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Build more roboports 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: >>507344331
>>
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BI DUPLICANTS CAN SUCK DOWN AIR OUT OF BOTTLES FROM CANISTER FILLERS.
>>
>>507554004
Sir this is an engineering thread, >>>/lgbt/ is that way
>>
>>507537948
I believe the 'roid defense capabilities are just based on the base health of an object. Walls are 350. Platform is 50.

Though some other interesting options, because they're easy to manufacture in space from 'roids:
pipes (100, 1 iron),
storage tanks (500, 20 iron, 5 steel)
gun turrets (400, 20 iron, 10 copper, 10 gears).

Honorable mentions for options but they can't be placed in space for stupid reasons:
iron chests (200, 8 iron),
steel chests (350, 8 steel).

Honorable mention for something that can't be placed in space for good reason:
steam engine (400, bunch of iron).

Pipes seem like a good option desu, because they can also function as a poor man's dead man switch if you pump your fuels through them, and are heckin' simple to make.
>>
>>507555836
>you can't build this in space because... because you just can't ok? the science ha sbeen settled so stop asking
>>
>>507555836
I decided that planning to get hit is a losing game.
The mines were a good reactive defense, but walls are just pointless, I'm an engineer and I solve problems with gun, and if that don't work, use more gun.
>>
>>507556153
Chests not being in space makes sense from a balancing standpoint since otherwise powering your flying death factory via Calcite and what not would be beyond comedicaly easy, needing to spaghetti a belt that feeds your import powered machinery at least demands quality ship building skills on your part
>>
>>507555836
storage chests are the hatches to massive underground warehouses. It's not gonna fit on a space platform.
>>
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Is the new pipe limit 6k per connection or 6k per pipe?

Can I transport 9,000 heavy oil in a single pipe for short distances? It comes from multiple pipes that all merge into one
>>
>>507556731
That sounds like a reasonable justification and explains why a one tile chest can fit more than a 12 tile wagon.

However, fuck off with that.
>>
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Do I pull the trigger bros?
>Start playing SA with a friend of a friend who was interested in factorio, he told me he wanted to play with me
>First couple of weeks we did fine, had long ass 8 hour sessions and was fun overall.
>This started slowing down after then, dude said he was busy with his job to play on weekdays (fair enough) and could only play on weekends, mainly saturday.
>He starts saying he's busy during those days as well, or sometimes we start late and play 2 hours in one day for the entire week.
>I, still feeling the factorio crave, spent a lot of time between sessions working on blueprints and designs on alternate sessions, but not touching the main shared one. (Factorio is the main game I play)
>Realize that's not the case for him, one time he's said he'd be down to play, but cancelled after he remembered League had an event or something
>It's now been around two months since we started, last time I asked him to play he hasn't responded in 4 days, despite appearing online multiple times. He all the time before that max responded the day of, even if it was a "sorry I'm busy"

So, do I finally stop the playthrough? It's clear we share differing levels of interest towards factorio, and these long ass wait times between sessions makes it difficult for me to keep this up. But, I hate my first playthrough of SA being the one that ends like this, I'd really like to at least reach the end of it. I get part of the reason for this is me likely being overbearing with it, but I just like playing a lot with others, but to do any progress you kind of need to play relatively consistently.
What do I do?
>>
>>507556153
I choose to look the other way when it comes to factorio physics. But the steam engine thing does make sense, because venting steam into space surely comes with many problems like ice accumulating on valves and everywhere else.

>>507556198
Yeah that is the right idea but if you're really pushing the envelope, the occasional rogue dense patch still happens. One of my ships has space platform manufacturing and a barrier using that.

>>507556731
That does actually make sense.
>>
>>507556890
Apparently the limit is 320 tiles from the origin of the fluid in the pipe, past that you need a pump to well pump the liquid further, it encourages keeping your production within a relatively large but not "too" large area
>>
>>507556890
Throughput is instantaneous and functionally unlimited until a pump enters the equation. to get 5k throughput you'd need 5 pumps at either end.

Be advised that fluid exits a system much more slowly than it enters it, because fluids work their contents through incrementally based on the current value.

Also for your consideration: soup pipes.
https://youtu.be/vLc6usad-vw
>>
>>507556890
Per connection. You can transport 9000 in a pipeline but it would need 1.5 seconds to load that into a machine.
>>
>>507557051
I know that and I thought pipe throughput within those 320 tiles is infinite, but it's actually not and I hit the limit when making steam on Vulcanus on cryo plants.
Some anon said it's 6000 per connection now.
>>
>>507557198
>Something that I failed to adequately explain before is that while there is no limitation on the total flow through a pipeline in a given tick, there is a hardcoded limit of 100 fluid per flow operation (6000/s).
https://factorio.com/blog/post/fff-430
>>
>>507557461
>There is no limit, but there is also a limit
That's clear as mud
>>
>>507557043
>. But the steam engine thing does make sense, because venting steam into space surely comes with many problems like ice accumulating on valves and everywhere else.
how do you think nuclear works in space
>>
>>507557043
>But the steam engine thing does make sense, because venting steam into space surely comes with many problems like ice accumulating on valves and everywhere else.
Why would ice accumulate on hot steam? Space steam problems boil down to efficiency.
There is an increased efficiency from having a thermal engine in the void, but also efficiency losses spent on preventing parts from icing over and such.
>>
>>507557676
Have we leveraged many RTG's in flights and probes yet? I feel like it's mostly been solar and reaction-based fuel cells.

I know that NASA manned flights would leave behind a trail of micro-droplets for heat radiation.
>>
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what is the purpose of this
>>
>>507558013
>>507558013
talking about nuclear in factorio, in space.
>>
>>507558078
Insert fuel cell
Remove spent fuel cell
Same as on Nauvis
>>
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LDS shuffle though not up to +300% prod yet. I see it as a way to convert plastic into copper and steel.

>>507557676
It shouldn't work either, but it would be terrible to wait until fusion for some decent space power. They could have done something like a closed loop turbine, radiator and condenser.
>>
>>507558064
hopefully it's just a joke, taking a jab at video games that put quotes from paid reviewers on the box.
>>
>>507558013
RTGs are excellent satellite power sources. They are rarely used because the launch platforms keep exploding, and when an RTG gets force ejected over urban real estate it makes frowny faces.
>>
>>507558187
Replying to a comment chain without reading it should be a bannable offense
>>
>>507558187
RRRRRRRRRRRRRRRRRRRRRRRRETARD
I'm talking about you turn the nuclear energy into electricity.
And you do it by heating water, using steam and spinning turbines. YES even in space. Same on navius.
REEEEEEEEEEEEEEEEEEEEEEEEE
>>
>get to gleba
>will to play diminishes
sigh
>>
finally beat Avorion 160 hours in
final boss got cheesed, his shields are supposed to be invulnerable as long as any of smaller ships remain alive, but you can just disable the shield with an EMP torpedo and then just unleash 9 launchers of kinetic ones at 30km to slap him for insane damage every salvo
>>
>>507557576
A single pipe can transport liquid to theoretically infinite assemblers per tick with no loss in flow (within the effective range). However each assembler can only suck up 100 units of liquid per tick, totalling to 6000 per second at 60 UPS.
>>507557461
On that note, do fluid tanks count as pipe or "operations" in the system? Is it better to sideload your tanks rather than having the pipe enter one side and exit the other?
>>
>>507556964
>league
it's over, you need to let it go
>>
>>507558871
cute game, the ship building was a neat idea, but the ship designer was really painful to work with.
>>
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>>507556964
>play one-two times
>they go back to dota
Every single game.
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>>507558665
That's me with Fulgora, putting ALL production on fulgora at the mercy of winning the gachapon and getting the ore that you turn into liquid should have whoever came up with that shot, the only thing to do is just get the basics going, build quality modules and start browsing the trash for any uncommons and rares to turn into flat upgrades for your ship/s and what not
>>
>>507559123
oh yeah, it took a very long time to get somewhat used to it until I gave up and would just slap whatever I needed wherever I had empty space on the ship
say what you want about stormwanks, but I wish avorion had its building mode
>>
>>507559184
Its because I get to gleba and once gleba is done I have to go back and fix Vulcanus and Fulgora, then completely revamp navaus and it's all so daunting and im mentally exhausted from even getting this far right now
>>
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>>507557994
True you can just keep it warm all the time, that would probably solve most of the problems, but you always have to keep it warm or properly shut down after usage.

I'm sure it would find other ways to cause problems, but also steam in space is such an alien concept it's hard to say exactly how. Like, if it exited a valve, what even happens, seems like an unfamiliar state of matter because each h2o molecule is traveling very fast (like 1000m/s) yet it's all atomized and each individual molecule would instantly freeze and I would guess would spontaneously attach to things. Would act as a thruster so have to be mindful of that too.

Zero gravity could also be a complication cause you can't use steam traps.
>>
>>507559875
Condensate is stored in the balls.
>>
>>507558939
fluid tanks are just higher capacity pipes.
>>
When a heatpipe has to "touch" things on aquilo, does diagonal touching count? or it has to be directly on the side of an object
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>>507560638
diagonal is fine
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>>507560638
every single tile radiates a 3x3 heat square around itself
>>
>>507560154
lol I guess they have a sense of humor.
>>
>>507560809
>>507560892
hmmm designing things with heatpipes in mind is a doozy, going to try a 4 core reactor
>>
>>507559979
By the time you can produce toolbelts, you should already be sitting your ass in a train and lording the planet through map and bots
>>
>>507554004
since when can duplicants be bisexual?
>>
>>507561459
My shit is all spaced out.
>>
>>507559184
simply process more scrap
its that easy. i have 4 green belts of scrap that i set up and it runs itself. never low on ore, never low on products. Fulgora is the easiest planet, i'd say even easier than vulcanus.
>>
>>507562676
Build more roboports
What are you going to do when you're offplanet and need to tweak something, haul your ass all the way back to lay a bunch of belts and splitters?
>>
>>507562552
they were always gender oozed
>>
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The tank has a fucking grid now, and it can be expanded with quality?? EASY MODE. Deathworld is baby mode wtf.
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Unless my excel is way off, I think I have a tileable plastic block ready to place down for Vulcanus.

I am short of modules so this only uses 10 x prod modules and 4 x speed modules.

Per second inputs: 17.7 coal, 170 water, 68 Steam
Outputs: 25.5 plastic per second stacked and balanced

I'm sure there's a much cleaner way to do the pipe spaghetti within the width limitations and keeping all the machines in range of the beacon but I couldn't figure it out.
>>
>>507564854
death world is a joke now, behemoth stompers or nothing
>>
>>507564115
I need to set up spidertrons so I can build remotely on Nauvis. On the other planets, it's all covered by bots.
But I don't want to cover my entire Nauvis factory in bots because it's huge and spread out.
>>
>>507564115
Yeah? What's the big deal, rocket launches cost nothing. Flying costs nothing.
>>
>>507565294
It costs time anon
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>>507565030
Cool design. I need to scale up rocket fuel on Vulcanus and might use this as inspiration.
>>
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I posted the ship yesterday >>507514127 , but here is how I calculated the asteroid processing and storage needed if anyone's interested. I wanted a huge buffer to pick up all the asteroids near the solar system edge, I observed to be up to 4 green belts for a span of about 10 minutes each way.

Reprocessing steps needed is the one to get right. Each reprocess step returns 80% of the input, with say a 12.4% chance of upgrading to higher quality - thus the item is done. Multiply 0.8*(1-0.124) = 0.7 decay rate. Sum 0.7^0+0.7^1+0.7^2+... = 3.295 reprocessing steps on average for legendary T3 modules and crushers (3.69 for rare quality, 4.01 for normal quality). So, for a green belt at 60 items/second with legendary modules/crushers, with 0.6 item processed per crusher per second, that is 60*3.295*0.6 = 102 crushers needed.

