no longer an app. It is a kernel driver. It is demanding kernel privileges to function and those privileges do not exist in a sandbox. Stupid games warrant stupid prizes.
>>
>>507173010
No- what it boils down to is that both want the same thing:
software to not be fucked up.

Where it differs is the approach on how to get there:
One argues it should be the responsibility of the lay consumer to be omniscient and should just instinctively know what crap to side-step, until we hit a point where commercially speaking - putting out crap becomes unviable and it dies out.
The other argues that developers should not produce crap and should, where necessary, employ tools to enforce the lesser code-monkeys amidst their ranks *can't* produce (as much) crap.

One argues from the delusional perspective that you can wholesale get rid of incompetence in the field by ignoring it long enough. The other argues from the perspective that you have to actively fight incompetence in the field, by all means necessary.
>>
>>507173876
Whatever you end up projecting, you're raping probability any way.
Factorio is built on an imperfect RNG and we're discussing multiple millions of experiment iterations in which the drift and bias would clearly seat themselves. You shouldn't expect to do better than some ballpark coarse estimates.
>>
>>507173874
Step 1: Google what a PID is.
Step 2: ???
Step 3: Profit!
>>
>>507173713
dang
>>
>>507174854
What kind of profit?
>>
>>507174461
>fight incompetence by allowing people to be increasingly incompetent while shielding them from the consequences of their actions
The universe will always find a bigger idiot. Stop enabling them.
>>
>>507174079
>Irrevant, as both can reach 1000ms
Relevant because the faster one will be faster
>At which point both are traveling as fast as the other.
The slower one will never reach the speed the faster one is currently going
>I'm confident you are intelligent enough to think of a couple of examples where something accelerates slow but goes faster than something that accelerates faster initially by has shit top end speed.
Why are you putting arbitrary restrictions in place? In the game the crafts refuel from space and have thus infinite range. These are conditions that don't exist in real life but if they did then lower mass objects would accelerate faster with the same engines and achieve higher speeds.
>when implementing something else that isn't realistic, also while ignoring other unrealistic things.
You have not pointed these things out.
>Thus, don't make the argument "it's more realistic".
If you like realism then making something more realistic is good. The fact that realistic acceleration is better than non realistic acceleration doesn't mean that it's in fact worse because not everything is perfectly realistic.
>In the made up scenario in your head, sure.
In a real scenario
>But now think of cases, in real life, where that isn't the case, not specifically limited to trains.
That was the real scenario. You are the one artificially capping the speed the faster craft is allowed to reach because it's antisemitic to be faster than the slower one for no reason
>Acceleration yes. But we are talking about top speed which shouldn't be limited by mass nor the shape.
Top speed is limited by acceleration in any finite route
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Building a new ship for asteroid reprocessing. Didn't do sushi this time, but straight to sorted belt buffers. Actually did not even need circuits at all, though that wasn't intentional.
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I will never forgive them for the death of my boy, but I heard they put stuff in the game
>>
>>507176836
>Relevant because the faster one will be faster
okay smart guy, what's heavier, a kilogram of steel or a kilogram of feathers?
>>
>>507176956
but thats just nilaus' ship
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>>507174717
When something is happening many times it's entirely pointless to "simulate" probability like you just did. You just take the number and accept it as face value because that's what it will be after large enough number of attempts. This is called law of large numbers.
If you have 8% consumption on your miners then the amount of ore you get is 1/0.08 or 12.5 times what it says on the tin. The fact that you arrived to just 1.7 multiplier is why you don't do this kind of asinine math, it just introduces additional points of failure to your already mental midget capabilities.
>>
>vulcanus start modded
>nauvis evolution starts from 0:00 even though you aren't there
its about to be some starship troopers shit when i touchdown
>>
>>507177223
You keep saying this for some reason but I have no idea why. A craft that is accelerating twice as fast will be twice as fast at any point in time as the other one. One number is bigger than the other number.
>>
>>507176836
>the faster one is faster except when I say faster in this tone
bro, don't use the same word for two different terms. It's too messy to read.
>>
>>507177490
>You keep saying this for some reason but I have no idea why.
Yes, it's very sad that you don't.
Now answer the question.
>>
>>507177490
>>507176836
https://www.youtube.com/watch?v=-fC2oke5MFg
>b-but it's got faster acceleration so it's faster
>but they're both traveling at 1000m/s, so they're the same
>I....I don't get it
>>
>>507171416
Here is mine. Looks like I didn't even bother with the loop. Split whatever comes in to separate Ω-C pieces and add enough H to make the product.

Also spoiler there is no another planet
>>
>>507177568
I literally didn't write that so I have no idea what you mean. The one that is faster will be faster which is supposed to mean the same thing because the word used the same. The one that is accelerating faster will be the faster one.

>>507177602
>Now answer the question.
The one that is accelerating faster will be faster at any point in time.

>>507177803
When the slower one gets to 1000 m/s the faster one will be at 2000 m/s
Did you have breakfast today btw?
>>
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Despite its flaws, I do enjoy how pretty chinese great space wall builder can be.
I do wish the sun reactors changed color with their fuel speed:
>72MW red
>144MW yellow
>288MWblue
Same with the cargo ships:
> boxes on top = ship capacity, a new ship model for each tier
It is useful information and it would look good, win win.
>>
>>507177985
>When the slower one gets to 1000 m/s the faster one will be at 2000 m/s
But they are both at 1000m/s, so they are both going equally fast.
>Did you have breakfast today btw?
That isn't even the correct question. It's "how would you feel if you didn't have breakfast today".
Sigh, anon...
>>
>>507178193
>But they are both at 1000m/s
The faster one is at 2000 m/s. 2000 is bigger number than 1000 so they aren't going equally fast.
>>
>>507178147
Did they already implemented orbital structures?
Last time I played was before the combat system addition. I saw them adding it, but then they also said they aren't done yet and want stuff like orbital platforms too, so I am still waiting for them to be done with it before I play another round
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>>507178312
>The faster one is at 2000 m/s
No, we established that both are at 1000m/s. Just one accelerated there faster.
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>>507178439
>No, we established that both are at 1000m/s
No, you said that they are at 1000 m/s but that's not what happens because one if accelerating faster. The faster one gets to 1000 m/s when the slower one is at 500 m/s, then it keeps going and by the time the slower one is at 1000 m/s the faster one is at 2000 m/s because it's accelerating faster.
>>
>>507178571
>No, you said that they are at 1000 m/s but that's not what happens because one if accelerating faster.
The example given, is that both reach 1000 m/s but one has faster acceleration to that point.

In any case it seems you are looping at this point and not even sticking to the concept given, so I doubt we will make any progress here.
>>
>>507178725
>The example given, is that both reach 1000 m/s but one has faster acceleration to that point.
Yes and then the faster one keeps going so by the time the slower one gets to 1000 m/s the faster one is at 2000 m/s.
I can see that you don't understand how that works and it's ok. It's a hard concept.
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>>507178437
>I asked the players to playtest my game and now I am mad
>how could this be happening to me
>>
>>507178318
no platforms, only comfy space trucking.
>>
>>507178318
No, some of those are probably coming in the next update or the update after that. So far the non sphere space structures are only implemented for the enemy faction which construct space bases and connect their planetary bases to them with orbital bases.
>>
>>507178881
unironically if everything dosh said was true, that LAN event was a QA wet dream.
>>
>>507178881
earendel was a bad influence
great artist, spaghetti programmer, sadist dev
>>
>>507179554
>>507179016
thanks, I'll wait a bit longer then
>>
>>507179579
QRD of what happened at the LAN event
>>
>>507179941
They figured out that in the beta of Spage you could beat the game by making a ship several kilometers long since asteroids only spawn at the fore of the ship and you could reach the end-goal before the asteroids could chip far enough back to actually destroy the ship.
>>
dosh has a point, Promethium science should only be craftable in deep space
that would fix the belt weaving shenanigans
if not in vanilla, at least as a simple mod
>>
>>507180215
>promethium asteroids have 5 minute spoilage
>it is impossible to fly back to planet to process them
heh, problem solved, you're welcome
>>
>>507150086
>>507146615
it has drag so that the optimal design isn't just a needle with a fat ass 50 engines wide
>>
>>507177294
Which ship? What aspect? I don't see it from him but it would not be surprising as there is a limited solution space.
>>
>>507180215
The science probably should be craftable only in deep space but the belt weaving is a symptom of them trying to force it with arbitrary stack sizes instead of actually just saying "you have to do it here". The fact they let you do it anywhere but hate it if you do it anywhere is why they come up with retarde stack sizes which then prompt the players to work around those limits instead.
This
>>507180371
Is what they will do next.

Any sane dev would just make it so you need to do the science on the cracked planet and then strip the retarded stack limits as well as buffing the space storage and all of the belt shenanigans would immediately disappear.
>>
>>507180592
Bitter eggs would spoil before you make it the the core of the shattered butt hole
>>
>>507180592
>arbitrary stack sizes
don't all asteroid chunks have the same stack size?
>>
>>507180592
asteroids don't spoil, dummy.
>>
>>507180449
>it has drag so that the optimal design isn't just a needle with a fat ass 50 engines wide
But that's not actually the optimal design, that's just the fastest design (in the hypotethical alt world without space drag anyways) because that space minimizes the internal space for cargo and structures. Do you make a needle ship that's fast but can't carry much or a brick that's slow but can't carry much? There's interesting decisions there and the resulting ships will be more aesthetic as a bonus. With space drag thebrick™ is always the correct choice because it's the fastest and at the same time carries the most cargo. Literally no reason to use any other design.

>>507180768
Just remove the spoilage in space or extend the timer enough that a reasonable design can make it, the devs can change the timer, god didn't show up and decree that that's the number it has to be. Any number of good ideas there to make the system better.

>>507180786
The stacksize is set to 1 specially so you "can't" go out, farm asteroids and bring them back. As in you can but it's so inefficient that you don't want to do it... but actually if you quad stack belts you can haul enough for it to maybe be worth it. If they gave up on the idea they could then set the stack size to something more reasonable to avoid the belt weaving nonsense.

>>507180932
No idea why you quote me.
>>
>>507181225
>Is what they will do next.
>>
>>507181635
Are you incapable of conceptualizing that I understand that they don't currently spoil when I agree to someone saying that devs will make asteroids spoil in the future?

You ok bud?
>>
>>507181225
>With space drag thebrick™ is always the correct choice because it's the fastest
You still get small speed increases from dropping weight on small ships, and on massive ships weight matters a lot more.

>Just remove the spoilage in space
This would completely undermine the intended challenge of using biter eggs. Did you think this through?

>The stacksize is set to 1 specially so you "can't" go out, farm asteroids and bring them back.
But ALL asteroids have a stack size of 1, so it's not arbitrary. That's my point.
At least, it's not any more arbitrary than any other design choice.
>>
>>507181902
>I agree to someone saying that devs will make asteroids spoil in the future?

asteroids don't spoil, dummy!!!
if you're autistic and cannot understand what I mean then asteroids can't spoil dummy
>>
>>507182010
>You still get small speed increases from dropping weight on small ships
That's just not really true and is irrelevant because the effect is much larger if space drag is removed.
You can't simultaneously say that with drag removed "everyone" will use the needle when it has massive tradeoffs between capacity and speed and then come and claim that some miniscule difference in exchange for massive amount of capacity is currently happening. If you believe that people currently aren't just using the brick and making decisions between speed and capacity now then people certainly won't be just using the needle with drag removed. Literally destroyed your own argument with this one.

>This would completely undermine the intended challenge of using biter eggs.
The fact that you have to transport them is enough of a challenge and they already have bunch of challenges on their own planet. And again you didn't read half of what I said. If you think the spoilage is important then just keep it and extend the timer so it's at appropriate challenge level for you.

>But ALL asteroids have a stack size of 1, so it's not arbitrary.
>That's my point.
Your other 2 points were completely shit and so is this one.


>>507182108
lol I guess.
>>
>>507182108
>asteroids don't spoil
they also don't get exploded by rockets, cut into chunks and ground down to powder
>>
>>507183421
no, no that's pretty much what big rocks meeting explosives do.
>>
>>507182662
>because the effect is much larger if space drag is removed.
Not as much as you think. If you want mass to have more impact you should be asking for them to remove the flat 10,000 tons that's secretly added to every platform. That actually has less physical basis than drag, considering the solar system appears to be one giant dust cloud.
Besides, as far as I can tell, drag is only affecting the top speed, and not the acceleration. Is this correct? If so I'd like to know how you think top speed should be determined. Don't say "it should be infinite."

>when it has massive tradeoffs between capacity and speed
You make it exactly as wide as it needs to be for the intended cargo capacity. Then you add 50 engines to the back, because adding width just for engines has no drawback.

>The fact that you have to transport them is enough of a challenge
Getting them to a rocket is trivial. If they don't spoil in space there is no challenge.
>And again you didn't read half of what I said.
I didn't disagree with the rest of the statement so I didn't reply to it. Are you autistic?
>>
>>507164752
>so mad he misses the reply too
LMAO sure you did bud, i got 5 bucks that says you read it at least 4 times to try to come up with a single retort
>>
>>507183667
>Not as much as you think.
It's larger which is all that matter. Again your position is self contradictory.

>If you want mass to have more impact
Mass is currently irrelevant because it doesn't effect speed.

>Is this correct?
The fact that you ask me this begs me to question why are you shitposting about a mechanic you don't understand.

>You make it exactly as wide as it needs to be for the intended cargo capacity. Then you add 50 engines to the back, because adding width just for engines has no drawback.
Adding engines does have a drawback, more fuel consumption. This is bigger drawback than the current systems bricks suffer by just making it longer.