Should be noted that ice chunks are processed 2x as fast as others, that is factored in here by averaging the 3.
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>>507562676
Build tanks with roboports and some personal defense. They can be used remotely to take care of combat or construction. I dunno if equipment grids can be loaded remotely.
>>
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Why did they make cliff explosives get locked behind Vulcanus. Then they made the recipe even more annoying to craft. AND THEN they made it only 20 per rocket.

Who the fuck is creating these balance choices at Wube? This is such a retarded production chain for something like this
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Send someone.
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>>507566117
>507566117
lol?!
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>>507566095
Are the cliffs that much of a pain? that's the decision you're making, is the hassle of building aorund the cliffs big enough to make you consider importing cliff explosives instead
>>
>>507566095
Because Vulcanus is the cliff planet.
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>>507558221
Why are you converting plastic into copper and steel... on vulcanus
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>>507556964
>assfaggots
sorry for your loss
>>
>>507566560
I'm talking about the changes they made to it from the base game, this is so stupid.
>>
>>507566095
you can craft cliff explosives everywhere. with advanced asteroid processing, cliff explosives can be made entirely in space.
>>
>>507566095
why would you need cliff explosives outside of vulcanus?
just turn them off on nauvis and gleba on worldgen lmoa
>>
>>507565030
honest question and not insulting you, but whats the benefit of this over just having a centralized petrochem area and a plastic producing area? I have a coal liquefaction design that consumes a green belt of scrap which pumps the petroleum gas into my network/shipped out by train if needed. My plastic production is tileable and currently around 55/s but can be broken down into individual units.
>>
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>>507558245
i think it's pretty funny
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>>507559875
I don't think the steam would freeze instantly. Vacuum is a very good insulator; where will the thermal energy of the water molecules go? It won't just magically disappear. Intuitively, I expect the steam to just expand out into the vacuum, adding a minute amount of water particles to the general low-density environment in the cosmic vicinity.
Practically speaking the way to answer this would be to pull up a water state chart and see what happens at 0 pressure.
>>
>>507566683
hes shuffling lossless plastic into legendary items

>>507566095
make more rockets obviously
>>
>>507566924
>I have a coal liquefaction design that consumes a green belt of scrap
Show me this wizardry
>>
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The things i have to do do to make production on Vulcanus not stop from bottlenecks
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>>507566924
I actually started breaking it down to individual units but then I decided to re-do it into one block. I think it's simpler this way because there's no byproducts. You put in the raw materials and get out plastic, so if you want more plastic you just add another column (and maybe tap another coal patch).
>>
>>507567051
Even if the water turns to ice, once it's out of the steam engine and in deep space it's no longer my problem. Any residual ice sticking to important parts? Just thaw it off, ice is literally so easy to manage.
>>
>>507564854
The fact that you can load it up with legs is most insane
>>507565039
I agree, even for normal settings, I wanted to see behemoth stompers and most of all behemoth worms. I haven't unlocked railguns yet but IIRC one shot is enough to kill a big worm based on what I've seen anons report, which is just gay. I want to have to set up railgun creeping just like you do uranium creeping for the small worms at first, I want my railgun damage research to matter and make killing behemoth worms easier over time rather than them getting trivialised instantly.
>>
>>507567184
>normal quality
lol
lmao
i've thrown more foundries into the lava than that
>>
>>507567297
>The fact that you can load it up with legs is most insane
Imagine it like Divine Beast Dancing Lion
>>
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>>507565030
anon, i...
>>
any railgun damage breakpoints I should be paying attention to?
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>>507567148
it uses rare refineries and rare chemplants and uncommon beacons to keep the total # of plants from being too crazy. its designed to almost consume every single one of the products, i rounded down in some cases so that i'd have some excess.
>>
>>507566848
>just cheat
no thanks
>>
>>507567472
That will work right? I thought you can sideload on undergrounds
>>
>>507567482
i forgot which rail gun damage advancement makes them one shot any asteroid, but that one
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>>507568019
you can't double side load undergrounds, at least last time i tried that it didn't work.
>>
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sure, SURELY this is enough to start on aquilo
>>
>>507568182
>>507567472
Oh fuck, you're right. I tested it.
Back to the drawing board because if I move the refinery one tile up it no longer reaches the speed beacon
>>
>>507568219
>blue belts
>epic shit
huh
it doesn't matter what you send over to start with cause you're gonna have to keep going back and forth anyway. there's nothing on aquilo. also why nuclear when you can just use the heat towers? My aquilo base is fully powered by a few heat towers running off rocket fuel
>>
>>507567472
Lol
>>
>>507568219
I built a spaceship to export aquilo stuff and until aquilo was up and running it was instead importing everything aquilo needs (and which doesn't really need to go to other planets): a lot of concrete, raw stone, a lot of tungsten, electromagnets, carbon fiber, heat pipes etc
>>
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is it possible to do a waiting bay on elevated trains? meaning not using stops at all?dont really have the space to put the waiting bay on the ground.
>>
>>507568349
Nuclear is more fun.
>>
>>507568349

> also why nuclear when you can just use the heat towers?
because I'm NUCLEAAAAAAR, I'M WIIIIILD

>>507568429
fight forgot landing pad
>>
>>507568647
you do you boo
>>
>>507568643
I think waiting bays for idle trains need stations.
only the rail tile that the train stop is attached to needs to be on the ground, so there can be ramps immediately ahead and behind the stop with just 2 or 4 tiles in the middle, which might make the stops easier to fit in there.
>>
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>>507567051
>where will the thermal energy of the water molecules go? It won't just magically disappear.
I was thinking the individual molecules would lose their internal vibration energy to radiation but I don't know how much energy that is, maybe insignificant, but here is some study on the matter: https://www.nature.com/articles/s41467-020-19759-w . The rest of the energy would be velocity and it's true it doesn't just disappear, but at the same time, it's lost to space.

My guess is that if the valve opening is not completely directed toward space, ice would slowly accumulate on any surface that can see it, but also sublimate slowly as well. I am sure this is the kinda thing NASA would devote a study to and maybe they have, but also the factorio idea of collecting space ice, melting it, boiling it, and venting it into space is quite silly, so maybe not.

>>507567270
>once it's out of the steam engine and in deep space it's no longer my problem
That's why we have space drag. But yeah I am sure the problem is very solvable with a purpose built setup.
>>
is here heat loss on aquilo?
>>
>>507569675
stackers don't need stations, you're thinking of a Depot. stackers can be on elevated rails, what matters is that the stacker comes right before the entrance to the station so the trains funnel in
>>
>>507569881
Machines consume heat continuously, so you have to keep producing it. However, heat pipes don't leak to the environment.
>>
>>507570371
how much heat they consume?
>>
>>507570301
you would never use trains stops for stackers, so I assumed that "waiting bay" meant depots instead of stackers.
>>
>>507570529
https://www.reddit.com/r/factorio/comments/1gtcn7d/aquilo_cost_of_heating/
>>
>>507567472
Anon I think you may have killed my stupid design
I can't get it to fit within the width and within the beacon limits

I went one extra width to fit the output belt on the left, so now it overlaps with the roboports so I'll occasionally have to go underground.

I think for my next build I am going to plan around using a 2 x 2 block instead of 1 x 1 to make my life easier.
>>
>>507570884
make rare substations
they're almost too wide, but you can fit your design safely in them. they're also not really challening to manufacture, i basically start making them as soon as i get to fulgora.
>>
>>507553787
will be fixed with 2.1
>>
>>507571141
That would not happen if Anon built at least four roboports over a busy drone area
>>
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>>507570884
>>
https://www.youtube.com/watch?v=h5jFUncUZCU
anon-chan made a new video but I guess he's too shy to post it on here
>>
>>507571404
it still happens sometimes
>>
>>507571404
I've only had it happen when I cut off communication between my logistic network when I mass deleted some shit to rebuild over it, Once I bridged it with a roboport it worked again.
>>
>>507571479
Would that work? What's the difference between straight belts and that?
>>
>>507571739
sideloading for undergrounds only works on the end that connects to normal belts.
>>
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>>507571479
It works!

>>507571846
I don't understand, don't both ends connect to normal belts?
>>
>>507571506
I'm only a little bit of an attention whore...
>>
>>507558665
The problem with Gleba is that every single fucking thing along the way to the science export has been rotting on you, each second. Which means when you hit 80% rot, you're actually exporting 4/5ths of your rocket capacity each launch.
Each second that Mash/Jelly is rotting, you're losing massive chunks of your export value. That makes each near-rotten Agriculture Science less than worthless and actively detrimental, as the Landing Pad has a maximum rate of output.
All the other dumb shit Gleba does wouldn't be so bad if it wasn't for this one fact.

So, how to unfuck Gleba?
The dumbest and easiest method is to literally just let the launch volume be 6 stacks instead of 5. There, problem solved. You can drop to 85% fresh and still launch "5" stacks of science like the rest of the packages do.

The more involved solution would be to add in a preservation method, like putting something into a barrel (bioflux, or Egg goo, or whole fruits) and then using a recipe with 500 degree steam to "Sterilize" the barrel contents, stopping the rotting timer, and justify all the pentapod babies you aborted and future-trees you "voided" through the smoke stack.
Then it becomes a question of can you ship the science fast enough.
>>
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>>507572110
when sideloading onto an underground belt, only one of the two lanes can flow through.
>>
>>507562787
>Fulgora is the easiest planet
Objectively easy AND safe, since there's zero active threats trying to rip apart your factory.

Lightning isn't a fucking threat, it's an easy mode power source.

Frankly, the other planets should experience weather that requires Fulgora's lightning rods to protect against.
>>
>>507571506
Damn, good content actually, i hope the anon keeps at it
>Buy an add
I'm not him
>>
>>507572605
Vulcanus is hardly dangerous as well but Fulgora is technically safer. The demolishers on Vulcanus are a fucking joke, turrets are cheap at that point and all you do is spam turrest with uranium ammo and they just delete.

Gleba is the only planet with any threat level. But I agree Fulgora is the easiest and my favorite. Vulcanus is nice but all that scaling gets countered by the fact the devs balanced out rocket limits, so you're just scaling to overcome an arbitrary limit rather than enjoying a surplus.
>>
>>507562787
Vulcanus is the easiest planet because it is spicy vanilla. Fulgora is the most exciting planet because recycling can do some crazy things.
Gleba is gleba.
>>
>>507568643
theoretically, yes
by only using rail signals in the waiting bay and chains everywhere else, the trains will only stop in the bays
>>
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>Not enough logistical space on Nauvis
>Wat
>Look inside
>>
>>507573467
that's why you think twice before using active providers
>>
>>507572529
Oh now I get it

Thanks anon that's very useful to know
>>
kinda wish you could fit more than just 100 concrete in a rocket
it feels very little compared to some other mats, especially with how quickly you can use it up
>>
I don't like Aquilo. Definitely the worst planet.
>>
I don't fully trust my network to be robust against automated shipping lanes yet, so I am just space-trucking shit from A to B manually
basically playing Elite Dangerous
>>
>>507572461
>actually exporting 4/5ths
Just build more. Gleba is easily the most productive in terms science/buildings ratio.
>as the Landing Pad has a maximum rate of output.
BUILD
MORE
>>
>>507574437
its got the least content, that's for sure
>Let's just make a planet where you have to ship eveyrthing in from other planets

*YAWN*
>>
>>507574437
At least it is fully stable once you set it up and relies on nothing else but the occasional holmium plate shipment to keep producing science
>>
>>507574958
but if you want promethium science (for the achievement, or muh numbers go up research) you also have to make a supply of super chips which uses shit from all the other planets
>>
>>507575114
If you're only after the achievement, you can just do some manual shipping a single time to stock up on enough of them to get the research done once
>>
We have plastic!

It's 4 x belts very close to being fully compressed and stacked.

Now I can scale up green, red and blue chip production and start cycling them for quality modules.
>>
https://youtu.be/PlGvbii1vlY?si=-RXxLtHEqolb9luQ

it's up.
>>
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It's so perfect
>>
>>507577542
That's smart

I built two combinators that read the contents of the belt and throw stuff overboard if one is running short while the other item is overflowing
>>
>>507577542
natural sideloading priority is nice but why the slower inserters?
>>
Am I stupid or are my options either to produce "consumable" space platform parts everywhere and then I can use auto request without them getting stuck because something broke in transit, or turn that shit off and just keep a stack of everything on the platforms?
>>
>>507577542
I figured out you could do that when i was trying to feed refined concrete and iron stick via one belt for refined concrete, really fucking neat
>>
>>507577815
Bottom machine generates maximum .44 sulfur per second. Yellow inserter moves more than that.

Bottom machine generates 1.1 carbon per second.

Top machine generates 5.5 carbon per second. The blue inserter only moves 5.29 carbon per second. This creates a throughput loss of .21 carton/second, but a chemical plant generating thruster fuel only uses .2 carbon per second, meaning I'm already overproducing by 5.09 carbon per second.

Meanwhile, a chemical plant creating coal from carbon will use 2.5 carbon per second. If I run two of those off of this setup, I will still have a surplus of .09 carbon.

Simplified, the bottom two yellow inserters draw the full production of that crusher while having the best electricity-per-item-per-second, and the issue with the blue doesn't matter.
>>
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I find elevated trains quite ugly and with the mech suit getting killed by trains is not an issue so I kinda regret building an elevated train network on vulcanus now
>>
>>507573576
>a single legendary storage chest holds 24000 science
sounds like not enough gamba going on
>>
>>507578765
Just produce repair packs on the ship
or is that not what you mean?
>>
>>507578765
What about the "make more ammo so the platform isn't getting destroyed in transit" option?
>>
>>507579056
Building elevated rails through lava puddles is classier than ground level rails on foundations
>>
>>507578765
keep a few stacks of repair packs and platform piece sin your platform storage hub just in case you ever need it
if you do ever need them then you don't have enough guns/missiles/railgun ammo or your supply chain for fuel isn't good enough. fix those then you won't need the spare parts
>>
>>507578765
Your ship shouldn't be getting damaged in the first place.

Install more guns, or get more damage upgrades such that your limited ammo goes further.

Set up circuit conditions such that you only depart a planet when you have sufficient ammo and fuel to reach the next planet safely.
>>
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I'm ready ISSALAH!
>>
>>507580189
That's not enough underground belts if you are headed to Aquilo
>>
>>507577542
I don't get what the hubbububu is about
>>
>>507580189
Normal inserters are almost impossible to use on Aquilo, the long inserters are the only ones you will use most of the item

It's worth building epic ones with free Fulgora stuff, you don't need much but some buildings have high throughput
>>
>>507580334
how come?
>>
>>507566095
Ship calcite to Noweyes and craft there, dummy.
>>
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>>507556964
>start a playthrough together with my best friend, we planned it for years, to play together when SA comes out
>we agree to be able to play offline since because of families and work we don't coincide as much as we actually have time and desire to play, but also agree to experience the important milestones together
>I do most of the things, while he constantly nags me that he doesn't know what to choose to do, too many options, that I should tell him exact tasks that he'll do
>play along for a few weeks then get tired of it. I'm busy thinking for myself, I don't want to be thinking for you too
>constant excuses like that
>"There's too much stuff to do I don't know what to do"
>"Make me a to-do list"
>"No, make me a PRECISE to-do list"
>"No I don't want to do that"
>"No I won't join today because I only have two hours and in that time I can't do shit"
>nigga I played for 15 minutes on my lunch breaks and was able to build new small parts of my factory
>"No I don't feel like doing that because I know I will be getting advanced planet stuff later that will make this obsolete in the future"
>AHSDJKHASDK
>every single planet except Aquilo we start together but he soon has to run off, and I'm too excited to just stop, so I end up figuring out the planet before him, but delete everything so when he logs on he can figure it out for himself
>Aquilo comes
>we actually have time to figure it out together FINALLY MY DREAM HAS COME TRUE I'M FIGURING THINGS OUT TOGETHER WITH MY BEST FRIEND AT THE SAME TIME
>I'm thinking out loud and doing shit excitedly, it was a rough planet to start in because I didn't bring reactors and haven't figured out that you can get a HUGE net positive in heat via refineries. I tried to get it vi ammonia, which was painful/fun
>notice that he's just hovering around watching me do stuff instead of doing it with me, looking up factoriopedia, figuring out best solutions etc
>I ask him why isn't he helping
>"I can't think if you're thinking"
>>
>>507580858
doesnt change the fact that the recipe got changed for some stupid reason
>>
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>>507566095
I have never ran out of cliff explosives.
One full box is all it needs for an intergalactic empire
>>
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>>507581389

>I'm furious, I can't I just can't
>we decide to split out, play our own singleplayer games
>It's actually great
>I don't have to wait for him to figure things out
>he is forced to figure things out for himself
>It's his first time playing factorio on his own without me (While I have played countless SP saves)
>"It's kinda fun being responsible for everything"
>we share and discuss our bases multiple times per day
>both having fun at our own pace
:)
>>
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>>507581621
>>
>>507581391
you should be getting to vulcanus and finishing that up before actually needing cliff explosives there or on nauvis
you don't need a mega base sprawl before then, so cliffs shouldn't be an actual issue
>>
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>>507580753
Heat pipes take a lot of space and they need to be continuous
>>
I was thinking of building a direct train to rocket unload system but it's really not worth it, better to just unload in boxes that unload to rockets so you can monitor box contents and call trains when needed.
>>
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Forgive my sins.
>>
>>507581904
you guys keep talking like this shit is difficult, it's not difficult, i said its fucking retarded and dont understand why the change was made
>>
>>507582040
Why not a bus anon?

I should've done it twice as wide in retrospect but for a basic base it works.
>>
>>507582339
you built that shit up way more than I did
what's the point
>>
>>507582339
>Aquilo elf
>Aquilo busbaby
The horror, the horror
>>
>>507580189
Needs way more heat pipes. Or train stuff if you prefer rail.
>>
>>507556964
>>507581389
>>507581621
playing factorio together with friends is a meme
everyone has its own playstyle
>>
>>507556964
>>507581389
The problem is the same as any multiplayer survival crafting bullshit. If you stop playing for a little bit and suddenly the tech tree has advanced a few stages you're not going to know what the fuck to do.
>>
>>507582587
Aquilo trains for liquids that spawn far from base is certainly superior to pipes but you can't gen rails in space. Sigh
>>
>>507582757
weird how the one thing u cant get from asteroids is stone, ig euss they didnt want the player to have to deal with another resource
>>
>>507582597
You guys have friends that would play factorio?
>>
>>507582339
bussies are gay
>>
Why use prod modules on commongreen circuits on Vulcanus?
All the materials come from Lava, why would I care about saving them?
>>
>>507581391
The reason is vulcanus would've been too easy if you dropped with cliff explosives on it(it already is too easy but)
>>
>>507583410
Speed on everything that's not coal is fine, it only eats calcite and those 50+m patches aren't going to realistically run out
>>
I'm got damn high off this one
>>
>>507583695
After Gleba you can just get coal and calcite for free from space.
>>
>>507583695
The problem is that the inserters can't keep up with speed either.

Normal EM plant with 1 speed beacon needs 40 wire per second
It probably gets pretty crazy with speed modules in the plants and higher rarity plants too. Maybe I should make high quality inserters at some point.
>>
>>507584057
Em plants arent so small that you can't load multiple inserters and they do get better with quality
>>
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>>507583410
productivity is its own multiplier on output.
with enough speed modules in beacons, productivity modules in the machine increase throughput compared to speed modules.
>>
>>507582857
Lots of landfill makes it easy to drain the swamp at Gleba.
>>
>>507584602
What makes it easy is using the cringe patterns to save almost all the landfill
>>
>>507584287
Yeah and you need less machines too I'm not convinced anything but full prod is ever worth it.
>>
Speaking of Gleba, I regret not recycling for quality spoilage earlier and just burning it.

I couldn't have imagined that "quality spoilage" would be an important ingredient.
>>
1 effi beacon affecting each biochamber y/n? I'm not willing to use more than that are nutrient expenses really that high that it matters?
>>
>>507584229
>assembling machine 1
soul
>>
>>507585301
I did it at the start but later switched to speed on some of them because I was overflowing with nutrients
Only issue with nutrients is belt capacity after a while, and stack inserters with spoil materials are tricky. I don't use them.
>>
>>507581389
>>"There's too much stuff to do I don't know what to do"
>>"Make me a to-do list"
>>"No, make me a PRECISE to-do list"
>>"No I don't want to do that"
anon....what the fuck....

>>every single planet except Aquilo we start together but he soon has to run off, and I'm too excited to just stop, so I end up figuring out the planet before him
anon you did...
>but delete everything so when he logs on he can figure it out for himself
oh, okay then
>>
>>507585301
with high productivity it's better to use more speed
especially once you have quality speed modules - they give more speed than extra power so they decrease overall nutrient/craftingoperation
>>
>>507582145
There's a lot to say, but I'll pick exactly one.

One line of copper is going up, near the top left, feeding a wire machine. That same line had split off from a splitter, center left, in the main bus.
Prior to that splitter on the main buss, there are two full lines of copper going the same direction (left).
One of those two lines uses an underground belt tile to switch from the bottom (south) side up to the top (north) side.

So, those are the three belt sections I which to mention.

Top-fragment: the copper belt between the underground-belt and the splitter.
Bottom-fragment: the same copper belt before it used the underground belt.
Middle belt: the straight-forward belt which goes into the bottom half of the left-side splitter.

Instead, you could just have used that underground-belt section on middle-belt.