>Getting them to a rocket is trivial. If they don't spoil in space there is no challenge.
You keep not reading my posts
>I didn't disagree with the rest of the statement so I didn't reply to it.
You reply as if I didn't make the rest of the statement. I will now proceed to reply to you in the same manner if you continue.
>>
>>507180371
I dont want more spoilage nonsense
>>
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>Check local blue giant
>single planet, impossible to sphere, pure shit
>Check blue stars
>find this beauty
>great dyson multiplier, 5 planets, half the kimberlite in the entire sector
>check star chart
>exact opposite side of the universe
ha HA, time for space rail world.
>>
>>507184610
>You reply as if I didn't make the rest of the statement.
No, I didn't. I replied to a specific suggestion you made.
You're clearly too autistic to have a conversation and I will not continue wasting my time.
>>
>>507184674
>single planet, impossible to sphere
There's a reason why this is true but why do you think this is true?

Regarding the rest, personally I actually prefer these regular O types instead of blue or red giants. There's some allure in making a sphere around a giant but it gets tiresome after the first time.
>>
>>507184769
No idea why you quoted me with this.
>>
I just realized there's a small audio message when you activate the intergalactic transciever and it's just
*chef's kiss*
>>
>>507177838
>Looks like I didn't even bother with the loop. Split whatever comes in to separate Ω-C pieces and add enough H to make the product.

I'm going to say thanks for the hint that I asked for and then drink a liter and a half of boxed red wine interspersed with shots of slivovitz to unsee the spoiler and the first 20 seconds of the exact solution you posted.
>>
Is belt speed 60 items/sec for each lane? Do stack inserters make it x16? I don't think any of my fully stacked belts are moving 60 * 2 lanes * 16 stacks = 1920 items/sec.
>>
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>>507184889
A single moon satellite, way out in the boonies, spending time in the moon's shadow, with heavy axial tilt? The blue giant also has a quarter less luminosity? Nah, too many negatives

Rail launchers, rocket platforms and ray receivers are hungry on real estate. One badly placed planet in a crappy system won't satisfy me.
>>
>>507186934
Well that's somewhat accurate but the actual reason is that with just one planet you can't capture any of the energy coming in from a giant. One planet, even if slightly shitty is still quite enough to launch and saturate the sphere, it just sucks for actual gameplay.
>>
>>507186836
belt speed is 60 items a sec for the whole belt. stacked is 240, max stack size is 4
>>
Am i missing something or is Vulcanus just the foundry, big fuggin drilla and Artillery planet? Feels a bit underwhelming
>>
>>507188196
its your new home. Vulcanus is free materials (minus coal related things). literally produce everything you need here. also big drill and foundries are the best two upgrades in the game, not very underwhelming. Gleba is underwhelming.
>>
>>507188385
Coal isn't really a problem either, the drills with speed beacons and prod modules dig up so much coal you can have two trains deliver to the same station, and by the time one is done unloading the cargo the second arrives right after rinse and repeat
>>
>>507188746
its just more annoying, but yeah. just move out of the starting area and you'll find huge patches.
>>
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>>507177294
my favourite streamer did something just like that you are just copying him and I will tell the kindergarten teacher on you!
>>
>>507190690
imagine copying a famous streamer and then trying to pass it off as your own creation
pretty cringe
>>
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>>507176956
Here is the sushiless & circuitless fuel, iron, copper, calcite (there is similar for sulfur/coal elsewhere). It just takes some odd looking belts to prioritize all the inputs correctly.
>>
>>507190972
Are you claiming that asteroid reprocessing for legendary quality is something nilaus invented?
>>
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>>507177294
>>507190972
In fact I could claim Nilaus copied me. Except I won't because I got the idea from someone else since anons were talking about it here. It's bound to happen that ships gravitate to the same solution.

https://arch.b4k.co/vg/thread/503369976/#q503439775
>>
>>507192662
or you could be nilaus
>>
>>507158901
Space Exploration is right there man, if you want that, go play it. Spage had to differentiate itself somehow.
>>
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It's perfect
>>
>>507195461
>one heating tower per cryoplant
you know that a centralized heating setup works perfectly fine on aquilo, right?
>>
>>507196596
that's actually more like 2 per cryo
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>>507196596
>Going overboard for aesthetics sake
This also is autism
>>
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>>507195461
I don't think you can fit 14 beacons per cryoplant if you try to do that
>>
>>507197771
Actually I'm retarded and it's still 14
>>
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Glebanus.
>>
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>>507195461
>>507197771
i did it like this
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>>507198986
I think I found a way to do 15 beacons per cryoplant, assuming the input won't need 2 inserters
>>
507183803
>>
What am I supposed to do for power in aquilos? everythings frozen and I am only getting like 3 solid fuel a minute
>>
mod that makes cum a liquid product and you can mass produce engineers in an artificial womb, each one controllable
>>
>>507203947
import. everything.
>>
>>507203947
I imported two nuclear reactors to kick start things. Then I ran into a trap of having too much ice from ammonia and the ice to ice platform process used almost as much ammonia as I was producing. At some point I overexpanded that process and it starved my ice to water and I lost all power.

If you don't consume ice you can't make ammonia and if you're not consuming enough ammonia you can't make ice to keep power on.
>>
>>507204173
>>507204606
is that the intended way? doesn't the planet have its own way of power
>>
>>507204742
At first it's ammonia to solid fuel and then into rocket fuel into heating towers. After you unlock it there's fusion power.
>>
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>Dramatic diminishing returns added to beacons
>/egg/ still surrounds every single machine with 12 beacons
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>>507204606
>too much ice
recycle it my nigga
two recyclers with speed modules make that shit disappear
>>
>>507205409
Didn't bring recyclers. Waiting for my ship to come back with some when the power went out due to lack of ice. It had been running stable for several hours before that.
>>
>>507203947
at first i used nuclear to kick start stuff
then changed to heating towers with rocket fuel
protip, make the cryo plant and slap on a bunch of prod and speed modules
>>
>Nuclear reactor rocket capacity: 1
>Concrete rocket capacity: 100
>Nuclear reactors cost 500 concrete
I thought it was usually more economic to ship parts than goods.
>>
>>507205276
The diminishing returns are barely there with legendary beacons and more importantly the fact that beacons are less powerful means you need more of them to boost the buildings.
>>
>>507205276
power is free, logistics are not. 1 machine is easier to manage logistics for than many
>>
>>507206480
Give an example of that.
>>
>>507206919
I guess I was thinking of artillery shells. but due to the stupid stack size for those things that's *always* been true.
>>
>>507205276
legendary beacons are still better than old beacons even at 16 beacons per machine.
0.25 * 2.5 = 0.625 > 0.5
also max beacon builds are more interesting than just stuffing a beacon into an old build.
>>
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Trying trains for pretty much the first time. I want to gather items from several small outposts in a central location. Is there basically no other usable way than building a separate receiving station for each train route? It seems possible to direct them all to a single station then just sort the items with smart splitters but I can see it easily get congested and I'm not aware of a way to automatically redirect trains to balance load between stations if I were to build several of them (without mods at least).
>>
>>507207795
Try loading and unloading one station and watch the conveyor ports in action. Stations work best with one train because they can't handle more.
>>
>>507207795
You can but it's a shit idea and if you have to ask about it you certainly can't make it work well enough.
>>
>>507208358
I'm aware of throughput issues, I'm just wondering if I'm missing something because just slapping a dozen tiny-ass stations with a dozen tiny-ass trains shuttling between them seems way too braindead.
And even with that, everything train related is so huge that just the basic terminal I've thrown together spans from the central base pretty much all the way to the closest outposts which makes the entire thing look kinda redundant.
>>
>>507211757
just use belts desu. trains in satisfactory are retarded.
>>
>>507188385
>also big drill and foundries are the best two upgrades in the game
Dunno, EM plants also feel very powerful for chips and modules since their bonus stacks to a ridiculous degree if you use it at every step
>>
>>507213998
they are, but big drills let you get more out of a single patch + more output out of a single patch and foundries allow you to use EM plants in ridiculous ways. They are the foundation for all of these crazy builds.
>>
>>507188385
Big drill and emp are. Foundries are really, really good but you need calcite to make it work on Nauvis, a lot of calcite which quickly becomes too much for platforms to reasonably creates. Emp on the other hand just work, have 1 more module slot, do blue circuits instead of lds and make modules. They're just slightly better. But if we take into account biolabs as upgrade (even though they're outside of the production chain, then the best upgrades would be big drill and labs. Labs are a flat x2 multiplier to science. You literally can't beat that.
>>
>>507215216
just ship the calcite its that easy
>>
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>>507213792
I do, I have a completed endgame factory running entirely on belts. I just started to fuck around with trains while waiting for f*ckmas stuff to unlock because I've never touched them before and it got out of hand a little bit.
>>
>>507215546
That's what I'm doing but it's a lot more than just slapping it down and a slight redesign. Now you need even more rocket silos, blue circuits (emp), lds and rocket fuel on vulcanus and another platform to move all that stuff. When you compare that to just getting double circuits from emp and x1.5 modules.
>>
>>507215953
trains and trucks are horribly implemented in satisfactory. They don't feel useful and your biggest enemy is the terrain. I also hate the way everything in satisfactory is just floating off the ground.
>>
>>507211757
yeah, the train system is pretty barebones and it takes a lot of wrangling to get more out of it. Try being clever at your own frustration
>>
>>507216282
It's the most innovative game of 2024. Too bad there are no other games in that genre.
>>
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>>507216282
Ability to level terrain and remove rocks and fill gaps would've been nice. Though given the state of the rest of the game it's probably for better there's none because it'd just be another half-assed buggy mess.
>>
So in Factorio when is nuclear dangerous?

I assumed having the reactor hit Max temp would = death but no.
>>
>>507218669
when you use mods that make reactors dangerous
>>
>>507218669
When you use nuclear artillery against your own base presumably
>>
>>507218747
>>507218886

Right so people on the youtube over hype'd the dangers, thanks
>>
>>507218669
If a reactor is heated and it's destroyed in that state, it goes boom like a nuke. But that's it.
>>
>>507214620
The native 50% prod on modules is a big and very noticeable bonus though, as there's no way to build them with prod modules and they are kind of expensive -- sucking in a LOT of circuits.
>>
>>507218669
Nuclear is not dangerous. Unless you let biters get too close to it that is. In that case it might blow up under the stress.
>>
>>507216282
>trains and trucks are horribly implemented in satisfactory.
*Everything* is horribly implemented in Satisfactory, anon.
>>
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good mod
>>
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I'm disgusting
>>
>Closest first is not supported for 2.x
I think I'm done with Wube and their Czech incompetence. If they can't be bothered with path finding I can't be bothered with their garbage.
>>
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>>507219168
Yeah, reactors in factorio are essentially big magic hotboxes, you insert cell you get heat, simple as. It's not bad, it's just a bit simplistic.

In a completely unrelated note I've finally researched advanced centrifuges and while you may not like this but this is what peak nuclear looks like.

All that mess with the beacons and whatnot has been compeltely eliminated, and in fact the advanced assemblers don't even need to be beaconed or sped up, they have speed 5 by default which was what my previous mess of 3 speed beacons with speed 3s and 4 base speed 3s in the assembler barely managed to handle. I just added a single speed 1 module to make them speed 6 when cycling water just because I want to run these at a hypercritical 999 C° to get a 65% bonus when I run them with breeder cells, and also for extra extra safety.
>>
>>507220518
they changed how bots schedule work anyway
>>
>>507173874
You don't need to program to enjoy the bulk of stormworks.
A gyro on its own can perform most of the tasks you'll want a PID for.
If you do want to learn programming/PID stuff then there are always people here happy to teach.
>>
>>507221353
Who cares? My personal roboport system is dead now. Actually fucking dead. I might actually uninstall the game now.
>>
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What chall thing of my build
>>
How do I make a game that kids would enjoy?
>>
>>507222268
Question: how the fuck are you still using yellow belts by the time you get to Aquilo?
>>
>>507223081
1. make a good game
2. how young are we talking here?
>>
>>507221624
>My personal roboport system is dead now.
why and how?
>>
>>507223370
yellow is a pretty color
>>
>>507224230
Because the moment you have a moving actor (personal roboport) you want bots to focus on the immediate targets first to reduce travel path. The fact that the game is too garbage to do that natively and actively destroys compatibility with mods that attempted to fix its garbage is an absolute dealbreaker to me.
>>
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>>507223370
I've never built a red belt.

I'm particularly proud of this monstrosity. Can you tell what it does?

.

In case it was unclear, I spent time making that ice setup only to realize that the platform crafters use way way less ice per second than what the chemical plants produce, so each plant would only run 25%-ish of the time. .

However, feeding the products of 1 chemical plant into 4 blue assemblers would mean some assemblers fill up before others, which means the empty ones would import ice off of the main ice-line unevenly. I'm still kind of thinking about if that is actually a problem or not.
>>
>>507224973
>I've never built a red belt
uh huh, lets see your fulgora setup then chum
>>
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>>507225079
Oh, I get to be main character for a day
wondabar
>>
>>507225410
hot damn, that's dogshit

I kneel
>>
>>507225410
>>507224973
What the fuck is wrong with you?
>>
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>>507224973
>>507225410
Ah, comprehensible man made horrors
>>
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>>507226241
tell me about it
>>
>>507224973
BASED
>>
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>>507226064
Here we have a set of belts meant to feed the contents of 3 train cars into any of 9 recyclers without losing speed.

It is important that every lane is capable of moving the full 7.5 material always, when using yellow belts. There must be a path from every start to every destination, or the train may unload more slowly than needed, and a recycler may stall.
Where stalls are inevitable, a splitter can first cut the required trafic by half.
>>
>gassed the world and got rid of the biter menace
>work on moon base is going alright, but I'm doing nothing on my now pristine nauvis
>tentatively leave the confines of the landfill to build something for the first time in 60 hours
>decide I'll go mine some uranium now that it's free
>on the way to set up the sulfuric acid to mine it, with all the calm in the world, I get an alert
>an ALERT
>it's BITERS
>THEY'RE ATTACKING THE POWER POLES

So basically by walking to the uranium patch I have generated new chunks 20 chunks away and rampant kicked in and they HOMED IN ON THOSE POWER POLES from 600 BLOCKS AWAY like they owed money to the korean mafia
That means that my dream of re-establishing a base of operation on nauvis requires me to generate all chunks and then re-inject the biters with the poison nuke
remotely operated spidertrons don't generate chunks outside of their 3x3 radius, right? I don't have to worry about creating new bits of the world 20 chunks away when I ride those, that means I can just get in one of those after I re-nuke the place and work remotely.