S<<<<<<
S<<<<U^U<<<<
ddddddd^<<<<<

Like that
>>
>>507585301
for oil cracking on vulcanus, sure.
probably not that useful anywhere else.
>>
>>507580334
it's enough to put down the first part of the base that's self-heating and produces a surplus of rocket fuel for the later expansion
he'll need to fly back a dozen times after that to fetch some new stuff he forgot anyway
>>
>>507585483
I'm on 2nd playthrough but I wanna do better, not quite at gleba yet, I honestly never considered effi beacon at first. I want 1k agri spm before biolab prod
>>
The biters are really unhappy with me. I don't really care, though.
>>
>B*ters
Their existence ceases to matter after you setup flamethrowers but their existence also makes you have to place them
>>
>>507585429
These are for yellow belts and shit, no need to go higher. The spaghetti you see are actually where the old "normal" green assemblers
>>
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>>507585952
landmines outperform/work well with dragons teeth
>>
>>507583712
I never needed as much shit that more than 1 advanced per type wasn't enough but I'll use more for promethium some day
>>
now that I've been to aquilo, I don't know why people kept complaining about the long crafting times for ice foundation
you can just farm enough from the surrounding islands to start your base and after that you are producing them for almost zero cost continously
>>
>>>/wsg/5767237
It's time to bring LIGHT to Aquilo!
>>
>>507583712
Upgrade the rarity, the performance difference between common vs rare is substantial
>>
>>507585709
Chambers outside gleba/nauvis seems like a meme there's even some overlapping recipes when you get cryo
>>
>>507586903
looks like it needs a bit more firepower though
>>
>>507586921
The rarity of what?
>>
>>507586895
My complaint is how short the production chain is
>>
>>507587124
Your Fulgora? Your quality modules? Your main ships should have all the important components be at uncommon MINIMUM
>>
>>507587045
It actually needs a bit more power, at max it's using like 1.8GW, and I'm outputting somewhere near 600MW.
It's also moving at full speed 410~
>>
>>507587268
it does feel a bit like they just wanted to be done with it
shipping in shit from elsewhere is no longer a challenge by that point, you wouldn't have made it to aquilo without at least a single ship doing the rounds on autopilot
so that's hardly a challenge and aquilo just ends up being really short
>>
Do you need a certain amount of asteroid prod research before asteroid qual is worth it or is it just something you can do the moment you get advanced reprocessing?
>>
>>507587279
I should have... a rare fulgora?
Are you drunk?
Planets don't have quality.
>>
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I"M POOOOMPIIING
AAAAAAAA
I"M GONNA POOOOOOOMP
>>
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I thought I was building a reactor with overhead, but it's almost at capacity.
>>
for the "create X amount of product in an hour" achievements, do I merely need to hit X/60 once so I theoretically have that productive power, or do I actually need to craft them?
>>
>>507586903
how many levels of laser damage is this using?
>>
>>507588213
Gotta make it happen, bro.
You can somewhat cheese it by banking the input resources, then craft all at once.
>>
>>507588362
13-14
>>
if I slap enough prod modules into a cryolab to get 100% productivity, am I just running it at 0 fluoroketone usage past the initial priming?
>>
>>507589329
That ratio doesn't change.
>>
>>507558535
>>RTGs are excellent satellite power sources. They are rarely used because the launch platforms keep exploding, and when an RTG gets force ejected over urban real estate it makes frowny faces.
They are rarely used because we rarely send probes out far enough to make them better than solar. The RTG isn't going to explode it's decaying fuel when a rocket malfunctions. The worst case of being near orbital velocity and having a stage fail or a motor cut out and having it crash back down at almost orbital velocity isn't going to melt the RTG and crashing into the ground isn't going to break it.

They aren't used because we don't need them.
>>
Holy shit I love Vulcanus

I am literally feeding lava and getting four compressed belts of stacked greens
>>
oh hey an aquilo start mo-
>this is my first mod
https://mods.factorio.com/mod/aquilo-s
I think I'll sit this one out.
>>507586903
I feel anxious just looking at this, the amount of asteroids destroyed just in time is too much for me.
>>
cryogenic science feels a bit worthless to produce large amounts of. the only endless research of real relevance is rocket parts efficiency, and that one multiplies with all the infinite researches you already have for the mats, so going super high on them does not make much of a difference anymore
>>
>>507589915
>I feel anxious just looking at this, the amount of asteroids destroyed just in time is too much for me.
but that's the best feature of this build!
>>
>>507589441
that'a a shame, would have been fun to go over 100% and get it for free
>>
>>507589795
You should see them spin I wish I could make webms

It goes up by like 100 products every 2 seconds
>>
>>507586654
I'll consider it.
>>
>>507590337
https://github.com/ShareX/ShareX
http://argorar.github.io/WebMConverter
>>
>>507587424
Yeah I would say it's worth it no matter what. Will start with a trickle which can all be put into better quality modules and put and used immediately.
>>
>>507589983
everything about aquilo feels rushed and unfinished
>>
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>>507587424
The word "asteroid quality" is making me think

You guys are doing more stuff in space rather than transporting items aren't you?
>>
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finally, it is worm hunting time
>>
>>507592491
Asteroid productivity does not affect asteroid reprocessing, which means getting the chunks doesn't get any easier.

It does effect the amount of yield you get from your legendary asteroid though.
>>
>>507593251
I'm currently growing my fleet for later use.

1 back and forth for vulcanus
1 back and forth for bioflux
1 back and forth for aquilo
1 stationary dropping metal plates/carbon onto aquilo.

1 spare

and the ships I've already been using.
>>
>>507593251
you can farm legendary items super easy because of the reprocessing (carbon into metallic or so on) recipe that doesn't lose any items, until you get a legendary quality one to pop out and break down into legendary pieces
you can also use those recipes to supply items to the planets from space without having to mine them and send them up and transport them, quality or not.
>>
>>507593293
Remember the shots pierce
>>
>>507593759
the retarded gacha system for quality was such a stupid idea
>>
>>507593803
It killed even a medium worm in a single shot. Big one took like 4 or 5
>>
>>507593902
2.1 will fix this
>>
>>507590337
is there a way to automatically build concrete where needed on aquilo? I mean building placement
>>
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>>507591208
Thank you anon

Now I can make webms.
>>
>>507594786
Yeah shift + click will build ice platform and concrete if needed.
>>
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>>507593293
you have evolved, but so have your enemiesl, good luck
>>
>>507594904
>885KB
you can set it to 3.9 MB and should probably find the option to hide the cursor
>>
>>507595016
haha, everybody back in the fucking rocket, we're leaving
>>
>>507594991
doesn't work for me, says cant build on X
>>
>>507595149
do you have bots?
>>
>>507595295
yes
>>
>>507593426
Yup, but better quality modules will also increase output. It's all free stuff anyway.
>>
I hate petrochem. Even with rotation/flipping it's impossible to make pipe spaghetti look good.
>>
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>>507595114
Thanks anon, I found both options but forgot the cursor thing.

Next up, red circuits.
>>
/egg/bros, what to you think about setting up a server for factorio SA? To make it more entertaining, put science cost modifier to 1000, and nerf evolution by a factor of 10 so its not too overwhelming at the beginning
With such science cost people can join, build stuff and dont come on the next day and suddenly be already in space. So sort of long term expansion will be necessary and people who are absent for some time wont get overwhelmed
>>
>>507596067
it doesn't need to look good, it just needs to work.
>>
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What's the difference between these two numbers?

Does it pump the first or the second number?
>>
>>507595016
can I just nuke it from orbit?
should be big enough to target it
>>
kinda wish we could build space elevators at the post-endgame
>>
>>507596685
Well you can clearly see that the top number is the one with productivity/speed added onto it
So 500 turns into 1.5k with 200% prod
>>
>>507597018
If I understand prod correctly, it only "drains" 500 from the resource patch but produces 1500 anyway?
At least for mining drills
>>
>>507596079
what are you doing with all those green circuits?
>>
>>507597118
For now it's going in a box

Next up I want to produce a ton of reds, then blues, then upcycle them
>>
>>507597102
Prod just gives you free stuff. You get an extra purple bar below your green bar. When purple bar fills oyu get free stuff. With prod 200% your purple bar will be two times faster than green bar. This means effectively for each 1 proper operation you get 2 additional free ones
Also new captcha is fucking gay
>>
>>507596067
That's why you shove Industry (Dirty) into the low-income block that has legalized gambling and youth curfew.
>>
>>507598131
What
>>
reminder that this abomination actually works
https://litter.catbox.moe/77wgpe.mp4
>>
>>507598218
Sorry, old Simcity joke. awful looking, heavily polluting "dirty" industry was the ghetto variety of industry-type property that was just a stepping stone to manufacturing and high-tech.
>>
>>507561459
>implying I don't run at mach 3 on refined concrete pathways
I want to try out max quality nuclear fuel in a car on a nice big road.
>>
>>507598367
I know, it's just not funny.
>>
>>507590337
Making webms is easy and free
>>
>>507598267
Wait, what are the combinators actually doing here? The way I figured out soup pipes merely activated the pumps based on the current contents of the machines.
>>
Wonder if its possible to set up some pvp deathmatch with each team starting out on different planet minus aquilo
>>
>>507598976
I feel like Team Gleba would need a substantial leg up
>>
>>507599093
More people
>>
>>507598683
the default state is light oil unless the petroleum caps out or the light oil bottoms out, that's the first part which decides when the first 2 pumps activate
the second part is a loop that recirculates the fluid and the last combinators read what's in the loop to set the recipe
this was a later addition because version one got like 0.1 units of leftover fluid in the pipes which couldn't be consumed and the whole thing deadlocked
>>
>>507595016
big enough to ride
>>
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>>507596067
Petrochem should stop looking like spaghetti once you accept that petrochem buildings need good space between each other, especially on Vulcanus where coal is annoying by needing a belt or drones to be fed into the process in large numbers
>>
>>507598976
Would probably need to spawn coal patches on fulgora and gleba those planets have incredibly slow mili science on their own
>>
>>507599752
make grenades be able to craft with straight carbon or something
>>
>>507599093
People that are shizoid enough to chose gleba don't need a leg-up
>>
>>507599637
They should really have 3 spaces(for beacons) in between each I made 10? Bacon setup for real liquefaction tileable
>>
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Quality prod mod 3 production process is so fucking gay, lame and slow.
Should I just place a lot of spawners and directly send eggs into recycler until purple or that would be even worse?
>>
>>507600071
I dont know man, Id just get everything of legendary quality from asteroid collectors and grind the eggs into mush till I get legendary
>>
>>507599584
Believe it or not, more complex than it needs to be. Set both pumps to pump into the pipe if the machines aren't currently saturated (do this by hooking all the machines in series and setting the pump to work until the contents of all of them is =/< 2x the recipe cost X the amount of machines) and the output pump to work when > that amount.

One fluid output will "win" and then dominate the pipe until the machines are saturated at which point the other fluid "wins" and takes the pipe over.

The important thing here is that you use Equal to or less than, otherwise if the fluid amount in all machines is exactly as specified then it will hang. No combinators necessary, only logic inside the pumps themselves and the right settings on the machines.
>>
Stationeers live, planning 2 hours at most
N: Green /egg/s and rum
P: Corneroids
>>
>>507601175
I think this is fine for constant switching recipes but this is on light oil most of the time and only switches to petrol here and there. But I'll try it whenever I manage to get the fuck off Gleba and back to Nauvis.
>>
>>507600642
I keep hearing about asteroids and quality, what's the deal with it? I make quality shit by adding quality mods to each stage of fulgora scrap processing and it yields enough, but maybe I was living my life wrong.
>>
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>>507573232
figured out a very easy solution. just put a rail signal and chain signal right next to each other.
>>
>>507602273
Asteroid reprocessing accepts quality mods, and has an 80% chance to produce output, and produces its own input (asteroids) making it one of the easiest ways to build to max quality. Putting quality mods at all stages of production is the most material efficient method, but it requires you to balance all the different levels of quality materials, and since different items have different production lengths (ands thus more chances to hit higher quality), this ends up being fairly complex.
>>
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Red chips now going

I should probably change to normal inserters since i'm only making 60 per belt and not enough to stack it so it looks cooler
>>
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>>507602690
aren't you just wasting signals?
>>
>>507581621
>>507581389
similar story with a friend that wanted to play satisfactory with me on the promise that he would later play space age with me. during satisfactory, i ended up being the retard of your story and basically watching my buddy play the game by himself while i would either stand around afk doing something else entirely, or just do dumb shit like exploring the map for hours and collecting all those mcguffins. we never finished the save, but when space age finally released i never pressed him to play it with me because i know it would very likely turn out the exact same, just roles reversed.
games like these just arent fun when you arent both at the same skill level. a different buddy and i had way more fun playing factorio "together" by each of us playing their own save, and streaming to each other via discord and watching the others progress and giving tips and shit. you dont need to fully understand what your friend is doing, and you can go at your own pace as well.
>>
I just noticed that the christmas cake my family had for christmas is a whole 6000kj per 100g, that made me thinking, can you convert a 1 kg cake into 60kj of fuel? Would that be possible? I know factorio does a lot of science-magic when it comes to energy conversion but can you realistically burn a cake to get electricity? Say, you have an infinite cake machine that just produce cake out of thin air, could that possibly work?
That'd be an interesting mod, that's for sure.
>>
>>507604140
*60mj of fuel
Oops. Unit mistake.
>>
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>>507603814
Oh yeah full red belt feels better