Rampant
never again
>>
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>>507226754
Here we have a set of... I think you call them balancers? Anyway, it gives some degree of preferential treatment to one set of recyclers, as they had the better modules and higher quality and speed early on.

It also simply kicks all the quality shit out of the line. If that step was done earlier, greater saturation would be possable on the main sushibelt, but I felt that near-ish 12 items per second was enough on this one at the time. It could be fixed with 2 more splitters and shifting the setup up by 2 tiles. .
>>
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why is Fulgora music this spooky?
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>>507228215
It's a dead planet. Not a lifeless one - a dead one.
>>
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Simpleish setup. There's enough inserters to pull items off the belt at basically the highest rate those items should be passing. When totally full, the excess would simply keep flowing. It is, in practice, enough to process all holomite long enough to fill up my science chest.

This part is just making the liquids based on how much liquid I have currently. The important idea is this belt-extraction buffer chest.
>>
>>507228341
Those dead construction bots will haunt me tonight
>>
>>507228215
It's a graveyard. You're recycling the dead to turn them into factory parts.
>>
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>>507228586
>>507228341
I would feel more comfortable if I didn't land buttass naked and left Nauvis to biters, with intention to rebuild it later
>>
>>507228892
>>
>>507229102
Seablock 2 looking good
>>
Can you use quality and elevated rails in 2.0 overhaul mods or do you need to make/find a space age patch? I want to know how much work I'll have to do before buying space age.
>>
Unlike Gleba I didn't watch any videos on Aquilo and I did this all by myself

It works really well so far
I even set up ice recycling (dumping) with a circuit to check if I have enough ammonia or not
>>
>>507228892
me when i wake up
>>
>>507229595
Looks really neat
>>
>>507229595
I was trying to cramp 2 sets of cryo plants inside the width of every grid block but it was a pain in the ass so I kept it to one machine and then it was smooth

I figured out the setup on the right to output balanced on both sides of the belt with one machine, I should've done it on the rocket fuel setup too but it doesn't produce fast enough to be worth re-doing now
>>
>>507206480
you wouldn't be able to send a lot of completed stuff if that was the case
>>
>>507221624
Alright, it's done. Let's hope I can get a refund after the 30 days period.
>>
Its way more efficient to just create more manufacturing structures than beacons now. they nerfed beacons way too hard
>>
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Here's the bit which makes the fulgoran science and uses up all the batteries and wire.

Plastic is an issue and I refused to import anything, so we have a pair of recyclers up there which turn red curcuits AND lds into plastic. They do this so that I don't overflow on copper and clog up. The lds's plastic is used first, when both are full-ish. Inevitably, there's not enough plastic and so the red-circuit recycler gets a turn.

That's not done by circuits logic. It's in the way the belts are placed.

The green-circuit crafter prefers to use the fresh wire. Again, that's done based on the belt placement.

Everything is designed with the possability of quality products in mind, which is to say there's 2 output belts that meet in the bottom left.

You can see rocket fuel on the right. The ice melter from the prior picture feeds a small initial set of crafters, for light oil and then solid fuel and then rocket fuel. That part, which feeds off this early part of the belt, fuels the train, which cannot stop.

I do allow for science to enter the logistics network. It wouldn't be that hard to run a belt to the rockets, wherever I choose to place them, but the robots aren't doing anything else and it's a 1 click retrofit to switch from by-hand science over to automated-launches once I've escaped a planet. Just upgrade the chest. Still, I can see a path out of there.
>>
>>507230720
Beacons make sense if you want to use max productivity or max quality modules and then use a beacon to reduce power consumption

But to maximize speed I don't really see the point unless you only have very few rare machines and really want to make good use of it?
>>
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>>507230894
At this point I looked at the output while everything was flowing and realized a few things.

1.crating solid fuel costs only electricity and water. It is actually worthless and should have been vented earlier. It gets duel-recycler'd
I don't like destroying material and so getting less out of my potential productivity than I could be getting. However, solid fuel doesn't even count as material, here. It's just electricity, which is free.
2. I can't possibly use all this water. That's all ice is good for. It gets shipped up to the top left of the island, where it will be turned into water, or, on ice overflow, moved into a set of 7 rows of chests. If all that shit fills up, there's finally duel-recyclers at the north end.
3. The main things causing my chests to overflow are gears and concrete/stone. My factory would continue to work far far longer if I compressed that shit down into some valuable object, in this case purple science. That also involves turning some gears into steel, which is good for the same reasons.

When limited by yellow belts, the factory should never stop and need your attention. It should produce while you're not looking, doing something else.

You can see that plate from the furnace is blocking plate from the gears, which allows the concrete-recycler to not clog from iron ore output.

I ran out of tricks and had to use the circuit network to make sure the system prefered to use the concrete's bricks instead of the bricks-from-stone. Sad.

You'll notice constant use of both sides of belts for different materials.

There's also a quality-line for the productivity modules.

Like with the pinke science, everything is set up so that the science-crafter slightly outpaces the rest of the setup, and so all the input material of a few kinds is used up.


This setup creates purple sci
>>
Just bought stationeers, how fucked am I?
>>
>>507233157
well, the good thing is that you can refund it in two hours.
>>
>>507233328
Damn, that bad huh?
>>
Does the game just expect me to set 5 foundries on permanent big drill production to spend these tungsten carbides? why is tungsten plate needed by everything but carbides seem to be only tied to leting you get started on Vulcanus?
>>
>>507233576
Carbide is also needed by metallurgic science.
>>
>>507233576
Quality drills/foundries/speed3s will eat a decent amount if you bother with that, and you need it for quantum processors later.
>>
>>507230894
Why in the absolute fuck would you build your initial foothold base on Fulgora as anything other than a bot-driven base?

Nothing other than the recyler set-up needs the amount of throughput that necessitates belting.
>>
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>>507232952
The last section, unfortunately, doesn't seem to work.
It does for awhile, greatly extends the amount of time the system runs before requiring attention or destroying material, but it doesn't actually eat all the iron gears like I want it to.

What it comes down to, is that there's not enough red circuits to make blue science, and there's not enough lds to make batteries and also yellow science. That could be fixed, but I simply don't have the room.

So, instead, here's the rocket fuel designed for export and to use up water.

The solid-fuel crafters make 1/s. In the top-section, there's 6 on the left and 7 on the right, so neither is quite maxed out. In the bottom section, there's 7 each, almost maxing out a second belt.
Lastly, there's 1 more crafter with it's own belt.

So, we've got 6 being fed into the upper-right belt lane from the upper-left crafters, and 3 lanes with 7/s, and a spare 1/s.
>>
>>507171416
Don't use loop.
Just chuck 1x CΩ and 2x H2 down the pipe, repeat.
>>
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>>507234395
All 3 lanes feed into a splitter.

On the right, we have 2 splitters leading to the 2 outputs.

The top output receives half of the top input, and also the combination of half the bottom and half the middle inputs.
The bottom output receives half of the bottom input, which is the 1/s, and a combination of half the top and half the middle inputs.
That's 14/s for each of 2 belts, and backing up one would simply speed up the other.

These two belts simply feed into a long line of rocket-fuel crafters, 15 per colum with 4 colums, which can consume up to 7.5 from each line, if it were produced.

I know, it's a failure, but there were space concerns here.
It makes 3 rocket fuel per second, total.

End result: it ran long enough to fill up the pink chest 1.5 times which is still more than I've needed from it. The gears eventually overflowed when I couldn't consume any more engines to make either blue or yellow science.

This is where I get my yellow science.

Somehow, it still had lds and blue circuits in the small overflow section, which shouldn't have been happening really.
But I left fulgora to go check out vulcanus.

By the way, I went to gelba first, without access to the internet, and without any robots on navus, and without an automated production line for blue circuits. .So, that's navus -> gelba ->fulgora ->vulcanus, each one starting with nothing.
>>
How do I disable alerts for whenever my robots get struck by lighting on fulgora
>>
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you're supposed to actually reconfigure these with circuits but I ran the astroflux processing recipe around 20 thousand times by now and I've got another container full of these already ratio'd, which is honestly kinda funny
each couple of up and down left-right makes 2 quantum modules
>>
>>507235908
this but landmines getting destroyed by stompers on gleba
>>
gleba is a lot easier once you unlock refridgeration from Aquilo. just get as many potions as you need to unlock aquilo and mass produce later
>>
>>507234069
Had never used bots. I don't think the logistics stuff was researched.

Further, if the whole early-game challenge is to figure out how to arrange belts so that buildings run smoothly, then an extra planet with new buildings and mechanics represents a new set of conditions which the belts must satisfy under stricter space requirements while avoiding compromises to output speed. Bots simply skip that, and that's most of the game. The skills you built up regarding pathing, rather than being improved on, are completely replaced with a less interesting system.

Bots are cool, but they aren't very interesting, and take away more than they give experience-wise.

None the less, having finished this monster, there's not really a reason for me to avoid using bots in the future.

>>507234069
On the other hand, I'm not sure I understand the question. The system here almost exactly uses the throughput of the belt. Are you suggesting that every individual building, which uses a small fraction of the output of that main-belt, should be fed directly from a requester chest?

>>507235908
Don't have them on fulgora, would solve that.
>>
>>507240525
im more interested in getting the rewards and scaling up elsewhere than challenging myself to use belts on fulgora. Bots are the easiest solution to the problem
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>>507240682
Did a test. reclaimed/deconstructed 300 objects sitting in a chest. It took 30 seconds for my 40 logistics bots to remove all the objects, which is 10 per second., or .25 objects per second per bot.
This will be worse when the bots cannot pick up multiple of an object, such as the output of slow machines, or even the 1% objects from the recycler, which shouldn't be stacking if being moved at the same right a belt provides. This would simply self-throttle, allowing the full 4 objects to collect for movement.

Put more simply, about 60 logistics bots should cover the output of a yellow recycler belt, and nearly every crafted object is considerably more "dense" than it's input-materials in terms of number of items. Productivity makes this less true, but the point remains that I think 120 robots should cover the movements of all objects across this fulgoran island.

Sound right?

anyway

>bots are the easiest solution
yes
exactly that
I did, in fact, open up the video game in order to wrestle with complexities, and so I found them.

At this point I'm gonna try to finish the game this way, simply because I've gotten so close.

ALSO, in space, you have to use belts, which is to say the last challenge in the game forces you to make compact belt builds.
>>
>>507240525
>implying bots are for anything bigger than a starter base
The true endgame is train logistics, no belts, nearly no bots, just fat stacks of trains hauling shit from one recipe to the next.
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>>507243874
>40 bots
ok well my fulgora base has 3000 right now and my stuff is emptied almost immediately. bot logistics is about throwing more bots at the problem.
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>>507243874
>It took 30 seconds for my 40 logistics bots to remove all the objects
To be pedantic, it's the construction bots that move items out of deconstructed chests.
>>
I have 10 unupgraded bots how comes it takes them hours to move things around the base!?
>>
>>507246453
They're faster. And use more energy. But marginally. But you might make thousands and thousands of logistics bots but are unlikely to have thousands and thousands of construction bots just idling, since you will rarely need anywhere near as many constructions as logistics.
>>
>>507246453
Most item tasks are handled by logi bots.
Deconstruction uses construction bots specifically.
It can be confusing if your bot grid has one but not the other and something isn't getting done.
>>
>>507245736
That's not pedantic that's core.
I have 24 construction bots instead of 40. The wiki says the construction bots are "slightly" slower and a glance at their flight-time vs maximum-reach confirms that.

So it's closer to 36 bots to clear a yellow belt and 72 bots to run a base. Capacity is closer to .7 items/second/robot, or lets say .6 because they are "slower" with shorter up-time.
>>
>>507247029
Fucked it up again, the wiki ways logistics bots are slightly slower. I said it backwards, but did all my reasoning the right way regardless, I think.
>>
fuck my whole aquilo situation by forgetting to fix the water production and now everything is stalled as nuclear power doesn't work and solar panels aren't enough
>>
Just finished Vulcanus, as in getting the science and making Vulcanus exclusive items and shipping it all out.

I found it to be so fucking annoying, I dunno why everyone loves this planet, all the lava getting in the way was a headache.

Gleba is next, Fulgora is still my favorite so far.
>>
>>507247605
If you thought Vulcanus was annoying just because of some lava, prepare your anus for Gleba. Vulcanus is good because of the insane production you can do there especially after getting cliff explosives and foundations to fill in the lava.
>>
>>507247605
>lava
>annoying
how? There's tons of free real estate, lava is only in the resource zones and those usually have a belt path.
>>
>>507247605
If you thought VULCANUS was annoying I think you're going to ragequit Gleba.
>>
>>507247605
>Why does everyone love a planet where the bulk of your production is free and not constrained by train logistics and a processing line that it is all funneled through
And the lava is great, having to actualy look at the map to get around, and plan your train paths over long distances makes it FEEL like i'm actualy exploring and making a base in a blazing hellscape, i love seeing the long trains paths and them zooming around on it hauling shit to my base
>>
If bioflux spoils while being moved by an inserter, it jams the inserter and then my biter nests starve.
Is there a way to automate removing spoilage from inserters that shouldn't be holding it? Can inserters take things from other inserters?
>>
>>507247605
I didn't love vulcanus but it's objectively really fucking easy.
>>
>>507245543
3000 logi = 3000 flying frame 6000 red circuit
3000 steel 6000 battery 9000 green circuit, 3000 electric engine 12000 green 24000 wire 12000 plastic
3000 steel 6000 battery 1800 blue, (3000engine 6000 green) 2400 blue 24000 wire 9600 lds
3000 steel 6000 battery 1800 blue, 12000iron 3000steel 12000 blue 2400 blue 24000 wire 9600 lds

Pretending you just half all the production buildings you need and that % chance output is fake, that's 73800 items / 15 = 4920 seconds to produce on saturated yellow belt with ideal ratios of items, which is 1.3666 hours.

Noting that you only, according to me, need like 72, the production of bots is not that big an issue. You've just got an addiction, which still hasn't done that much harm.
>>
>>507247605
>I hate vulcanus because of space restrains but love fulgora
eh
>>
>>507248687
>planet where logistics doesnt exist, you have no incentive to make trains, and the whole factory is tiny
nta but you know what thats a great point, I never really thought about it like that. sounds perfect for people who hate everything good about factorio.
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>>507248817
Tell your inserter to pull off the freshest first and don't let old bioflux sit on your belts. If it isn't fresh it should be disposed of. The lesson of Gleba is constant flow so only the freshest ingredients are used and everything old gets burned or if it can't burn it goes into a buffer until it spoils and then you burn it.
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>>507249285
>Tell your inserter to pull off the freshest first
Does nothing to belts. Not sure why so many people think it works on belts. How could the inserter grab the freshest from a belt when it's 10,000 tiles away?
If you mean pulling out of the chest, that just means the least-fresh will stay in the chest forever and never get consumed. My inserters are pulling bioflux spoiled-first, which means the stuff at the end of the belt expires first. The belt itself doesn't jam because at the end is an inserter grabbing spoilage, and spoilage always starts at the end.

>The lesson of Gleba is constant flow so only the freshest ingredients are used and everything old gets burned
Yes, but if I do that then I will need to massively scale up bioflux imports. The problem I'm having is caused by importing more bioflux than I need, which I would consider a good problem to have - I just want to be able to deal with the extreme edge case (it's only happened once so far) of bioflux spoiling INSIDE an inserter and jamming it permanently.
>>
i guess we doin sushi belts now
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>>507249640
When your belt is saturated there are up to 8 items per segment for your inserter to choose the freshest from.
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>>507249865
Everything in a given segment is near-equally fresh. They're pulled from the same stack inside a chest.
But again, freshness priority only works from chests so it's moot.
>>
>>507249691
Is the mod that give a 1 in 100000 chance for a machine to create any random item in the game updated to space age yet?
>>
>>507249260
You still need trains, the starting resource fields that aren't Calcite are spent quickly and trains are the only way to bring in, coal,sulfur and tungsten quickly because the resource fields are far away from both you and each other
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>>507248817
Inserters can, yes.
Maybe you can have them both working on a corner-tile of a building.

Inserter 1 feeds into the upper right corner of a building from the right side. Inserter 2 only takes spoilage and takes it north, out of the upper right corner of that same bulding.
It would work if there was just open dirt in that spot. I'm not sure about the building.

... fuck I'll test it

Alright it's easier than you could imagine. Biter nests accept spoilage in the case where the bioflux spoils mid-swing, at which point it can be removed by any inserter that allows spoilage.

Your problem isn't jammed inserters. It's jammed nests.

that, or you don't have anything to remove spoilage from the belt in a timely fashion.
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>>507250210
that sounds nightmarish
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>>507250723
>Biter nests accept spoilage in the case where the bioflux spoils mid-swing
Huh. Not sure what happened then.
What I found was the one of my four nests had gone feral and was spawning biters, and the inserter that fed it was holding spoilage. So I figured it spoiled mid-swing.
If that's not what happened, I'm not sure what else it could be. I figure anything else would make more than one nest starve, especially since it wasn't even the nest farthest from the bioflux chest.
All my nests have their own spoilage chest and bots feed the spoilage to a furnace.
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>>507251062
Well, the moment that the next went feril, the inserter grabbed the nearest object allowed by your filters and swung it out there.
It then either spoiled or was already spoiled.

In the case where it was already spoiled, the issue is that some of the bioflux on your line spoiled and was not removed quickly, possibly because there was non-spoiled bioflux in front of it in line.
In the case where it WASN'T spoiled, that means your biter nest managed to go feral while actively being fed. That doesn't seem likely.
In the case where it WASN'T, you had an empty line for a bit, and they starved, cause the line was empty, and part of the line empties before other parts sometimes.

If it isn't those, go ahead and figure that out and bring back your secrets.
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>>507251530
>In the case where it WASN'T, you had an empty line for a bit
Yeah, it could have been this. I'm not monitoring the line closely.
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im tired of shipping ammo and repair bots to outposts so i tried to make this monstrosity that should be more than enough to guarantee no scouting party would ever be able to even do chip damage to this defensive wall. tell me there is a better solution, other than upgrading everything to higher quality.
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>>507141676
update now. I think they might end up surrounding me
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>>507253043
>I think they might end up surrounding me
that always happens eventually
you should start deploying radars so you can keep track of their growth
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>>507253026
Go to vulcanus and get artillery, or fulgora and get Tesla towers
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>>507253026
tesla turrets are a force multiplier, just two or three of them spaced evenly would make this wall nearly immune to most assaults at half the count of laser turrets
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>>507254259
but then id have to ship that shit over to every defensive wall, which is a whole bunch of trains i would like to avoid.
>>507254218
artillery would be an option but i dont know when i will go to vulcanus. i could imagine myself procrastinating for the next 50 hours doing some other shit like 100 science per minute or overhauling my entire base on a whim. and my current defensive system isnt bullet proof and its only a matter of time until i have to manually untangle shit. this would avoid it all.
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>>507253026
>>507254259
>>507254218
just spent a couple hours running around with mech armor and file T3 exo skeletons, nuking this entire area. i know its dumb but its getting tight up in my base.
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You've heard of heat pipes but what if you had cold pipes. Items would not spoil if they were next to a cold pipe
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>>507249004
are you retardedly autistic or autistically retarded? I made all the bots on vulcanus and then sent them to fulgora. I didn't make the bots exclusively on fulgora. the game gives you interplanetary logistics for a reason. However, i did a modded start on fulgora and made a bot base after i researched blue science and DID make the bots from scratch there. it took around 12 hours of playtime so its not unrealistic for a normal game.
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>>507254801
tesla turrets require no ammo

>>507255329
anything that stops items from spoiling misses the point of spoilage as a mechanic
if any kind of refrigeration gets added it should just slow the rate
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>>507255640
The idea of shipping 3000 bots on 60 rockets is not less cumbersome than setting up a production line for them.

Either way, the conclusion reached was that
>the production of bots is not that big an issue

Specifically because 3000 bots is not needed to get your throughput up to reasonable levels. This is the same reason you brought up the rocket launch: the initial investment is nowhere near that large.

I'm just regular autistic, doing the numbers for fun and not to epically debunk your style of play..
>>
i am about to overhaul my Vulcanus base, but i've never really done anything crazy with trains (first time seriously playing factorio). How exactly do you guys organize a larger base? I was thinking of having an area dedicated to producing a science, and having everything built within that area, but i also just considered having an area for intermediates and shipping them to the science area. I was thinking having a iron/copper fluid creation area + chem creation area -> intermediates -> deliver intermediates to area.

However, upon laying that all out in my head i realized i'd really need to fuck with learning how to train very hard. Any advice from anons? Im not trying to 10k science per minute, but i'd like 1k (before biolabs)
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>>507256524
if it really doesnt then the factoripedia is really misleading. instead of just saying "this weapon/turret uses this and that ammo", or "this ammo is used by these weapons/turrets", it just links to this weird greyed out "ammo category which doesnt really tell me much. but from what the pedia says the turrets do require tesla ammo. would be weird if they didnt considering the tesla rifle needs that ammo as well, and if the turrets didnt, then the tesla ammo would only be good for a pretty useless weapon.
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>>507257154
I usually import plates and fluids, plus a few other things like plastic, and build intermediates on the spot.
But not always.

Once you get foundries and electromagnetic plants you'll be able to make really compact builds.
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>>507257696
tesla turrets do not require ammo. I've built hundreds of them. yes, the ammo is usless because that weapon is useless.
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>>507257785
i already have the EM plants (rare) and normal quality vulcanus stuff. That's why im wondering if i make everything in a single block e.g purple science i make the steel,plates, circuits, etc on site, or i just make intermediates (the plates, steel etc) and ship out to science areas.
>>
>>507257696
ammo is only used for the gun
the turret just uses the same behavior as the gun
the reason the gun needs ammo is because they were too cowardly to make a weapon that uses suit power for ammo
the turret uses a shitload of electricity (1MW idle) but is a massive force multiplier because it stuns enemies so they spend more time inside your lasers' radius before they hit the wall
>>
>>507258142
honestly after having used the tesla turret enough you don't need anything else (on nauvis at least). even 2 is enough to kill swarms of behemoths assuming you have a decent level of electric damage
>>
pisses me off that the ice platforms on aquilo are literally just recolored landfill
>>
>>507258687
they used to melt and drop all your shit in the ocean if you forgot to put concrete on them but the testers didn't like that
>>
I also have to import holominium to aquilo? fuck off
>>
>>507259230
tungsten and carbon fiber too
>>
>>507258965
kek I hope they let us turn that back on
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>>507258965
Makes sense. Unless you can work around that it's just a stupid gotcha moment.
>>
>>507259651
hopefully it's just a bool somewhere since they already did the engine work

>>507259912
yeah it's easy to see why it was removed, there's simply no reason NOT to put concrete on it so you may as well not allow the player to be retarded like that
on the other hand they let us put nukes in rocket turrets...
>>
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>>507260129
It's also hard to tell what exactly a surface is at a glance, and you would have to learn which exact blocks do and don't melt, and every time you misinterpret or clickwrong, you may as well just load a save from 3 seconds ago.
.
>>
anyone have a good rail blueprint book they like? Im trying to learn how to train and would rather pick apart existing designs to understand how they work. Also, are train stackers necessary with interrupt based stuff now?
>>
>>507260973
Stackers aren't necessary if you just set train limit to 1
>>
>>507261527
I prefer to have stackers but circuits that throttle train limits based on how much of an item is available or how much empty space needs to be filled

Before interrupts this caused issues I had to solve with global circuit networks but now it's piss easy and I don't need to babysit every fucking item/fluid anymore with generic trains
>>
>>507158430
no i do to
i just started a vanilla sci run in prep for a modded RO/RSS play through
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>>507261527
ok thats what i had inferred based on stuff im reading.
>>
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Eugenics be like
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>>507260973
Unless you want highly specific scheduling just knowing how to place train signals and chain signals is enough even on a busy station or intersection for trains to not get stuck
>>
>>507262758
i am planning on making a pretty distributed base. i'd like to scale my current 100 spm to 1k. Just not experienced with building big. Currently trying to figure out how big a production block will be.
>>
>>507262518
Soon as I finally set up my upgraded science production area (1,200 SPM) I'm going to really get the deathcamp going

I don't like using artillery to clear areas and prefer to have strong walls constantly burning biters instead. That means I have a gigantic patch of wild nests next to my existing rail lines. Perfect for enslavement. Inserters set to chuck the spoiliest eggs past a certain amount into a big fire and everything. Or maybe just grind them into sugar and wait for them to rot
>>
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>>507263101
This is my science setup I'm blueprinting that makes 27 science a second which comes out to around 1600 SPM which should come out to 3200 with biolabs

But everything is uncommon so take that for what you will
>>
>>507263101
My rail network is a spaghetti nightmare but my signals are solid so It Just Works.
My only advice is to avoid crossings when possible and stick to merges and branches if you can. Otherwise, dive in and see what works.
>>
What game do I buy on steam sale if I'm absolutely new to the genre and even just looking at Factorio screenshots frustrates me because I don't understand it?
>>
>>507264054
Factorio because it scales up slowly so you'll understand when it's you making it

Just kidding, Factorio doesn't go on sale

I dunno, man. Satisfactory will probably piss you off in different ways
>>
>>507264054
i started with satisfactory and after playing factorio im glad i made the switch. got tired of satisfactory after 120 hours, been playing factorio for 550 now and still having a ton of fun
>>
>>507264221
>>507264335
Thanks anons, I guess I'll get Factorio even if it's not on sale.
>>
>>507263445
neat. I was trying to go away from my normal main bus style factory and be a little bit more distributed but its proving to be harder to grasp than i thought it would be.
>>
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Bros why does everything in Satisfactory take so long to do? There's something incredibly addicting about this game but I feel so unfulfilled every time turn it off. It feels like I spend 2 hours fixing some spaghetti mess of terrain and belts every time and have almost nothing to show for it when I'm done. The game being first person feels so clunky and needlessly time-wasting.

And yet for some strange reason I keep wanting to load it up again the next day. I might force myself to uninstall or something.
>>
>>507265481
play factorio
>>
>>507265481
Just uninstall, it's a horribly low effort game made by talentless subhumans.
If you want autism go play Factorio or KSP or something
>>
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Hooray my gleba science no longer resembles a massive sine wave
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>>507265345
Yeah. It took me a while too. I started up Nullius and realized I'd need massive production and the space to do it in.

Thankfully it's so much easier now than it used to be.

Also doing shit with generic trains and just being able to paste them down whenever you think you need more trains and just forget about them the second you paste the blueprint is obscenely wonderful. That and parameterized blueprints. I would actually have several extra combinators per train stop just so it meant I'd have fewer fields to manually set
>>
>>507265481
You most likely ARE making decent progress and growth, but the first person perspective in a game about making shit at scale that goes beyond first person fucks your perception of the process
>>
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What's the deal here? There is enough carbon fibre to fulfill the request in the network and it says it's on the way, but it never fills up and has stalled my platform setup. I've got no notifications, I've got tons of idling logistics bots, the carbon fibre is available in storage chests. It just doesn't want to take the last few carbon fibre to the rocket.
>>
>>507265481
>Bros why does everything in Satisfactory take so long to do?
This is what pisses me off so much about Satisfactory. It's basically like playing Factorio on the Switch

You know what you want to do but the actual doing takes so long it's a constant irritant

>>507265989
You have Carbon Fiber coming all the way from fucking Narnia, I guess

Maybe have some buffer chests next to your silos with commonly requested stuff in them? Can Silos take from buffer chests?
>>
>>507265989
I empty the rocket manually and it still just fills up to exactly 484, missing the last 16.