It actually consumes more plastic than one train can supply so I need another train
>>
>>507603884
maybe, but its not like they cost much, or cause anything to jam here.
>>
>>507604745
>>507603884
first time i tried doing anything signal related that isnt just spamming chain signals everywhere.
spamming chain signals works perfectly fine if throughput isnt an issue and you dont need anything like a waiting bay. but this time i simply stuck to the "chain in, rail out" rule.
>>
>>507604140
Something like diesel has 45MJ/kg of heating value, so probably not. Living organisms are just very efficient at converting the available energy to usable energy, but it wouldn't be as efficient when you just burn it.
>>
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>>507604629
Putting the new petchem plant to some use
>>
>>507605078
>1 kg of cake has more energy in it than 1kg of diesel
Jesus, that's terrifying.
>>
>>507595372
>>507595149
>>507594991
It's shift+ctrl+click
>>
You guys are talking about food, now I'm wondering if it would be technically possible to engineer a cake that contains optimal nutrients and kcal for a day without completely sacrificing the cake-like texture and taste.
More importantly, if you fed someone nothing except this nutrient and kcal perfect cake to someone everyday for let say a year, would they be healthy physically assuming that everything else they do is also healthy? I'd imagine that mentally, they wouldn't feel too well but hypothetically. Would there be a difference between normal food with the exact same nutrient and kcal and the super engineer cake?
>>
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>>507605202
>>
>>507605402
Most of the human body's energy intake is burned to generate heat.
Snakes can go 18+ months without eating because they use environmental heat.
>>
>>507606803
Very similar to The Martian scenario in which a mechanical engineer with a specialty in botany survived for a year with potatoes and a bottle of vitamin supplements.

If you're eating exceptionally calorie dense foods your stomach might atrophy though, because you'd be eating, like, 5g a day or something stupid rather than a few hundred.
>>
>>507606803
Depending on how soft it is, it might be bad for your jaw. Monkey jaw evolved to chew tough foods.
It could also upset your gut flora, which may or may not cause insanity because for some reason gut flora are connected to the brain.
>>
>>507606975
If humans had tiny RTGs they'd get most of their heat for free and would only need to eat once a month.
>>
>>507604629
why not do a single stacked belt? or maybe 2, since it looks like it's producing a bit more than that
or do thick buses make your cock thicken
>>
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>>507606945
>Set an AND gate so your rockets only launch if there's enough requests to launch them all at once on the same tick
>>
>>507607941
So what you're saying is that leaky guts can make you butthurt?
>>
>>507606803
Which nutrients someone needs changes according to seasons, the weather, the air he breathes, the water he drinks, his mood, his activity level, any toxins or pathogens he is exposed to and probably if mars is in retrograde right now. There is no way to feed someone optimally with the same food for one year, it's a moving target that can only be hit by changing the food constantly.
>>
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>My gravity missiles aren't producing? Uh oh, this is going to get bad real qu
>oh, they only need to work 5 seconds every year
The trade exchange between missiles and dark fog scrap is pretty good.
>>
>>507606803
how do hospitals make comatose people live?
pretty sure it's a glucose drip, but what about the vitamins and such?
>>
>>507608272
Okay but if we compare a single food that shouldn't be healthy (like cake) but engineered to be the same nutrient and calorie wise as several dish that are seen as healthier, like cooked veggies, fruit, rice, etc.
Or in other terms, would mixing everything you eat into a liquid-ish puree like a toothless elderly be the same as putting every nutrient and calories directly into a fluid and drinking that food replacement style.
>>
>>507608772
They generally don't. Drip are meant to keep you alive, they're very taxing on the heart so you want to limit everything about them.
>>
>>507609940
then how do they feed people, through their butt?
>>
>>507610461
They feed them with tubes or they put machines to help the heart beat because feeding through drip fucking kills you in less than a week. It would cause deficiency if it could be done for an extended period. Nutrient deficiency is a very common issue of long term hospitalization if you can't eat on your own.
>>
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very nice video Infer A Good Time
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>>507610461
>through their butt?
Actually that does happen in some cases. Your ass is really good at absorbing things so you can use it to feed someone, it's difficult and requires a lot of care because there is basically no defence there but you can in fact feed someone through their ass and it does happen from time to time in hospital. It's called "rectal alimentation", it's used to be the main way to feed someone until we developped better solutions, now it's the way you feed someone if you can't put a tube and the heart can't handle the pressure.
>>
Gleba is giving me a headache bros... All the tree planting shit is locked behind the science and it's annoying as fuck
>>
>>507611615
The tree planting tech that takes gleba science is specifically for planting nauvis trees, you can do both the gleba plants by default.
>>
>>507611723
Oh fuck, thank god
>>
>>507610461
seems they pull a tube through your nose into the stomach
and for longer term stuff drill a hole and pipe it in directly
>>
>>507608238
Yes.
>>
What's the best thing to do with all the scrap, just try and gacha it into higher quality goods?
>>
>>507600071
Depends for what. If you're concerned about egg (=bioflux shipment) efficiency then what you're doing now is pretty much the best you can hope for.
>>
>>507613219
Get holmium
>>
Oh i'm dumb, retarded, a mongoloid since birth even, i could have made the quality modules from the em plant and gotten free ones from the innate productivity
>>
Tonoight on /egg/ station
>A man gets trapped in a hole
>GFG 1 online (kinda)
>1 GFG overwhelms our current cooling
>I though we might want to use the exhaust aswell and dry up what little pollutant we had
>we scrub some exhaust fumes for precious pollutant
>>
Oil deposits never go to 0, right? What's the crude oil per second when they're at minimum yield?
>>
>>507617997
like 2/s or something
>>
>>507617997
1/5 of their starting value.
>>
>>507617997
2/s
>>
>>507617997
Either 20% of their starting yield or 2/s, which is 20%.
If it spawns with less than 20%, it will give less than 2/s.
This is the base yield, it doesn't take into account mining productivity (10% per level) or speed modules (multiplicative with mining productivity)
In other words, it should never be below 2/s unless you get really unlucky or mess with the map settings.
Effectively what that means in the late game is that even depleted oil fields still give you a few hundreds oil per second because of productivity and speed beacons.
>>
Fuck gleba. Fuck the green potions going bad
>>
>>507619824
I reduced the spoil rate.
Because lets pretend the cunt who makes fusion plants in his pockets knows how to make a fridge.
>>
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just ran through moving train carts
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>>507620473
how did they miss the obvious fridge tech they could have had for aquilo
>>
>Modded playthrough ruined with mod recipe no longer working rendering fulgora unplayable
shame guess its back to square one proba just go to my fulgora start without this mod
>>
>>507621756
Seems I can just remove the problem mod and keep going hmmm
>>
I always get bored of the game at gleba....need overhaul mods....
>>
>>507621418
It was in at first, but the furry threw a fit until they removed it
source: my dreams
>>
>>507621418
to be fair, gleba is usually the 3rd planet you go to so aquilo being right after would pretty much invalidate the main mechanic of the planet. I don't see a way to really balance it either, by the time you're at aquilo making it require power/ice/whatever would be trivial. They'd also probably need to re-design aquilo since aquilo is over and done in an hour
>>
>>507621275
made me laugh
>>
Why the fuck did they make it so annoying to find a spot to put artificial soil down
>>
>>507610941
>>507609940
>they're very taxing on the heart
>feeding through drip fucking kills you in less than a week
Why? I tried googling first and couldn't find anything about this.
>>
>can press holmium plates in a foundry but not lithium plates
aaaaaaaaa
>>
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>>507629339
look at this stupid shit, there's no fucking yumako wetlands anywhere

ffs fuck this stupid planet
>>
>>507631360
anywhere nearby i meant and the ones that are there are extremely sparse, what a shit planet
>>
>>507629343
They're intravenous. Which means that anything you add or remove must be handled by your heart. Your heart is not meant to push constantly like that, it will tire out and when it starts tiring out, it doesn't go very well. It can start beating uncontrollably (arrhythmia) and if pushed for too long, it might even "pass out" of sorts (cardiac arrest), that's obviously not optimal since the heart is the thing that moves oxygen in your blood (basically), so if it starts getting fucky wucky, your brain will soon go fucky wucky too.
This is why if doctors try to avoid feeding someone intravenously for too long, because it can kill their heart, very quickly in fact. If intravenous is the only solution, the patients are also given other stuff to make their heart last longer (medications, different types of machines that do part of the heart's work to reduce its workload).
For patients that need regular treatment, they only get fed a certain number of hours per day and they're supervised.
>>
>>507631704
That makes sense, thanks for explaining.
>>
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>>507631360
>>
>People actually settle the starter zone on new planets without scouting (aside from Vulcanus which gives you a reason not to)
>>
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>>507632417
the starting zone was the top right retard, i just didnt know the retarded mechanics of the artificial soil and that it has to be on a specific tile that is extremely sparse so i picked a large section ofm land i could build on
>>
>>507633523
Ha haaa

You ran away from the Yumako soil
>>
designing a good ratio direct insertion bioflux production makes me want to kms
>>
>>507633667
Just set up a chamber for mash and jelly and throttle the production using circuits
>>
>>507633960
i just shoved speed and prod into them without beacons until the ratio was 1-1-1
>>
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another great wall being built
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one of them needs sulfur and coal, the other needs sulfur and carbon. how do I do this so the grindr doesn't get stalled when one of the machine s doesn't need its contents and it just stays in there
>>
>>507639401
>grindr
Nigga you gay
>>
>>507639401
Throw shit off the side once machines are fed. I'd use priority splitters because combinators are black magic.
>>
>>507639401
let it spill stuff out and then just dump excess
>>
recycle excess unfresh science into nothing or let it spoil for spoilage?
>>
>>507632417
Fulguro is obvious but why any of the other ones?
>>
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I didn't know cargo landing pads can't read from a planet's logistics network. I was emptying the landing pad into active provider chests to get the items I needed moved into the main logistics storage faster and free up room. I now have 2,000+ modules, 500+ heating towers, 1K+ big mining drills, 1.9K stack inserters, 900+ beacons, and 500 foundries on a planet I don't need any of those things to be on.
>>
>>507639401
What I'm looking at confuses me at least a little, so I might say the wrong thing here.


There seems to be no output from the coal-to-carbon building other than the green inserter which inserts the coal directly into the explosives building.

5 carbon 2 sulfur *1.2 = 6carbon 2.4sulfur
1 sulfur 5 carbon for 1 coal * 1.3 = 1.3 coal
1.2 sulfur 6carbon for 1.2 coal*1.3 = 1.56 coal
1 sulfur 1 coal for 2 explosives * 1.3 = 2.6 explosives
1.56 sulfur 1.56 coal = who cares explosives.

So, for every time you grind a carbonic asteroid, you will gain 6 carbon which requires 1.2+1.56 = 2.76 sulfur to process. You will underproduce on sulfur. As such, you will inevitably have to get rid of some of your carbon.

In the case in which you have too much carbon, vent carbon. There are a few ways to check for this. I would recommend dedicating that sulfur-line on the north side of the grinder to carbon instead, so that you can see when it's completely full and then start venting carbon.

Least, that would be my first try.
>>
Is there a Rust general?
>>
>>507645416
No one plays that game.
>>
>>507641914
Planets don't have logistics networks. How exactly did you think this worked?
>>
>>507647142
Logistics bots can detect and pick up items in the cargo landing pad and you can see a count of items in the network when looking at the landing bay. Just assumed it was connected. But it reads the orbital network not the surface logistics network.
>>
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>be sure to beef my iron and copper supply biggly with train fed outposts before i leave to my first planet
>leave
>reach vulcanus
>mfw

I feel like a fucking dumbass for doing all that extra work
>>
>>507649103
I got a better one.
I got a friend that designed big furnace blocks and placed them down and it got built. All after we have vulcanus tech and calcite tech to use on nauvis
>>
>>507605672
still doesn't work and build both the platform and concrete, thus leaving some buildings unbuilt on first pass
>>
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>>507605672
https://www.youtube.com/watch?v=nVakO0Iq-Zk
>>
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forgot about those biter eggs.. these guys are a long way from home
>>
>>507652617
How did they end up here? There aren't many use for them other than prod 3, biolab and shat science.
>>
>>507652617
They should freeze outside heat pipe range
>>
>>507653112
maybe biter spawners

>>507653375
ah yeah they just disappeared
>>
>>507653864
Can't be put on any planet other than nauvis, can't even be shipped there and they spawn behemoth, not big biters. Big biters come from eggs. It takes a major mistake to accidentally send eggs to space and somehow drop them on aquilo, the one planet where you wouldn't even try to make modules on.
>>
>>507654305
*making biter spawners
You need to make them in those cryogenic chambers
>>
>fusion cells are 5 times as powerful as nuclear ones
>and you can fit 5 times as many into a rocket
>25 times the energy density
nice
>>
>>507654914
I mean, yeah I got what you meant but... You only need the fluoroketone from Aquilo, you need nothing else from there. The recipe works on Nauvis, requires Uranium and the final blow is that you only can send 1 nest at a time with rockets compared to 100 barrels. Making them on Aquilo is a huge mistake. I didn't even know you could rocket the nest or even make the nest on a planet other than nauvis until you mention it. It's just that bad of an idea that it didn't even cross my mind as a possibility.
>>
Waiting on the legendary unlock
>>
>>507608074
I actually thought of just quadrupling it so I can get 4 stacked belts but I don't have enough modules yet
>>
>>507655969
I didn't want to bother bringing the flueorokekone to another planet
>>
>>507657541
Found the rocketsilolet.
>>
>>507639401
I have two combinators at the start of the belt that reads the full contents of the belt.
If carbon is over 200 (i.e. backing up) and sulfur is less than 120 (i.e. not reaching the machines) it sends a carbon signal of 1.
Then I do the reverse with sulfur.

Then I connect both outputs to an inserter with "set filter". That inserter grabs items from the start of the belt and throws them on a belt that will throw them overboard.

I did the same with the other recipes too and it never backs up but doesn't waste much either. You have to fiddle with the numbers so it matches your setup.
>>
This guy is on a roll
https://www.youtube.com/watch?v=3HYCGwc9UY8
>>
>>507657541
You need fluoroketone for fusion.
>>
My circuit and plastic build on Vulcanus brought a 1.4gw fusion plant to its knees so I just copy pasted it took like 60 seconds to add another 1.4gw only because I had to kickstart it with some fluo barrels.

I just love fusion. Even though it's ugly as fuck.
>>
>>507657541
>He doesn't want fusion power in space or on other planets
>He doesn't want Foundation to perfect his Vulcanus and Fulgora setups
You put that biter-damned Flouroketone in some rockets right now!
>>
>>507658704
>>507659386
ok ill bite, how do I get flurokene tanks into space? Ive only ever transported liquids through pipes.
>>
>>507660186
Barrels
>>
>>507660363
and I fill barrels how? Ive never used them yet and dont think I will. I have enough power from solar powers and batteries anyway and I basically beat the game
>>
>>507660186
There is this thing called barrel. You make them with steel, you then use an assembling machine tier 2 or 3 to put the empty barrel and the fluid in the barrel, same thing but the other way around to empty it.
It's almost entirely useless in vanilla except to start up coal liquefaction.
>>
>>507660719
In the post game, machines takes over 30mw each to run, nuclear and solar just isn't enough in some cases. Fusion also has huge advantages compared to nuclear, it doesn't drain power when not in active use, it's fluid neutral and doesn't have byproduct, which means that all you need is fuel in the machine once it's setup and it produces a lot of energy in a very small space.
>>
How the fuck do you get to Aquilo without having the ability to figure out how to do something as simple as putting liquid in a barrel? Just read the fucking recipe.
>>
>>507661195
Not him but until Aquilo I never put liquids in barrels before.

Even now the only time I do it is to kickstart fusion plants.
>>
>the 100 barrels of Fluoroketone (Cold) that have magically remained at -150C for the past 10 hours in my Vulcanus storage chests
>>
>>507661195
I forgot the recipe was even there. My brain doesn't even register it.

>>507661082
What do people even do in the post game, just autism projects? Im not sure what Im going to even do at this point, just hunt biters and build train tracks until I get bored. I see two more places in space but I figured its just a test your chip vs 1000 asteroids thing
>>
>>507661337
They planned a bigger system around temperature but I figure they thought it would be too much bloat
>>
>>507661458
I'm surprised there's no powered storage to hold hot and cold barrels while in an electrical network, and same to keep spoilables fresh.

I've been thinking of re-doing my Nauvis build and I think I might turn iron and copper into lava at the mining site and just bring in molten liquids to the base directly.
>>
>>507661338
Why do wealthy people still try to gather money past getting a black card? Why do people eat after passing their daily intake and nutritional needs? Why do people play different and more complex games instead of just playing the same basic one over and over again? The post game offers a different challenge, do I need to remind you that this game has players going from literally my 90 year old grandmother to computer autist like Dosh and Nilaus? Even in this thread, there are players who barely know anything and others who know everything, those who calculate everything and those who literally play the game to fall asleep.
>>
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Factorio memes on mainstream twitter?
>>
>>507632417
It will all end up under some sort of landfill anyway
>>
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what planet were those legendary quality modules on again
>>
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shhhhhhh, the engineeer is cozy
>>
Every retard buffering steam in 2.0 should be thrown down the planetary anus on Gleba
>>
>>507665304
>planetary anus on Gleba
Sounds hot, where is it?
>>
>>507665407
Its like 60 degrees north near the north pole
>>
https://mods.factorio.com/mod/shattered-planet
cool concept
>>
One of my wish for 2.1 is capping the prod research to 30 levels as this is where the hard cap is. (of course I'm not talking about mining prod, scrap prod, research prod or any other uncapped prod tech, just the capped ones)
>>
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>>507619636
Invest into some early prod so you get a longer lifetime on your patches
Also, quality pumpjacks have reduced resource drain
>>
>>507667110
You're not doing quality pumpjacks before oil stop being a problem on Nauvis. This is only useful for aquillo.
>>
>>507666342
So if I research blue circuit prod 31 and beyond, the game won't take it into account?
>>
>>507667539
It won't do anything because there is a hard cap of 300% production. You should already be at the cap at prod 25 because of the inherent 50% prod from the electromagnetic plants.
>>
>>507667709
>It won't do anything because there is a hard cap of 300% production.
ARE YOU FUCKING KIDDING ME?!
>>
>>507617997
max(2, 0.2*initial_size)
>>
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>>507667709
THEN WHAT THE FUCK DO IU HAVE THIS MINING PRODUCTIVITY FOR?! WHY DONT THE DEVS MENTIOIN THIS SHIT, WHY DONT THEY LIMIT THE RESEARCH AND CAP IT IF IT"S CAPPED WTF!
>>
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How do you scale up the production of robot frames?
>>
>>507668332
Mining productivity doesn't cap, only item productivity
>>
>>507668332
Mining productivity and I think scrap productivity are excluded from this cap
How to know this as a new player? No idea :^)
>>
>>507668013
Each productivity level cost 50% more than the previous one anyway. Hitting level 30 takes 570m science.
>>507668332
Are you fucking retarded? The post you were replying to was literally saying that mining productivity is uncapped.
>>
is it possible to have the active research switched based on conditions?
>>
>>507668470
The game tells you that you've hit the productivity cap when you pass your cursor over a building.
>>
>>507633523
>>507631360
try to ctrlF "yumako" in the map view, colorblind-kun
>>
>>507668530
https://mods.factorio.com/mod/Research_Control_Combinator
>>
>>507668428
phew, still retarded, but not as retarded.
why is this not mentioned in the game anywhere?
>>507668470
hate devs like this

>>507668479
oh look the bootlicker is here
>Are you fucking retarded? The post you were replying to was literally saying that mining productivity is uncapped.
Lets look at the post I replied to
>It won't do anything because there is a hard cap of 300% production. You should already be at the cap at prod 25 because of the inherent 50% prod from the electromagnetic plants.
WOW, it sure said MINING PRODUCIVITY ISNT CAPPED THERE, YUP!
>>
>>507668669
>(of course I'm not talking about mining prod, scrap prod, research prod or any other uncapped prod tech, just the capped ones)
>>
>>507668646
so, not natively. that's a shame
you'd think they'd have added this with the science packs from different planets usually coming in in batches
I guess for most it doesn't matter, but I'd really like to have the ability to switch an agri-science research to the front of the queue whenever they get dropped off over Nauvis
>>
>>507668973
You sound even more retarded for getting mad at something you will never ever reach.
>>
>>507669150
>you are even more retarded for getting mad at me for being retarded
wow, I guess you are right, I guess expecting anything from a subhuman like you is a critical fault in myself.
>>
>>507667709
Thanks, I didn't know.
https://forums.factorio.com/viewtopic.php?t=121475
It's been reported already so I'll just plan around it.
>>
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>>507668669
>>
>>507669308
>quality -39.5%
obvious modded game
>>
>>507669631
Nigger do you know what a speed module is?
>>
>>507669681
speed modules don't have anything to do with quality
>>
>>507669308
>500/s
Quality really leads to some stupid setups, kek
>>
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>>507669308
What version?
I'm on 2.0.28
>>
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>>507669826
What
>>
>>507669826
Your dad shouldn't have had sex with his sister
>>
>>507669826
>he doesn't know
>>
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AHHHH I'm GONNNA SCAN!
>>
>>507669826
Try actually playing the game for once
>>
>>507669843
You can get over 1400/s.
>>
>>507670084
Are inserters even fast enough to keep up with that?
I haven't really done much with quality yet, so no idea how much they benefit from it
>>
>>507669868
It's producing plastic and plastic has productivity research, if you do 10 levels of it for 100% and 200% from modules you hit the cap
>>
>>507669939
>>507669949
>>507669982
>>507669998
WHAT?!? WHY THE FUCK IS THIS NOT MENTIONED IN GAME?! ARE THE DEVS PAID TO RUIN THE FUCKING GAME?! WHAT THE SHIT?!
>>
>>507572853
Buy a subtract
>>
>>507670319
>>507669826
>gets blown the fuck out so hard that he decides to LARP as me but about a completely different topic
nice, didn't realize I cut you so deep
>>
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>>507670319
???
>>
>>507670293
No, even legendary inserters are not fast enough. It takes hundreds of coal per second and thousands of petroleum. But to be fair it requires a legendary cryo plant full of legendary speed module 3 completely surrounded by legendary beacons with legendary speed modules 3 inside them and 30 level of plastic productivity.
>>
>>507670319
IT
IS
MENTIONED
IN
THE
GAME
READ
THE
ITEM
DESCRIPTION
>>
>>507669826
>>507670319
>>507670473
Samefag.
>>
>>507670490
it's just this anon
>>507668479
>>507668851
>>507669150
he's LARPing as this anon to cope >>507668332
>>507668669
>>507668973
>>
>>507580614
Sideloading belts has a particular natural priority order to it, wrt which lane is favored to drop onto the sideloaded belt first.

Basically, the setup that was posted by >>507577542
ensures the advanced carbon and regular carbon recipes auto-balance the load correctly without possibility of jamming. And does so without having to use splitters or circuit-control.