Are there 4 bots that have gotten lost or something?
>>
>>507265989
>>507266134
Do you have enough roboports around for them to recharge on? If the drones are BUSY they can clog up roboports waiting to charge while carrying items
>>
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>>507266106
>>507266326
Enough roboports. And the fibre is right there. Storage chest. Fibre not used for anything else except importing and exporting.
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>>507266408
Ctrl+F Carbon Fiber and see if you have some in a chest thousands of tiles away

I know they said they updated the bots to stop being so stupid but still
>>
>>507266408
>Giant cloud of bots stuck recharging on ONE port
I knew it
>>
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>>507266326
Maybe I spoke too soon. What the fuck happened here. There are other roboports in the same chunk which are empty, but holy fuck.
>>
>>507266408
>>507266586
Not an issue with belts btw
>>
>>507266763
Okay, you do importing science with belts.
>>
>>507266763
Feel I should note, that's not me.
>>
>>507266892
>have science making station
>plop down a rocket platform right behind it
>fill the bitch
>>
>>507266408
>>507266586
Robochuds can't catch a break lmao.
>>507266892
NTA, but picrel, it even dumps spoilage out. Wasn't that hard and it's going to look great once everything is up and running.
>>
>>507264428
it never is because the devs are high on their own brew.
make sure to not buy the dlc before you have at least a few hundred hours in the basegame, theres coinflip odds the game wont even be worth 30 bucks but you wont know until you are way past the refund period, also the dlc is just the same game again plus postgame stuff.
>>
>>507266563
Oh fuck I didn't catch that

I'm so paranoid about recharge bottlenecks I overbuild roboports

Another reason I miss Nullius is the ability to make charging stations that just charge and do nothing else but only take up 2x2
>>
>>507265920
im still not wrapping my head around the generic train stuff, my small brain cant process it
>>
>>507180932

You could have the promethium chunks degradation speed increase in proportion to the solar panel efficiency, with the idea the radiation closer in destroys whatever promethium is.
>>
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>>507267806
So I'm pretty stupid and my system isn't even working at proper capacity and won't until I have the resource succ of science going but I'll try to explain so someone can correct me

1. Name every single pickup station as either Item Pickup or Fluid Pickup to control what sort of wagons get sent to a station and then set every dropoff station to have the icon of the item it holds as part of the name. This lets you have the actual station name be a parameter in a parameterized blueprint
2. Create an interrupt that fires when a train goes to a pickup station and loads an item. The interrupt will grab the item in question, feed that into the target and replace the parameter with whatever item it holds. Because you parameterized the dropoff stations said station will always be automatically set
3. Create a blueprint that's just a fuckin' train loaded with fuel. When you past it down the train will be automatically built and fueled by bots and thanks to 2.0 will automatically switch to automatic and fuck off
4. Have waiting depots. If you don't have a waiting depot the trains will wait at dropoffs completely empty if you don't have any open stations

The last one if only a problem if you're constraining train limits on your stations but I advise you do this so you don't run into problems with endless trains waiting at stations that are almost entirely full while other stations are literally empty. You can maybe use the inbuilt train priority system to get around this but ehhhhhh
>>
ok aquilo really isn't that bad at all, its just difficult to get started
>>
Man you don't really realize just how many rails production science needs until you start trying to make it at scale
>>
>>507269575
The difficulty is in having a robust enough platform logistics system that it doesn't take a million years to set up on Aquilo. The rest is fairly easy because the power drain on heat pipes is fairly minimal.

I was told that I should build compact and efficient, using as few heat pipes as possible, but that's pretty pointless when the amount of crude oil you're given can power a fucking massive factory for a very long time just from your starter patch. It's better to just do whatever and then scale your rocket fuel production and heat towers instead of wasting time worrying about using 5% fewer heat pipes.
>>
>>507267597
So much this.
I never would've gotten SA if I had known that their construction bot priorities are still garbage and they deliberately break compatibility with mods which attempt to fix it. Major cash grab, do not repeat my mistakes.
>>
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What is this?
>>
>>507272914
Gleba
>>
>>507265481
Just deal with it, one step at a time. After a while you'd take a look around and go "holy shit did I actually build all that". In comparison factorio leaves you nothing to look back at aside from wasted hours counter.
>>
>>507272914
Is just a tiny biome section between two of the yumako sections.

What I want to know is how your contrast is that fucking high. Default Gleba looks way more washed out, and if I turn up my contrast to maximum even then it doesn't look like HoMM3 like yours.
>>
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This is Aquilo at max contrast by way of comparison. My point is that Gleba's colours need some fucking tweaking.
>>
>>507273520
I have an eye problem so I modified the luts in the game files.

The lut files are just color filters which work for the game.
>>
>tfw first time getting multiple epic belts, can fit pretty much everything you could ever want in your inventory
feels good
>>
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This is my Fulgora
My Fulgora strategy is as follows:

prospect for a large island with no scrap ore, to build the logistic robot factory.
connect small islands with massive amounts of ore with elevated rails, just transporting the scrap.

Electrcitiy is primarily lightning rods and accumulators. Lightning rods around the island then just enough accumulators for the island.

Then allowing the right ratio of chained recyclers to generate resources into chests.
>>
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>>507274935
This is part of my Fulgora. My strategy is dunno really. I guess I'll put this here then. Oh I have too much of that. Guess I'll cap request it to these recyclers over here when it gets too high maybe. What the fuck even are the ratios on this thing? More recyclers I guess. Guess I'll jam some modules in here. Here's some pace fo- oh I guess I'll put down some more roboports randomly. And some more silos I guess. Storage here why not. 330 science/minute? I guess. Whatever.
>>
>>507276373
It's amazing how disconnected both your factory and your thoughts are. Take your meds.
>>
>>507265481
Because you are probably doing things in a retarded way without proper planning and then rip up the problem only to replace it with another problem. You know what it is you want to do but simultaneously have too much of a long term plan and not enough of a short term plan, so you don't get anywhere in the big picture (grand target of X items per minute) and also make quick but non-scalable solutions for immediate problems without running the numbers.
>It feels like I spend 2 hours fixing some spaghetti mess of terrain and belts every time and have almost nothing to show for it when I'm done.

Imagine coming to /egg/ and declaring that you have insufficient abstract planning ability. Really, it is better if you focused more on a game where it is easier for you to repair and replace bad planning on the fly.
>>
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>>507276635
There are unfortunately no medications that solve the problems I have.
>>
>>507277029
Pretty sure they have good stuff against schizophrenia and ADHD, you just refuse to take them.
>>
does anyone have a download link to the full factorio space age ost? yes i know there are ogg files in the game folder, but i want that properly mixed ost
>>
>finished vulcanus
>researched everything
>prepping for gleba
>vulcanus ran out of coal and calcite
>now i have to go back and fix this shit

never ends, i can never progress
>>
>>507277328
>>vulcanus ran out of coal and calcite
The fuck are you doing? Building megabase on your starter patch?
>>
>>507277263
And I'm pretty sure making a disjointly structured factory in Factorio isn't a symptom of schizophrenia. Extremely weird assumption. If I was exactly as deranged I would accuse you of projection. But then I don't diagnose people based on their Factorio gameplay.
>>
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>>507277552
>And I'm pretty sure making a disjointly structured factory in Factorio isn't a symptom of schizophrenia.
The alternative is being double-digit IQ, and we both know that even if you were you would never admit to it.
>>
>>507276373
I like it.
>>
>>507276635
Ignore this bitch.
>>
>>507278376
Doesn't work. There's a reason mentally ill people got the stuffings beaten out of them throughout history - you can't reason with them, so the best you can do is make them as miserable as possible.
>>
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What is this?
50% less electricity from solar?
WHAT IS THIS?!
>>
GIVE ME HYDRO AAAAAAAAAAAAAAHHHHH
>>
>>507257696
ammo category just determines which damage research applies to it.
>>
>>507278580
>>
>>507274935
That's everyone's Fulgora strategy. The only choice is bots vs splitters.
>>
Is there a solar platform to surface power beaming mod? There is a use case.
>>
>>507280137
sure, just wait for the sex update.
:)
>>
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VGL man here, one last post before I go AWOL for Christmas - the tournament's over, and we placed 18th out of 52 teams (I think it was that many anyway, something like that) so we get to send in a player - I made an executive decision to choose Mechanically Engineered Autism this time as he's been on the rise compared to CLANG as of late.
It'll be a while until we play again even if we do friendly games before the next league so I'll keep working on the player models, reply with any suggestions/ideas so I can forget/ignore them in the meantime.
I'll still be able to answer questions but not post any screenshots or ppst much stats autism. Match recordings at implying.fun, wiki at implyingrigged.info/wiki//egg/
>>
>>507280565
Ah speaking of stats autism: as of the first match Eggman reached his 100th save as goalie, and the last match got us the team's 100th overall goal
>>
>>507280565
...forgot the important half of 'sending a player in' - he'll soon show up as a player on the /vg/ when they play against other boards.
>>
>>507280565
Autism's a fine pick. Even if you don't give him a new model, he'll stand out fine with the rest of /vg/. Thanks for putting in the work keeping our team presentable.
>>
>>507278835
REAAAD NIGGGAAA REEAAAD
>>
>>507278580
burn bugs for power
>>
Anybody else having the problem of your factory asking for automatic requests, then it brings up these repair kits, which consume themselves, but don't repair anything?
>>
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>>507278580
Just build more solar lmao
>>
New milestone on my ksp autism journey of making an easy to use multitasking OS. Every single method in my object system is a task now in the OS, making multi-tasking seamless. I can easily implement multithreading with multiple KOS cores but I dont really care about that for now because the multitasking seems to work extremely well. I want to move onto the acutal use case, making it an OS for my cargo spaceplane but I am going to have to yield my time to actual real world shit this week since it is christmas and all.
>>
>>507284910
telnet terminal that is running the code. The imprtant thing is that this is all efficient multitasking.

I plan on completely controlling my spaceplain via that mfd, but I took the time to create a task scheduler and OOP KOS system because I stubbornly want to use KOS without wanting to deal with the KOS jank
>>
>>507284395
>building solar on the spoilage heat tower planet that doesn't even use electricity for the most part
some of y'alls are built different
>>
>>507288557
Weird way to spell "better".
>>
>>507278449
I meant you schizo.
>>
>>507288654
Then you're mentally ill as well and deserve to have your stuffing beaten out of you. It's that simple.
>>
>>507288725
unhealthy levels of projection
>>
See what I mean? You can't argue with such a lot. All you can do is watch them writhe in pain as you step on their bones, broken or not.
>>
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idgaf play 'torio
>>
See? Nothing gets through. It's always denial of reality with these people.
>>
I hope the new third generation antipsychotics can help you brother. Also, you still haven't shown us your factory.
>>
>>507251062
>>507251530

> If a recipe consumes or generates a spoilable item, the machine executing that recipe gains a number of "trash slots" appropriate for the spoil products of these types. If a stack in its input or output slots spoils, then those items are moved to the machine's trash slots. The machine may not continue to operate if its trash slots are full. Any output inserter can take from trash slots, so you may need to filter inserters to specifically remove trash.
>
> If an inserter is aimed at a machine which has trash slots based on spoilable input items, and the item it attempts to insert into the machine spoils before insertion is complete, the inserter will insert the item into the machine's trash slots. It will not do so if the item has spoiled before it was picked up (and it will not pick up spoiled items).
>
> If a machine's output is full, then spoil-based trash slots don't function. If input or fuel stacks spoil, they will remain in the those locations (blocking further inputs or fuel) until the machine's outputs have been emptied. In particular, this can affect captive biter spawners. Eggs kept in the spawner do not spoil, but this can put the spawner in the "output full" state. If the bioflux fuel spoils, it can block new bioflux from being inserted into the machine.
>
> -- https://wiki.factorio.com/Spoilage_mechanics#Special_spoiling_effects

Note in particular the last paragraph.

If a biter nest is topped off on eggs and reaches the "output full" state (yellow background on the output slot) then the special trash slots that allow ejecting spoiled bioflux are NOT created. Instead, the spoilage will remain occupying the fuel slot and can neither be consumed nor be removed (because it's not an output slot). It will block inserting further bioflux to feed the spawner, which means it will slowly revert to a wild spawner.
>>
>"mentally ill people always deny reality"
>mentally ill person denies reality as response
Pottery.
>>
>>507289667 (cont.)
The way to handle it is to always have biter eggs flowing out of the nest at beyond maximum production capacity, which guarantees the nest will never reach output-full state. And then burning them if you don't need them. However, this is directly at odds with abusing the property of the nests that eggs don't start spoiling until you take them out, which makes it oh-so tempting to make direct-insertion builds with them.

Things are further complicated by the fact that captive spawners cannot be circuit-monitored. I.e. there's no way to know they have spoilage inside and should perform an 'emergency flush' of the eggs, to allow the trash slots to appear and start doing their work.