It's basically the true spaghetti-chef's mastercraft.
>>
>>507670762
Will you stop samefagging for 5 seconds?
>>
>>507607941
>for some reason gut flora are connected to the brain
So the saying "trust your gut" actually has some scientific merit to it.
Who'd have thought that.
>>
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>>507669308
>>507669868
>you only get told about the cap after reaching it
>>
>>507670762
Why are you (You)ing me retard? Buy yourself a brain and a pair of glasses.
>>
I hate that you can't load blue circuits on rockets without bots

Can't even manually set up a logistic request, it's either automatic (For all products) or nothing.
>>
how are you guys handling quality modules?
just a regular base level quality production chain that has quality modules at the end and then feeds everything into a recycler which gets filtered into quality production chains?
or do you already stuff quality modules into every part of the original production chain?
>>
>>507671148
>unlimited research
>limited
>>
>>507661458
Some of the working parts of the system for it are actually still there.
Including Aquilo using part of it to induce heat decay in heat pipes.

All it would probably take is a few enterprising mod engineers to build a taller-than-life full feature out of it; and then start pestering Wube to complete the modding APIs for it -- pretty much how Earendel badgered them to get a fuckton of stuff added to facilitate Space Exploration.
>>
>>507671736
well, think about it this way, once you reach the cap with prods in, you can keep researching and pull out prod modules to swap for more speed ones
:^)
>>
>>507661337
wish I could drop my agriscience in them
>>
>>507671885
Until you hit 300% without modules, then it's suddenly not infinite research
>>
>>507672078
well, no, you can keep researching afterwards so it's still infinite
it just the benefits of the research that are finite
:^)
>>
>>507672078
the 10% per research always seemed a bit too strong. It should go down to 5 per tech after maybe 50% prod, then 2 per tech after 150%.
>>
>>507672334
This kind of shitty system is exactly why they just decided to set a flat percentage instead. Having diminishing return is not fun in any way.
>>
>>507673395
>not fun
but it's the most fun. It gives the biggest value within everyone's reach, then gives high difficulty value for the real grinders. Once you hit 300% the fun stops.
>>
>>507672334
Production research should be even stronger but once it exceeds 100% you get byproducts that clog up your system :^)
>>
>>507673395
Diminishing returns was the whole point of infinite research
Why is this game so fucking schizophrenic
>>
>>507672334
it only seems too strong because of the recycler and quality.
mining productivity was always uncapped and the research costs only scale linearly instead of exponentially, and it was completely fine.
>>
>>507673750
>prod 600%
>3x outputs, but also 2 fulgora scrap and 6 stone and a half spoiled green biter egg
Hi earendel
>>
>>
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love this little base, so cozy
>>
>>507674548
The diminished returns is you get as much in return as before but for double the science cost and research time.
>>
>>507669992
I would recommend not hooking up your power plants and your heating pipes to the same network because at some point you will add another part to your base and the temps will drop and you'll have a blackout which may be difficult to recover from.
>>
>>507678996
Is it some Aquilo mechanic? Why do you have 40 steam tanks?
>>
>>507679793
He's just a moron.
>>
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Is there a guide on setting up train networks in space age?

I think there's a way to have generic cargo stops so I don't need to have specifically a coal train, an iron train etc right?
>>
Faster ways of getting rid of Solid fuel on fulgora outside of force feeding it into a recycler human centipede?
>>
>>507679743
> and the temps will drop and you'll have a blackout which may be difficult to recover from.
with a 4 core nuclear reactor?!
>>507679793
nuclear
>>
>>507680608
Maybe nuclear is strong but I used heating towers because early on in Aquilo you can make a lot of rocket fuel for free
>>
>>507680608
every factory has a failure point. Make sure yours can recover.
>>
>>507680515
You can burn it in a heating tower or just put speed mods in your recyclers
>>
>>507680475
read the train schedule interrupt FFFs.
>>
>>507680659
>Maybe nuclear is strong but I used heating towers because early on in Aquilo you can make a lot of rocket fuel for free
solid fuel is better for heating by the way, you shouldn't use rocket fuel.
In any case I just like nuclear, though so far it's more of a backup on aquilo.
>>507680667
literally 4 core reactor that turns on to handle power or heat needs with 100% efficiency.
>>
>>507680864
>surely I built enough!
Is this your first factory game? Set an alarm for when your nuclear goes under 500. The best alarms never trip.
>>
>>507680821
So I set up train schedules with interrupts and the green box and then if my train stops have the coal symbol in their name it will know to drop off coal there, but how does it know where to pick it up from?
>>
>>507681124
Everything is already handled, no need for alarms.
>>
>>507681340
Words spoken before disaster
>>
>>507681340
>I don't need a failsafe, because my designs never fail!
How many times does history need to teach you this lesson, rookie? Pay the penny, call it the "i am genius" alarm because when it never activates it proves you're a genius.
>>
>>507681279
https://www.youtube.com/watch?v=EggDldJVggM&t=8s
https://www.youtube.com/watch?v=rRGAVDndFwk
https://www.youtube.com/watch?v=h5jFUncUZCU&t=18s

all of these will answer your questions since its too long to type. watch the first 2 in sequence because the author fixes his issues from the first in the second...dont follow along and then have to redo everything
>>
>>507681458
>>507682019
stop projecting your failure on to me.
>>
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>>507682431
https://www.youtube.com/watch?v=NmrRbgMl_HQ
>>
My Nuclear fail safe is having more nuclear power cells than it is possible to spend and a separate bot logistics network for nuclear maintenance, hasworked without fail for the last what? 60+ something hours?
>>
Thinking about recycling my not-fresh agri science so that im not clogging my boxes with spoilage if i don't use them. Anyone do this?
>>
>>507682431
This anon engineers for prayer

>>507682726
This anon engineers to win
>>
So with legendary prod modules the biolabs just multiply your spm by 4?
>>
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>Drop into fulgora
>Why yes it's already solved
>>
>>507683226
before promethium science, yes. prod modules stack additively with research productivity.
>>
>>507683656
>belts
lmao
>>
>>507683730
Thanks
>>
>>507683849
Those are all being caught by botchests
>>
>>507684113
you're sorting with belts
>>
>>507683849
>>507684113
The steel chests are just there because this was used on a fulgora start before bots*
>>
You know what's the darndest thing? I just realized that you can't actually make a completely circular reactor in any way outside of using realistic reactors' breeder reactors. They're unironically the only kind of reactor that actually outputs more spent fuel than you put in, which ends up creating a positive 238 loop. 238 is essentially something you're going to store several steel chests of without a practical use just because of how much you're going to need to just start up kovarex, but even then, that means that all other nuclear mods end up really just expanding the nuclear cycle without being self-sufficient. Even plutonium energy's breeder reactors, which create twice as much plutonium 239 when recycling the depleted fuel cells rely on a constant supply of depleted uranium in one way or another when crafting new cells.

It's really a non-issue for nauvis, but it makes self-sustaining nuclear platforms impossible, even with legendary tier 3s in your centrifuge you're still working at a loss and better off using a stockpile of fusion cells in any capacity.
>>
>>507683656
>engineer lvl?
>55
>>
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>>507685101
It lets you activate a bunch of player cheats but I just use it for the progress bar I have none active
>>
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>>507565851
Updated a bit, it doesn't say much you couldn't figure out by testing and measuring, but wanted to do it anyway. It is interesting to note that the percent advanced to next quality level varies drastically, from 16% with normal quality, to 33% with max quality, and that would affect the ratio of processors and therefore the shape of the ship.

It's just doing the individual level advancement calculations from e.g. normal to uncommon, using different tier equipment.
>>
>>507685858
give me the tldr for my small brain
>>
>>507685448
runescape joke anon
>>
>>507685448
what's your
Mining lvl?
Smiting lvl?
Farming lvl?
Crafting lvl?
Fishing lvl?
>>
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My pollution is off the charts.
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I only just noticed that you have kill statistics.
>>
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>need bioflux for domesticated nests
>need jelly for stack inserters
>need mash for carbon fiber
Do I just import massive quantities of Bioflux from Gegbla then recycle it for jelly and mash?
>>
>>507687264
Make stack inserters on Gleba.
>>
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>the API interface to allow armor to fly seamlessly like the mech armor is space-age executable only
How petty do you have to be?
Kovarex admitted in an interview that they're loaded on money reserves and have a stable, positive cash flow, even before the DLC. Why do they insist on doing this?
>>
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>>507682258
Thanks anon

I thought I would be clever and do it myself, so I set up all my dry load stations to have the same name, set up interrupts to go to a green box symbol discharge when fully loaded, and set up a refuel depot interrupt if fuel drops low or the destination stop is full.

The end result is that all my trains loaded items low in demand and are in the depot waiting for the destination station to not be full, meanwhile my coal line is starved.

Time to watch a 50 minute video
>>
>>507687360
I refuse to manufacture anything other than bioflux and science on Gaybla
>>
>>507687264
I think it's a mistake to transfer spoilables, better to transfer the end product.

You cannot avoid it with bioflux to feed biter nests and agri science obviously
>>
>>507684954
Breeders just convert fertile material into fissile. It shouldn't be a magic loop, you still need to dig up more rocks, just less of them. It turns the crap stuff into good stuff. Koverax is the vanilla simplified breeding process. I think Nullius fusion is self sustaining in terms of deuterium / tritium but it's been a while since I played. Might still need a small hydrogen input but that's cheap from electrolyzing water.
>>
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>>507686069
It's pretty much mostly just spreadsheet fun.

But one thing for legendary crushers/modules, if you have 100 normal quality input crushers, then have 33 uncommon quality, 11 rare, 4 epic. If designing a ship it's good to have some idea of how big the different tier processors should be.
>>
>>507687983
I know, I know. I was just used to getting free fuel by recycling oodles of spent fuel cells with the bonus, I just enjoy the variation in cells and reactors that plutonium energy gives.
>>
>>507684954
>self-sustaining nuclear platforms
You might want to look into the Platformer mod, which is seablock / skyblock for space.
>>
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>>507687360
I was trying to no effort upcycle on gleba and damn it was annoying dealing with spoiling jelly. Guess the answer is to grind up jelly and upcycle that in parallel.
>>
>>507688647
Bro, your quality trees...
>>
>>507618212
>>507619636
>>507668194
Is there a way to see their initial size if I've already been mining them for some time? I think expected resources is itself decreasing so I can't tell what it used to be.
>>
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>>507631360
Explore more, dumbass. I circled some just for (You)
>>
>>507661458
Good. We dont need earendel thermofluid shit like in SE. Thanks wube from keeping his filthy paws away from it
>>
>>507668358
Your robot frame factory sucks, you suck, and the fact that you speed it up with beacons not knowing that you can actually prod them makes it suck even more.
Fuck you.
>>
>>507661458
>re-doing my Nauvis build and I think I might turn iron and copper into lava at the mining site
Isn't this the same though? Instead of a belt of ore from mine to base you'll have a belt of calcite from base to mine.
>>
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>>507691489
>and the fact that you speed it up with beacons not knowing that you can actually prod them
What is that supposed to mean? Does "prod" refer to productivity modules? I have done no work on it other than fold it in half, so I'd appreciate constructive criticism.
>>
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>>507689052
Are quality trees actually a thing?
>>
>>507692652
No.
>>
Module slots on ag towers when
>>
>>507689075
everything is OOP'd and inheritanc'd, right?
surely it would be possible to make ss13's "view variables" window
>>
>>507691875
This is not very effective right?
It seems to me that 1 bacon affecting many manufacturers is good but more than 1 doesn't do much.
>>
>>507693792
The 6ths one adds +19% speed. Sounds good to me.
>>
>>507693792
the diminishing returns they added aren't super significant, but 1 beacon builds are pretty powerful now
>>507693937
you should be putting production modules in the machines and speed in the beacons.
>>
>>507694128
But that makes it slower.
>>
>>507693792
The low end of beacons is much much higher than vanilla. One or two beacons are great and you can see huge returns from them right away.
The high end of beacons is also higher than vanilla. It's just not as insanely high as linear growth would have offered.
>>
>>507691875
>Does "prod" refer to productivity modules?
Yes. If you put them into assembler they will give you free extra stuff but the payoff is that they make the machine slower. But when you use speed modules in beacons you can compensate this slowdown. This way you will have a fast machine that produces more stuff for same amount of materials
>>
>>507694256
if you're not on vulcanus it makes the machines more resource efficient, which since you're using speed 2 and blue belts i'd assume to be true. Its not actually much slower since you have an overkill of beacons...you also could just, you know, build some more machines. The resource efficiency tradeoff is worth a non-noticeable decrease in speed.
>>
>>507694256
slower per recipe, but each recipe has higher payout. Prod is aboslutely insane and there's a reason it can't be beaconed. Prod not only makes the current recipe better, it effectively gives every previous production step for free as well.
>>
>>507685448
I get all the other stuff but what the fuck does magic do, the mod page doesn't explain that either
>>
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>>507691875
Here is what I came up with on spot
>>
>>507696204
>mixing belts
Absolutely not
>>
>>507687525
I give up on this idea.