It's a bug that was turned into a slapdash feature.
Trash items are considered as part of output; and thus susceptible to the output-full state; even though the game actually can generate infinity+1 trash slots on-the-fly, e.g. when manually changing assembler recipes. (MH already has a video up on YouTube showing this exploit for infinite promethium chunks storage.)
>>
>>507288557
I haven't built a single nuclear reactor, i'm tempted to try and beat aquillo / edge of the universe with pure solar. The only base i have that isn't solar is Fulgora
>>
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Ok I'm escaping gleba, what should i expect on aquilo comrades?
>>
>>507290292 (cont.)
Actually-- if you want to keep your eggs at max freshness before shipping out *AND* want to ensure your captive nests never jam -- then there is one rather depressing solution:

Continuously recycle them.
iirc this resets their spoil timer. It's a 75% loss factor, but eggs are infinite beyond bioflux anyway and they produce super fast.
Then simply monitor the logistics network for active requests for eggs, and if one occurs, divert the result of the recyle loop to a provider chest.
>>
>>507278580
Gleba is a mold world, anon. What did you expect?
Mold loves dank, moist, DARK places.
>>
>>507263204
>just grind them into sugar and wait for them to rot
FWIW - this is an excellent way to get legendary spoilage for legendary eff 3 modules.
You just recycle biter eggs until they hit legendary (already getting rid of a lot of them in the process) and once they do, you turn them into legendary nutrients, which spoil into legendary spoilage.
>>
>>507290292
>It's a bug that was turned into a slapdash feature.
It's pure bug. I had one biochamer completely stuck because everything halted at some point but there was still spoilage in the input that wasn't moved to trash slots for some reason.
>>
>>507219605
>The native 50% prod on modules is a big and very noticeable bonus though
especially since the bonus applies for
>green chips
>red chips, which eat green chips
>blue chips, which eat green chips and red chips
>module 1, which eats green and red chips
>module 2 & 3, which eat red and blue chips and also lower level modules each
it's just keeps multiplying to such a degree that I'd argue crafting any significant amount of modules without EM plants is not really feasible. and you get a production bonus on copper wire too, even if not as large as with foundries
they are the single most impactful upgrade from the other planets imo
>>
Do people actually plant trees on Nauvis? Why? I know it's a sort of joke and very requested gimmick, but why do it beyond the first time?
>>
>>507229595
I haven't gone to Aquilo yet, but I am running out of others thing to do on the other planets, so I have to go there soon.
Having to ship in basically everything is what stopped me so far, the logistics for it sound like a pain. All my other planets are mostly self-sufficient, my shipping lanes spend 99% of their time just bringing in science
>>
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>>507290841
I expected a paradise, untouched by man
>>
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ok now that im off gleba, it wasn't that bad. I'm going to setup a ship for consistent delivery beforehand every time i visit that place so I don't have such a hard time.
>>
>>507291990
Either to have a supply of wood to make legendary stuff with that has a wood input (since it's an automated way of producing wood instead of manually marking trees for deconstruction) or to consume pollution. I think both are pretty dumb because the tree dies when consuming pollution so they need to be endlessly growing new trees to keep them alive and then you end up having to recycle the wood.
>>
>>507265989
it's stuck in a different rocket silo
shit likes to break if you mix it between normal and logistic silos
>>
>>507267401
are that many speed beacons really worth it when the modules are still low quality?
>>
>>507293370
No matter the size of the logistic request, it always send a full rocket. It rounds up, always.
>>
>>507292665
imo, lots of gleba's problems can be fixed by just abusing bots
>>
>>507292216
That's still what it is.
It's just not a paradise *for* man.
>>
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>make a list for what I want to add to my mod
>get halfway through implementing it
>new idea
>add more to the list until it is larger than before I started coding
>get halfway through implementing bigger list
>new idea
>...
It's almost like playing factorio but in a text editor
>>
>>507290380
expect to have fun for the first time in hours.
>>
>>507291990
Automated wood for legendary wooden power poles.

Though legendary wooden poles are, actually, absurdly good -- They're basically 1x1 substations and are far easier to wedge into a beaconed build than substations are. -- the same goes for legendary medium poles, of course. And its far easier to use those over maintaining large wood farming and wood-upcycling builds.

So- still mostly a gag and a "because we can."
>>
>>507292046
>Having to ship in basically everything is what stopped me so far, the logistics for it sound like a pain.

You can create a factory platform that just creates iron plate, copper plate, and coal in orbit.
Only stone is a bitch. But you mostly need it for concrete to make safe buildable surface on Aquilo.
And Fulgora pumps out concrete as a byproduct by the bucketload. And if not that; you can basically get it for free on Vulcanus.

The best way to tackle Aquilo is to bring such a factory platform into orbit around the planet, making sure it's nuclear powered of course as solar is shit that far out, and to ship in rocket fuel from Gleba to generate heat to keep things thawed and to provide steam to turbines for power. Then you first focus on transitioning to locally produced rocket fuel to stabilize power. After that, you set up a ramshackle bespoke cryo science build. Just enough to research into fusion reactors. You build up some ramshackle industry to make a drip feed of fusion cells. You fabricate one reactor and two turbines; and you send the lot up to the factory platform, where you swap out the nuclear fission reactor for nuclear fusion. This removes the need to ferry it back to Nauvis to resupply fuel for power. It can now stay permanently in Aquilo orbit to manufacture basic resources.

At that point, you can set up local production of things on Aquilo as you need it. (Would recommend a recipe-switching auto-mall.)
>>
Experimenting with coal from space but it seems like you need too much carbon for this to be practical.
>>
>>507296882
>too much carbon for this to be practical
Space is infinite, anon.
>>
>>507297221
I can try making the ship bigger to fit more collectors but then I'll need to divert more of the material to fuel and ammo since you get more asteroids flying around.
>>
>>507180059
I mean this seems like it would cost more in space platforms than it would to just build and supply a few railgun and rocket turrets.
Anyway, how did they fix it?
>>
>>507183667
>You make it exactly as wide as it needs to be for the intended cargo capacity. Then you add 50 engines to the back, because adding width just for engines has no drawback.
This is what you do currently. The only difference is that you stagger then behind the ship a few dozen tiles away from each other, in a bunch of small rows each one no wider than the ship itself.

Literally the exact same result, no added logistical challenge, and the extra downside of looking extremely goofy AND being extremely unintuitive making it much harder to figure out this design by yourself - while being trivial to copy if you just happen to see the solution used by someone else.
>>
>>507297515
>1000 space platforms and beat the game right off nauvis in like 30 mins
>costs less than "few railguns and rocket turrets"
They fixed it by limiting how far up you can build, you can now just build to the sides and down.
>>
>>507298346
>>1000 space platforms and beat the game right off nauvis in like 30 mins
Oh, I seriously underestimated the strategy then.
How is only 1000 space platforms enough against the huge asteroids? Don't they just plow through space platforms taking almost no damage themselves?

Also I imagine you'd need to unlock aquilo first too which still does require making science from all the other planets
>>
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What the hell is going on here? What am I missing? Is the in-game calculation rate wrong?
>>
>>507298619
>How is only 1000 space platforms enough against the huge asteroids?
Because they take time to travel so you just cruise to the finish while they are still coming
>>
>>507298621
crafting speed: 2
>>
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>>507298737
I see. I am indeed retarded.
>>
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>>507298912
To your credit there were two two's in that calculation and that can get kinda difficult.
>>
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>>507262518
>eugenics
Eugenics is called "husbandry" when performed on lesser species...

Totally different, much better for optics...
>>
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>>507300665
Yes, gööd thinking
>>
no clue what that's supposed to be
>>
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>>507301496
Play Disco Elysium.

But, like, unironically don't pay for it. Because in the current circumstances actually paying money for it is antithetical to the core narrative. It's complicated.
>>
>>507301496
Rude, that's your gut instinct
>>
>>507301608
why would I play some glorified blahblahblah rpg that isn't underrail
>>
>>507301682
dude trust me
>>
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>
Fucking retard
>>
>>507301785
I don't think I will, /v/ tourist
also I don't care keep it engineering
>>
Anons, how do I put bots I've made remotely into the logistic network? If I put a requester box near a roboport and then try to insert them in, the bots that brought them to the roboport use the roboport I want to put them in.

Not really sure the intended way to do this to get bots out of storage and into the network without manually inserting them.
>>
For production chains like Kovarex that use it's own output as input I wish that the product/second listing subtracted it's input from the output automatically. Like, yeah, a kovarex centrifuge outputs 41 u-235 per cycle but that's not really the salient point.
>>
>>507302157
You can insert bots on the remote screen thing right? You just click the bots in the item menu then on the robo port slots
>>
>>507302428
ohhhhhhh
>>
>>507302428
but wait, wont they just pull them from other robo ports first or does it prioritize storage boxes and passives etc...?
>>
>>507302595
ok it worked, great, thanks.
>>
>fusion cells have no drain unless the electricity is actually required
shiiiiet, if I had known that I would have hurried to Aquilo way sooner
>>
>>507303438
nuclear works in the same way if you simply use steam tanks and only insert cells when the reactor is needed
>>
>>507304148
don't even need steam tanks, just read out the temperature
>>
>>507304215
gosh darn your newfangled methods
>>
>>507303438
>>507304148
>>507304215
>>507304513
don't worry anon, I too use steam tanks, and a rotating cannon shell on some belts as my timing method for controlling my reactors fuel cell intake.
zero fuel wasted regardless of what state or situation the reactors/factory is in.
>>
>>507300665
And murder is called "butchering" when performed on lesser species.
And forcefully induced pregnancy to collect hormones in urine is called "cosmetics industry". While a consensual hookup is called "bestiality and rape".
There are many concepts which apply differently to other species.
>>
>>507274370
that looks cool as fuck, can you share them?
>>
>>507274370
Oh fuck. Can they apply per-surface?
>>
>>507301682
Because it has good writing. You're not a readlet, right?
>>
>>507306176
>Because it has good writing.
It's a videogame.
>>
>>507266586
what the fuck did you do bro
>>
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>watching factorio playthrough
>at aquilo
>only using red belts
>only using common power poles
I know people can and should play however they like but TURBO BELTS ARE LITERALLY FREE ON VULCANUS AND UNCOMMON/RARE POWER POLES ARE BASICALLY FREE WITH EM PLANTS.
>>
>>507271641
>their construction bot priorities are still garbage and they deliberately break compatibility with mods which attempt to fix it
elaborate
>>
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Do we know anything about wube's rpg? Maybe people heard some things on the discord?
>>
>>507307585
it might be free, but on the other hand, is your aquilo factorio really going to have enough throughout to need anything above red belts?
>>
>>507303438
the drawback is that you don't get full neighbor bonuses without battery storage, hooked up the same way as fission reactors.
it depends on your view of what is "wasting" fuel cells I guess.
>>
>>507307585
I use yellow belts because they have the same throughput as turbobelts
You can't stop me
>>
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went and uncovered this entire area to find a higher yield scrap field, and the highest yield one is right next to my spawn and im also already on it. what are the odds?
>>
>>507303438
you can also fit 50 of them in a rocket instead of just 10
>>
>>507307585
Turbo belts are not free on Vulcanus
I am running out of coal on Vulcanus and have only ever killed small worms and cannot find more coal anywhere

I don't know how to tackle bigger worms, I just unlocked all techs in the game so I have what I need.
I've got 3 rare and 1 epic spidertrons on Nauvis with 4k rockets each and those seem to just clear out biter nests in seconds. Might ship those over to Vulcanus.
>>
>>507311734
>I just unlocked all techs in the game
portable railgun with quality railgun ammo will 1 shot medium demolishers
with a few railgun damage upgrades you can also one-two shot big demolishers with ease
>>
>>507311734
depending on your stage of the game:
handheld railgun lets you kill worms by yourself
send up u-235 and assemble nukes in space to drop down and kill worms
thats what works for me. you really should be able to find some coal nearby unless you fucked with the world gen or resource settings
>>
>>507309654
I think that's by design, they spawn a very big one in the start area for some reason.
>>
>>507311734
>Running out of Coal on Vulcanus
Have you not done any recon past the immediate borders of your base? The coal deposits are fuckhuge but require rails to bring in because of the distances
>Green belts are not free on Vulcanus
Expand past the starting Tungsten field
>>
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I love products that recycle back into themselves
>>
It feels weird to put foundries on space platforms
They are too big
>>
>>507315320
space platforms feel kinda weird overall. Why are we using belts in space instead of tubes or something? But then they wont let you use chests, etc. The whole thing feels really arbitrarily decided on.
>>
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>>507315320
No such thing as too big in space. That's why they call it space.

an entire copper planet died to make this webm.
>>
>>507314724
so why are superconductors like this?
>>
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Here's something I made, an asteroid grabber that does not deposit chunks if there's more than C on the belt, AND uses the internal storage of the grabber itself as a buffer (up to 13 x chunks of each type stored inside).
It's self contained so you don't have to connect it to any other circuits. Just change the C in the constant combinator to fit your belt size.

0eNrVWG1vmzAQ/iuTP06mCm8JoO3DtA/7EVUUGXAWq8ZmtslaVfz3nUlDQuOkKUStpn7o1fiee+6e8xn6jHLe0FoxYVD2jFghhUbZ/TPS7Lcg3K4JUlGUIaINVZKVXiE5p4WRCmH0pyGcmSd4rIiiqMWIiZI+osxvsQPDNCqXnlFE6Foq4+WUmyOnoF1iRIVhhtEdi+6Pp5VoqpwqQMUXkTCqpQZnKWxMyyK+izECeuHiLoY4JVPAvHueWIKv4IMePm/4g8eEpgqSduDOz+JGGEENjZJ8ldMN2TKoEzgVTBUNMysqSM5piTKjGor7ZXAp+wBrprRZnRSvooZwzgrvoMSmEQ+2fppagCMX81Rbly1TBhRCfV67Hd5P61TIqiaKWCEz9A21sLRmHKB3pd8Lid+Kf9wFQqqqizcA/46ssI2mqz6ATd+hQDha4PRE4MtCKErK1YZA1ewuoKEdmnTru62VLKntUAfpaDTp5JqujN/flenHdaV8ZCX9rJZ0Br9lP87fX/vk42pfEGg38XkT4Vz8WyqwwBcvoNcyJGNl0NQMueDhqBhOifbk6sNIUd1wAz2yhX1SwRPRcO5IKRk7LyL/mnmRjoafXQPvzw76w8uCIcKAIlXOBHFLMh/Cu0TQu4B6aA9azt2Ib3b1Na1oFxr7/hPMZu0SflxD3vfHpu3fPu0b3Mh90n5os92/gd3kbLuxw+lj+xj4rFCHHIhiZgNFgiwuSpWcOV1nRsYB9jCltWtMv9GdlBSbo1m9byuUeSCxrCnk3dFAX8FVNqZu3g3urlA4tkInA8IW+/8vEVxFfyEne8ruAxzgOQ6WuLNg2FkzBDPurLh/vMA+hkr6nRlYMwITxgTYQbcDfkV2PVhCAMP4yzfNyfh9+ZJoD/xqUlCv5sSs4SB4a+j5cpeoVfNk0Ez0X0z031+4E/knE/knE/mnE/mnE/mn0/hHs2n8x/svJvrvr8mJ/P2J/K/zh5PMDK3sB0H/fxOMOIFXK1j78XKlffmlSJ533wlbuL27YPE8SKM0jeMgnoeB37b/AC3o72I=
>>
>Vulcanus done
>Need to build a new shitbarn for science shipping and fix my current one
My least favorite part of space age so far
>>
wait elf modules make the machines craft slower? why am i just now realizing this.
>>
>>507315871
Those 6 tiles you use for the combinators could store 48 items with just normal belts without stacking.
>>
>>507316764
They don't. You're still retarded.
>>
>>507317176
an elf module in a beacon reduces the crafting speed of the foundries in a layout im building on the editor. have 6 foundries with 2 speed 3 on either side for 60 plates/sec and adding an elf beacon reduces it to 45 plates per sec
>>
>>507316707
I foresaw this and I made a new ship everytime I went to a new planet so I had a courrier to get the exclusives off it.
>>
>>507317374
That's beacon mechanics, has nothing to do with elves.
>>
>>507317374
>an elf module in a beacon reduces the crafting speed of the foundries in a layout im building on the editor.
Do you smell burnt toast?
I think you might be having a stroke.
>>
How was I able to live with forced ghost building before jesus christ
>>
>>507317781
>>507317795
i have literally never put elf beacons in a beacon before. i am messing around with my first attempt to scale up to a big factory
>>
>>507317806
The QoL from Sat-Nav view in Spex basically poisoned 1.0 Factorio for me until 2.0 brought all it's features forward to vanilla.

-but now you can't play Spex with the other QoL added by 2.0. Always a price to be paid.
>>
>>507317806
angry ghost my beloved
>>
>>507317685
>new ship for every planet
I wanted to do this, but the very second ship was good enough to use for every route.
Still need to design a new one for Aquaillo.
>>
>>507317374
that's because adding beacons reduces the effectiveness of all beacons. read the beacon entry in the in-game wiki.
>>
>>507318617
Well I basically kept refining the first one I made and fixing the shortcomings I saw with the previous, they're all basically the same design but get slightly more compact and better production management as I learned from previous mistakes

but the good thing was all my previous platforms still worked fine so I never fixed them.

I'm just now getting to gleba so it's gonna be another of the same 2 before it, aquilo will have to be different since i'll need rockets and have more asteroid formulas
>>
it hadn't occurred to me that mixing beacon effects lead to less effects between the two different types, but I basically never mix effects on the beacons themselves anyways so whatever.

Efficiency module on a beacon? The things that cost power to run anyway? I guess it can cut pollution but by the point you have beacons you have flamethrowers.
>>
>made new spaceship with 8x as many carbon asteroid processors
>same plastic per second
epic
>>
>>507318783
i mistakenly thought it was just for the same effects, not the beacon itself. i read through and realized im still retarded
>>
>>507319009
i stopped giving a fuck about power and pollution when i got my bot network running and i could just paste solar panel grids or just use nuclear

after the early game who gives a shit when you have flame throwers and bots to maintain walls
>>
>>507266586
2.0 fixes this
Oh wait
>>
>>507319323
2.1 will fix this
>>
>>507307585
yeah but because the game is retarded as fuck, uncommon power poles clog your inventory, clog your blueprints, clog your personal logistics, clog your quickbar slots, and clog your pipette usage
unless you switch 100% to uncommon ones everywhere, it's just inconvenient to carry multiple tiers of power poles
>>
Why in the nigger fuck can't you take blueprints with you on a space platform, this is the dumbest shit.

It's not like you can't just fucking paste it again when you get there, I don't want multiple fucking copies of my book on every planet

FIX THIS NIGGER WUBE
>>
>>507309654
>>507312462
It's fucking retarded, making outposts farther away and running out a long distance making lengthy trains just to get more yield was a core part of gameplay.
>inb4 muh biters get richer
Unmodded, and with reasonable settings, artillery and spidertrons pretty much trivialised biters late-game anyway. Besides you can turn them off, or turn them way down, and the ores would still get richer further out - and you could do that without disabling achievements so was clearly a developer-sanctioned way to play the game.

But now on fulgora there's almost never a reason to build a big train. Your factory can pretty much always just center around your spawn chunks, and if you scale up, you only need to scale up linearly. Early game the deposits will feel bottomless, but if you scale up to megabase level, you won't have anything richer to tap, everything will just run out faster until your mining prod research catches up.

I heard that vulcanus is the same, which is even worse because you actually have a real challenge in expanding further out. And the enemies actually GET STRONGER. But allegedly the patches don't get richer. What's the fucking logic there
>>
>>507319504
>unless you switch 100% to uncommon ones everywhere
it's not hard to do this, and you don't really have to care about cleaning up old power poles
>>
>>507319917
Being able to place them in inventory is retarded to begin with. You have entire infinite blueprint library, they should just go temp folder or something by default.
>>
>>507316707
I've actually warmed up to shipbuilding now. The keys to enjoying it were three main principles
>get yourself good enough rocket production on nauvis so you can request building materials with peace of mind without agonising over every rocket sent up, or being bottlenecked waiting for materials
>iterate on your designs, and make liberal use of cut-and-paste to move things around. Even if you wanna massively redesign some aspect of the ship, you can probably keep other parts or just shift them around instead of redesigning a brand new ship from scratch
>embrace the spaghetti

Now I find the spaghetti minigame actually fun. I like seeing what kind of cursed belt and inserter contraptions I can come up with to route my spaghetti around everywhere. And when it actually works, it's really satisfying, because it's true spaghetti in action.
You will never need to "expand" it so all the usual base design principles go out of the way. This is the kind of environment where using a stack inserter to bridge between two undergrounds because you have to route through a 1x3 gap perpendicular to your underground direction so you can't connect then normally, is a perfectly valid solution.
>>
>>507320000
>It's fucking retarded, making outposts farther away and running out a long distance making lengthy trains just to get more yield was a core part of gameplay.
It's not retarded on Fulgora, those high yield scrap yards were really meant for when you have deep oil foundations for trains, they're extremely hard to get to otherwise, sometimes you get lucky and one has enough room and pathing to manuever a train in there
>>
>>507317374
>>507317781
I fucking hate this effect on beacon mechanics by the way. I just had this earlier when mixing module tiers.
>have some spare tier 3 speeds
>put them in a beacon around my silos
>they aaaaalmost get up to the speed of building a second rocket while the first one launches, but not quite, it finishes building like 0.5s too late and still triggers the bay door closing and reopening animation due to this
>let me just throw in a speed 1 beacon just to give it that tiny extra bonus
>fuck you everything is now way slower because the speed 3 beacon just got assfucked
>guess I have to build an extra pair of speed 3s just to get like a 10% speed bonus

It makes sense on beaconspam machines, but it just sucks deep balls when you're trying to mix-and-match some adhoc early/midgame layouts.
>>
>>507320725
What? No. The tiny high-yield islands are the main place you should be getting scrap from, the minuscule 150k patches on the larger islands run out almost instantly due to scrap's 2x mining speed. How are you getting fuggora science at reasonable rates without using the scrap deposit islands? Are you building new outposts every hour or two, or something?

It's really not hard to route a train to them. And you don't need to build an entire railyard on them, only the minimal loading stretch of rails (and the ramp down and ramp up) need to be on the island itself. And heck, if you can't find a way through the island because of the deep ocean, you can build a double-headed train to get in and out through a single access point.
If you've somehow found a tiny island that's completely surrounded in deep oil to beyond the range of a rail pillar, then that's a pretty rare find, and you should easily be able to find another one, or another dozen, that are easier to access.
>>
>>507320000
I'm not even close to "megabase" level and I have trains pulling from at least four different 20-50M deposits. Process scrap faster.
>>
>>507322003
This does not contradict my post in any way.
>>
>>507320184
inventory blueprints are for placing in storage boxes to be used by the circuit network. Normal play doesn't bother with them at all and they are fairly annoying to deal with.
>>
>>507319917
Press B.
>>
>>507322298
>every reply has to be a counterargument
>>
>>507322398
The only use for blueprint item I have is to turn splitters into 2-to-1 mergers. Red square is much better indicator than some random item like fish or pistol.
>>
>>507322457
You are telling me to do something different, implying I'm doing something wrong or playing the game wrong, and hence that you disagree with my approach.

For that matter I never even mentioned how many deposits I'm tapping currently. It happens to be three and I'm considering my fulgora to be severely underbuilt, alongside every other science I have; I will upgrade it before going to Acquilo. My point of "pre-megabase, deposits last forever; post-megabase, they will start shrinking until your megabase manages to shit out enough prod research" still stands. I've used up maybe 2-3M scrap each from my three 20-50M deposits in the past couple dozen hours of gameplay, even if I processed three times as fast they still would've lasted long enough for me to do the entirety of vulcanus and gleba before coming back to upgrade my base.
>>
>Sulfur starting to run dry
>Need two fluid trains to keep the current numbers pumped
>The "closest" deposits may as well be on the other side of the map
My vulcanus base is on track to look like a spaghetti version of the Russian rail line
>>
Why doesn't nuclear work on Aquilo? I tried placing a reactor in the middle to heat the whole base and it's not doing shit.
Do I have to use Gleba's furnaces?
>>
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>>507323875
it does work, havent done it myself, but ive seen several others ship it in until they get fusion
>>
Are there any more compact T or X junctions with the elevated rails, or do they just make them take up more space instead?
>>
>>507324368
default settings? how far from vulcanus spawn was that
>>
when to stop?
>>
>>507323875
reactors can't move heat over long distances
they don't actually generate as much heat as you'd think without neighbor bonuses
A high neighbor bonus reactor can make a lot of heat in a small area but not propagate it over any reasonable distance.

In short, heat pipes bad.
>>
>>507322925
If you're mining three deposits and consider it underbuilt then clearly you do see a reason to use trains. Seems like you haven't been to Vulcanus or Gleba yet so not sure why you think you won't be improving Fulgora before completing them. You don't have to, but more shit on Fulgora helps elsewhere.
>prod research
Takes increasingly long and mining/recycling productivity aren't the only end game research techs.
>>
>>507317013
My setup stores 39 items (13 of each) so it's a bit less storage but it's somewhat smart
>>
>>507320000
there's no good reason to make a sprawling rail network on fulgora anyways because there's only one resource patch type and useful products get shipped off anyways.
even if the patches get bigger, it would still make more sense to make a small processing base next to each big patch since all the resources are already nearby and rocket silos deliver to the same platforms from anywhere on the map.
>>
>>507325672
>If you're mining three deposits and consider it underbuilt then clearly you do see a reason to use trains.
I use tiny trains only to cross 10 feet of oil ocean. I don't see a reason to build large rail lines with like 4-12 trains bringing in ore from distant outposts, is my issue.
>Seems like you haven't been to Vulcanus or Gleba yet so not sure why you think you won't be improving Fulgora before completing them.
Not sure where you got that from. I haven't finished gleba yet so I want to get a) stack inserters and b) epic/legendary ores from asteroids, before building a large base on vulcanus.
>more shit on Fulgora helps elsewhere.
Does it? I'm not bottlenecked by pink science yet (as mentioned, the upcoming vulcanus big base will change that but, again as mentioned, I've been putting it off). I'm producing enough EM plants to supply the rest of my factory for now. And I already got my rare mech armour.
>>
>>507325534
stop cheating, you're only cheating yourself
>>
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Quantum Processors - does their input call for a sushi belt?

Not sure how else to get 5 physical items and 2 liquids and 1 output from a machine that needs heatpipes
>>
>>507326324
Can't you be mentally ill somewhere else?
>>
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>>507325501
Default
>>
>>507326371
embrace bots yes I know their battery drain is ginourmous on Aquilo
>>
>>507325817
That's a fair point. The one advantage would be being able to plug in more patches if old ones run out, and also being able to share power networks and malls. Bringing in a zillion accumulators, recyclers, assemblers, roboports, belts, inserters... etc. etc. to every single base 5km out would be a much bigger pain IMHO than just building them all close by and just making a bunch of rails to mining outposts.

But if you get something like spidertrons and set up their logistics requests properly once then you'd be able to do it pretty easily, I suppose.
>>
>>507326371
A braided belt can carry four items
Also machines have four sides, not just two. Even in a tileable design you can still use them
>>
>>507326481
post base
>>
>>507326963
meds
>>
>>507325534

Mining productivity provides BaseOreInPatches * .1 total ore.

0.1 total ore gets multiplied based on resourceDrain on your miners. You do not apply productivity from your miners, as that's already what the 0.1 represents. That/s totalOre*0.1 /resourceDrain% = ore gained.

Calculate the total cost of all involved science in terms of ore, including whatever productivity you use in your setup and your current level of research-research..

If total cost > ore gained, you should not research.

Note that making this calculation involves admitting that you will not actually keep searching for endless more ore patches forever, and also assume you plan to actually do stuff with your ore at some point, which may be untrue.
>>
>>507327218
cheating fag
>>
>>507327305
What about research productivity researchpyghp
>>
>>507327645
Was already mentioned.
>>
>>507327830
Where
>>
>>507327412
Mentally ill fag.
>>
>>507328538
Just ignore him.
>>
>>507328381
>and your current level of research-research..

It's 5 lines containing 1 paragraph worth of text man
>>
>>507330442
Right but those are all paragraphs discussing the tradeoff of mining productivty
The part you quoted is still ultimately about mining productivity
>>
>>507326526
I sushi belted it with bots, since 4 out of 5 materials are imported anyway and the quantities used are minor (about 0.1 per second per machine)
>>
>>507315478
Probably too easy to upcycle quality holmium plate otherwise.
>>
>>507330876
>Mentions research-research
"Wait but you didn't mention research research!"
>???
"Ok but that wasn't the focus of the whole post"

What the fuck do you want
>>
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Two lines to accommodate two fluid wagons if needed is probably overkill, but at least i'm set for Sulfur here for a long time, what a pain in the ass, really stating to feel the need to use cliff explosives
>>
>>507330926
Imagine of fluo-rocketone fluid affected heat pipes
Hot fluid acted like a heat pipe and cold fluid absorbed heat like crazy
>>
>>507317374
what the hell is an elf beacon
>>
>>507331323
>"Wait but you didn't mention research research!"
That's not what I said
I asked about an analysis of research research
>>
>>507331202
>you can get quality resource by crafting something from the resource and then recycling that something
I don't see why that's not too easy for literally every other intermediary in the game, but somehow too easy for holmium
>>
Imagine if you could actually have fluid heat transfer
Seriously we literally have cooling fluid now, why can't we send it through heat pipes instead of having to use solid copper all the way
>>
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I intend to start a new Stationeers save cause I'm too much of a lazy bastard to reassemble my entire base. So I shall post it for your admiration anons and my own ego
>>
>>507332847
Why is it still in early access?
>>
>>507331632
>>507332712
ONI has it
>>
>>507332914
because turns out trying to recreate ss13's engineering autism on an engine that isn't dogshit and in 3D takes a while
>>
>>507326371
https://www.reddit.com/r/factorio/comments/1givgun/finally_an_aquilo_design_i_could_be_proud_of/
i used a layout similar to this
>>
How is this for a fuel insertion system?
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>>507333475
how indeed
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>>507333475
looks nice desu
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>>507333475
Dammit.
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>>507333697
God damn are you trying to power your Kursk salient equivalent in Gleba with that?
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>>507333697
good enough
better would be making sure all reactors are getting fuel at the same time
>>
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>>507334053
That's just 1.2 GW, it's for Nauvis.
>>
>>507333697
You might need some way to stop the inserter from inserting multiple cells if the temperature ever drops significantly below 600. For example
>some mechanism to ensure fuel cells are distributed evenly, so if the reactor falls below 600, the amount of time it will cool before getting a new cell will be no greater than the amount of time until a new cell gets in front of the inserter, ensuring it will be back up to temperature
>ensuring the belt is full (or nearly so) and clocking the inserters to achieve the same thing
>using a combinator to combine "temp < 600" AND "fuel empty" into a signal for the inserter

Or just ignore it and sometimes you will load two cells instead of one
>>
>>507331793
"But what about" generally means "you forgot" but if you want more on the topic, sure.

At the exact time in which one obtains a level of research-research, the total cost of all subsequent research decreases.

So, lets say you plan to research 700 levels of mining productivity which will cost a total of 100000000 research points.

One more level of research-research costs 10000 research points. Your current level of research productivity is, like, 10 or something. You've got got biolabs with 4 legendary productivity modules each. At current, your labs would have +200% productivity. After 1 more level, they would have +210% productivity.

So, the cost of your research-research would be 10000/3 = 3333.3333 and then /2 = 1666.6666
The change in cost of your mining research would be 100000000 /3/2 - 100000000/3.1/2, which is 100000000/2*(1/3-1/3.1) = 537634.4

In other words, the research costs you 1666 science but saves you 537634 science

So, when PannedTotalResearchCost/2 * (1/nextprodMultiplier -1/totalprodmultiplier) < researech-researchCost/2/totalProdmultiplier,
then it is correct to research research.

Since you actually have your current productivity and your current cost for research-research, you can do the following

PannedTotalResearchCost < ( (researech-researchCost/2/totalProdmultiplier) / (1/nextprodMultiplier -1/totalprodmultiplier) ) * 2
TotalCostNeededToJustifyUpgrade = ( (researech-researchCost/2/totalProdmultiplier) / (1/nextprodMultiplier -1/totalprodmultiplier) ) * 2

What is your current research-research level and the base cost of the next research-research level?

Also, notice that the costs of different researches here are represented in a single number, and you will have to decide how you count their costs. There isn't a strict mathmatical way for me to equate 1 dark blue science to any amount of red science here.
>>
>>507333697
You should use chests to ensure every inserter can always pull a fuel cell at the same time.
>>
>>507330926
Hol up
>begins flying at 1 cm/s
You be sayin
>picks up 4 blue chips
you can use
>speed reduces to 0.5 cm/s
bots
>flies past chest without placing items
on Aquilo?
>returns to roboport for recharge
>>
>>507334603
>"But what about" generally means "you forgot" but if you want more on the topic, sure.
That's why I didn't say "but what about" but simply "what about". In this case meaning "and what about"

>analysis
I understand
>>
>>507333697
you'll lose your neighbor bonus with this setup. floating point errors causes heat to 'slosh' in the pipes & reactors over time meaning your reactors will all read different temperatures at some point causing you to insert fuel cells at different times and since the neighbor bonus only applies while a reactor is burning a cell, you miss out on heat gainz.

Solution is simple though, wire all inserters up to the same reactor and add a slight buffer on heat so that the 'slosh' never causes any one to drop below 500
>>
what do i do about my crippling copper and plastic deficiency on fulgora? do i just ship out holmium and craft on nauvis, while scrapping everything else without mercy?
>>
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>>507335492
1) I don't believe you, that sounds retarded.
2) I'm now calculation the average temperature of the reactors and having the inserters run based on that.
>>
>plastic required for rocket launches
in real life it would just melt on launch
>>
>>507336010
Do you think they just pile low density structures on the launchpad under the thrusters
>>
>>507335492
If you're consuming low enough heat to where only one reactor is running at a time, then your power consumption is negligible anyway.

>>507335738
>1) I don't believe you, that sounds retarded.
It can and will happen and might actually be worth taking into account if you have a gigantic tiled reactor, to where you might be using like half your reactors to produce 10GW but if you get unlucky the exact half that's running will be in a checkerboard pattern and you will be burning fuel with zero neighbour bonus.
But for a small-ish reactor like yours it will consume little enough fuel that occasionally having it be less efficient, IF you get unlucky and ONLY at low enough power usages, just doesn't matter. Remember that without neighbour bonuses they only produce 40MW so at worst you'd be able to produce 200MW without bonuses, if you get maximum unlucky.
>>
>>507335738
>1) I don't believe you, that sounds retarded.
run a 2x2 in a corner of your base for an hour and then go back and inspect the temps :^)
>>
>>507335682
shred red circuits
>>
>>507335682
You are recycling your red circuits and LDSs, right?
Overflow recycling as a minimum, but I tend to put a lower cap on both of those because you get a zillion of them anyway and it's good to kickstart plastic+copper production early rather than waiting for your overflow limit to hit. You will swim in copper.
You may not swim in plastic and red circuits, though, depending on what you're trying to do, such as aggressively quality hunting modules. The solution is to either recycle more scrap or wait and build a buffer before coming back.
>>
>>507335682
what are you doing with all your LDS? unless you are launching multiple rockets per minute you surely have more than you need
>>
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>>507336171
I don't know what you are talking about, so I'll just post my full power plant and hope that that answers your questions.
>>
>>507335738
>1) I don't believe you, that sounds retarded.
how are you unaware that the heat pipe calculations are retarded?
they use the same mechanics as pre-2.0 fluid pipes iirc and those are notoriously terrible even with pumps (which heat pipes have no equivalent for)
>>
>>507336452
I didn't have a question.
>I don't know what you are talking about
Reactors only give neighbour bonuses if they are actively consuming fuel. Imagine, in your setup, the reactors in (row, colum)s (0,0), (1,1), (0,2), (1,3) and (0,4) all get fuel cells added by their inserters, while the other 5 are all >600*C and empty of fuel and sitting slowly cooling down. Then five of your reactors will be burning fuel at 0% neighbour bonus, producing 40MW worth of heat.
The chance of that happening is very low, and if you happen to draw more than 200MW (about 1/6th to 1/7th of your total power capacity), then those 5 reactors alone will not sustain it and more reactors will cool down and have fuel put into them, which will automatically cause neighbour bonuses to activate again.

However imagine an infinitely tilable reactor, with not 10 reactor buildings, but say 100 of them. Then you could, in theory, waste a lot of fuel with these kinds of shenanigans.
>>
Mein Fuhrer ze egg...
>>
>>507336432
>>507336407
>>507336343
im constantly low on LDS, red circuits and batteries. im sending fulgora science pretty frequently, but im also making T3 space grabbers, which i should probably move over to nauvis.
>>
>>507338123
scale up scrap processing i guess
>>
>>507338123
Ultimately the solution to shortages on fulgora are
>process more scrap to get what you need
>void the rest that you are now getting in excess
Just void, void, void. It's like babby's first mod with a dozen byproducts except there's no intelligent way to balance the byproducts, and the voiding mechanism only works 75% of the time so you have to loop it.
>>
Currently loading up my ship for the first trip to Aquilo, wish me luck brothers.
I packed like 200 fuel cells because I am worried I'll forget about them while my ship is parked in orbit and end up stuck there
>>
>>507338123
[Each] > 200k => recycler

Then scrap more. Then scrap more. Then scrap more. Eventually it will all overflow into the things you need.
>>
>>507339054
>200k
Having a buffer that big just delays the time until you start getting recycling products and requires a fuckton of storage chests
9.6k (one storage chest of 200-stacking items, up to 4 chests of 50-stacking ones) or 19.2k (double that) is more than enough buffer
>>
>>507338653
>while my ship is parked in orbit
Nah nah nah. You send that back for the things you forgot and need more of. Forgot the quality on your pumpjacks? Time to make another run.
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>>507339289
Just depends how big your factory is. Big or go home.
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it always brings me great joy when I yeet another batch of empty car batteries* into the ocean between the stars

*nuclear
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>>507339865
Not really. Having a bigger factory doesn't need a bigger buffer.
The only exception is I guess for spaceship latency. If you're producing 25k spm, you might need a spaceship that holds 50k to move that (assuming you don't build an entire fleet), and so you'd hold a 50k science buffer. You'd also want to fuel 50 rockets at once but even that is only about 2500 of each component (and doesn't need to be in storage chests anyway, since you can feed it to the silos and have all 50 silos on standby).

Other than science I don't see what else you might possibly want dozens and hundreds of thousands in a buffer. Unless you're using fulgora to export basic materials somewhere.
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>>507340216
in another million years the space whales will be choking on your radioactive waste...
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>>507340216
That footprint is a liability to future generations. Like the Voyager golden record. Aliens gonna eat your great grandchildren.
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>>507340429
it's fine, by then I have so much ammo stockpiled that I can hunt them for sport
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>>507317795
how is smelling burnt toast related to strokes? '
>>507327305
can you have a more retard friendly response?
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>>507341609
>how is smelling burnt toast related to strokes?
olfactory hallucinations are anecdotally considered a sign of a stroke, although a quick google search says there isn't actually proof of this
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>>507341609
>how is smelling burnt toast related to strokes?
it's a canadian heritage moment
A part of our history.

https://youtu.be/pUOG2g4hj8s

This aired like once an hour for like 10 years.
>>
>>507341609
I don't know what you don't know.

What exactly do you want to know, which you don't? What didn't you understand?
>>
PSA

In real life, heat flows proportional to the difference in two temperatures. Assuming a 0C temperature environment, an object at 500C should radiate half as much heat energy as an object at 1000C.

However, according to the wiki, heat is removed from heat pipes based on the machines they are heating, and not based on ambient losses to the air.

As proof of this, I simply cut 1 single heat pipe off from the larger heat-pipe network, and it did not lose any temperature.

The air is not cold in aquilo, devices are.
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>>507343671
It's sweltering, actually.
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>>507344331
>>507344331
>>507344331
Baked
>>
>>507343671
>>507343958
Yeah, it's 15 degrees Celsius out. That's a pretty warm day.
>>
>>507343671
It always worked this way. Neither heat pipes nor normal pipes radiate temperature to the environment.
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>>507334453
you can limit stack size to 1
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>>507304215
Nuclear steam tanks store a huge amount of energy, you absolutely still want to make some especially on platforms.
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>>507344719
My point is that there doesn't seem to be any advantage to keeping most of your pipes at 200 degress while only heating your power-generation pipes to 500.

You can just aim for 900 and keep it simple.
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>>507344857
>temperature is below 600*C
>inserter picks up a fuel cell with a stack size of 1 and puts it into the reactor
>reactor starts to heat up gradually
>temperature is still below 600*C
>inserter immediately picks up one more fuel cell with a stack size of 1 and puts it into the reactor
>you now have two fuel cells in the reactor
>repeat until the reactor reaches 600*C
>>
>>507343671
That's where you're wrong. In factorio, everything the engineer creates is at least 100% efficient. Pipes never leak, machines never clog or misproduce anything, you get the exact number of megajoule out of a fuel source when you consume it, you can even get more than what you put in (which literally break thermodynamics), iron pipes can transport 1000+ degree lava without suffering from heat deformation, nuclear reactors can turn 8gigajoule of fuel into 32gigajoule simply by being next to each other, cars can use any type of fuel from wood to nuclear rocket fuel, same for trains and tanks.
Why does the idea that the heat pipes don't lose any heat bother you so much when you have literal heating towers that turn 100megajoule into 250megajoule? Why can you walk on them without burning yourself? They're just extremely well isolated by impossible future tech that the engineer has.
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>>507345313
>My point is that there doesn't seem to be any advantage to keeping most of your pipes at 200 degress
I didn't know anyone thought there was.
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>>507315871
This seems unreasonably complicated.
The output inserters on mine just enable if < threshold -- adjust with parametric blueprint instead of constant combinator.
The grabber is controlled with a single decider and a constant combinator. It would be easy enough to set the belt threshold for the inserters from the same constant combinator, if you prefer that -- no need for a second one.
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>>507319009
>Efficiency module on a beacon? The things that cost power to run anyway?
Between the increased effectiveness of a single beacon, and the reduced power draw of quality beacons, spage has actually made it easy to save more power than you spend. Only relevant on solar-powered space platforms, of course, otherwise you'd just run speed modules and build more power.
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>>507342061
well shit, I'm having a stroke weekly then.
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>>507349121
don't worry anon, it's more likely to be a sign of a brain tumor
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>>507335738
>2) I'm now calculation the average temperature of the reactors and having the inserters run based on that.
You could just wire up all the reactors to all the inserters, then they'd see the total. And enable at 6000 instead of 600.



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