I'll just add more trains as necessary and keep them separate, it's so much easier.
My current setup is just a decider combinator at every discharge port that reads the chest contents, and if it's less than 20,000 it sends a train signal of 1. All load stations have no circuit magic and just have a manual train limit that is the load port + stackers. It just works and is dead simple.
>>
>>507697330
Yes you do, bitch
If you aint beltweaving you aint leaving
>>
>>507697569
sorry anon it took me 3 hours but i managed to learn and i'm retarded. you're already halfway there with your current idea.
>>
>>507697569
You don't even need combinators. Just run the trains constantly for added simplicity. Not like it's hard to fuel them.
>>
>>507697569
don't send full trains to depots
you (probably) don't even need a depot, just a "generic pickup", "[item] unload", and "refuel"
>>
>>507698203
Actually you're not wrong, I just didn't want a train to get stuck at a low throughput discharge port waiting to unload. I'd rather have them wait at the load ports instead.
>>
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This realization came to me last night when I went to bed.

In the area between my biter egg spawner and the biter egg requester the eggs fly directly above my nuclear power plant

It's been running like this for maybe 20 hours with no chernobyl 2.0
>>
>>507700384
self-solving problem
>>
>>507700384
>bugs break free
>bugs attack reactor
>bug infestation cured
I don't see the problem?
>>
what happens to all the eggs left in a spawner if the capture mode breaks because I didn't feed it anymore?
I hope they don't all hatch
>>
>>507700384
Add some rocket turrets armed with nuclear bombs
>>
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I just realized how many green circuits I need to feed this setup.
23 green circuits per second per machine?
Can stack inserters even move this much without quality?

Maybe doing the greens offsite and importing them by train is going to be a struggle. Could just do a repeat of the green design since all it needs as input is lava.
>>
>>507586654
Aren't landmines single-use?
>flamethrowers with dragon's teeth walls
>only cost is a trickle of crude oil, zero processing and almost zero logistics because of how low the throughput needs to be
>only maintenance is occasional repair packs, ultra cheap and used in very low quantities
>bots will only ever fly out occasionally for repairs, a couple at a time
>add landmines
>now additional cost in explosives and steel
>every atack requires replacing a whole bunch of them as they all explode
>bots flying out to replace all of them every time

Sure, it's still "cheap" in the grand scheme of things, but it's an extra cost - and extra logistics to supply your walls. For what benefit?
>>
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starting to do set up my first decent quality production lines and it seems ridiculously strong so far
>>
>>507686564
just another thursday in space-india
>>
>>507702362
Green circuits are literally free on vulcanus. Just make more nearby then belt them over. EM plants are also bigger so you can have more inserters feeding the 23 green circuits required easily.
>>
>>507702735
superpower by 202.5 Hours
>>
>>507702362
yes you can easily support that. one stacked turbo belt supplies 240/s so one stacked turbo belt can feed 10 of those machines. Just make the green and red circuits before the blue and have everything flow down in a line.
>>
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why are modders like this
>>
>>507694965
When you use a weapon it'll randomly also slow or poison or burn it gets to 20% chance if you spent 20 pt
>>
>>507703427
but why?
>>
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>>507700384
Classic.
>>
>>507702434
First of all, crude oil isn't very efficient for flamethrowers and you should migrate off of it unless it's the defenses for an oil field in the first place in which case it's literally free.

Light oil for flamethrowers benefits from productivity and since you will definitely be cracking heavy oil to light oil, and ending up cracking light oil to petroleum to avoid back-up, it's not only more efficient to use light oil for flamethrowers, it's almost waste management.

As for landmines, they are cost effective versus piercing or uranium ammunition, as they will stun enemies that enter flamethrower range and force them to die in the fire that is spread before entering turret range and therefore spending the more expensive ammunition.

Laser turrets are quick and easy provided you have nuclear set up but their damage output is comparatively very small and will take much longer kill anything that enters their range so they too benefit a lot from stun.

And stunned spitters will not spit over your walls, causing fewer repair packs and busted pipes/etc. The additional cost and logistics is up to personal taste, obviously, but I do think it's worth it.
>>
I hate low density structures, i hate solid fuel, i hate steel plates, FUCK those three on fulgora in particular, ungodly fucking bloat that takes forever to process through, Vulcanus levels of production are needed to somehow keep this shit from bloating the chest pool further
>>
Major reason to do a lot of things on Vulcanus is that expanding on Nauvis means you have to deal with this.

Although I have not touched artillery yet, maybe I could automate the clearing. It just seems like a hassle when you can just move to another planet.
>>
>>507704146
1. make yellow science, which will consume a ton of your excess LDS and other excess resources like batteries
2. recycle solid fuel
3. Upcycle steel plates into rare+ by making steel chests and recycling that

its pretty simple
>>
>>507704146
>Solid fuel
Point directly at void recyclers
>Steel plates
Make indefinite space platforms
>Lds
Uhhh
>>
>>507704146
Every person has their own way of doing things and I'm not convinced this is a good way to do Fulgora (especially if you want to scale it up) but to get going this worked well for me.

Just grab a chest worth of each quality and let everything else flow back into the scrap pile with input priority so it never clogs.
>>
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>Pushbutton now has a big boot print on it
Cute~
>>
>>507704918
keep your goddamn fetishes out of my goddamn thread
>>
>>507704081
>crude oil isn't very efficient for flamethrowers
The absolute best fuel available for them is... 10% more efficient. On a resource that's literally infinite. Holy shit who cares
>productivity
Fair point but my nauvis has never been limited by oil products so I don't care. Maybe if flamethrowers were useful on vulcanus I'd consider it but until then nah
>piercing or uranium ammunition
Gun turrets are completely unnecessary when using dragon's teeth. Neither are lasers.

I genuinely don't see how having a dozen entities self-destruct on every attack wave is worth it to reduce the cost of having to expend a fraction of a repair pack, occasionally, when you get unlucky.

Maybe if you're playing ultra mega deathworld and there's a constant stream of enemies eating through your walls then you might need a better defense than just dragon's teeth + crude flamers. But hell if that's what's happening then you DEFINITELY don't want your bots constantly flying over to replace the mines and getting roasted in the combined crossfire of biter waves and burning flames on the ground, hell that's the kind of setting where I'd deny repair packs to my roboports so they only ever occasionally fly out to replace broken walls rather trying to repair every bit of damage.
>>
>>507705052
>10% more efficient. On a resource that's literally infinite. Holy shit who cares
anyone who researched better flammables, because that 10% stacks with those.
>>
>>507705052
>10% better
this guy doesn't know prod bonuses
>>
>>507704234
>Although I have not touched artillery yet, maybe I could automate the clearing.
Yeah I think using the automatic biter-clearing solution could, just maybe, autimate the clearing. You might be onto something here anon.
But seriously you have artillery but haven't been using it all this time? It's like if someone handcrafted everything and then said "I don't like crafting in this game, I dunno maybe I could use assemblers to automate it but it seems like a hassle".
>>
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>>507705052
>Maybe if you're playing ultra mega deathworld and there's a constant stream of enemies eating through your walls then you might need a better defense than just dragon's teeth + crude flamers.
Late game space exploration made me over-engineer my defenses because evolution was universal to all planets and the expansion timer was just fucking disgusting for how much ground you had to cover.

Combat mechanics overhaul might make them not spit over walls but it made them faster and stronger so shit had to be foolproof if you didn't want to get distracted by a new wall breach in a random place every 20 minutes.

Didn't help that I had the biter meteors glitch so all my planets had biter populations when apparently only one or two of them was supposed to.
>>
>>507705235
What do you mean? Even if it stacks multiplicatively (which I assume it does, right?), then the end result is... still a 10% bonus.

>>507705523
Yeah if you play modded (especially bugged modded) then it's very easy to end up with biters that are way stronger than anything you see in vanilla. Then using extra tools at your disposal, like having backup gun turrets and using mines to stun, can definitely make sense.
It just doesn't make any sense in vanilla is all.
>>
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>>507705880
may allah forgive me for posting a ribbit link

old.reddit.com/r/factorio/comments/10mm4qr/flamethrower_turrets_crude_vs_light_oil_which_do/
>>
>>507706052
I might forgive you for posting a reddit link but I will not forgive you for posting an absolutely useless one. Every single reply is just agreeing with me and saying "crude oil is good enough". Every reply except one schizo post that pulls numbers out of his ass and explains absolutely nothing in his post so is just as useless to link to.
>>
>>507706498

>It's a bit better than that, it's a ten percent multiplier on top of the double-stacked multiplier bonus that refined flammables gives. So rank one is a 14.5% boost, rank 2 is a 20% boost, rank 3 is a 25% boost, and so on. You are right that flamethrowers bbq everything already so it doesn't really matter, but especially at higher levels it's pretty potent as a damage booster.
>>
>>507706638
Yup thanks for quoting the post that doesn't provide any explanation for his numbers, and adding no explanation for his numbers
Argument dismissed unless you can actually back this up with a calculation
>>
>>507706638
Ive only been using light unless its on crude mining sites dont you prod crack into more of it?
>>
>>507706739
eyebrow emoji
ok hand
>>
>>507706823
10% is 10% and nothing more. It is irrelevant and useless.
Here let me quote you another post from the same reddit thread:
>1 flamethrower using light oil vs crude is +10% damage.
>Adding another flamethrower turret +100% damage...
>>
>>507705398
I saw that each artillery shell needs a radar and I thought it sounds complicated

I mean nothing gets through the wall anyway, so I haven't felt the need to expand. I do have some rare spiders with 4000 rockets each so I could easily clear most of the map remotely but what's the point?
>>
>>507708282
Radars are cheap as fuck, the most "difficult" part of building shells is shipping in tungsten from vulcanus
>I haven't felt the need to expand
>what's the point?
Just last post you were kvetching that expanding is too bothersome and you want to move your entire factory to another planet just to avoid expanding more.
>>
>>507708282
Radars are free and you should already have at least 50 in storage to slap down in any and every outpost for more map info
>>
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We have blues

The final two machines are a little starved because each column consumes a bit more than 240 greens per second
Output is maybe like 36-37 blues from each column? Not enough to fill a belt
I thought of maybe inputing 2 x 240 greens per second on each column and expanding it upwards, it wouldn't even be that hard it's just lava. Could fully compress 4 belts this way.
>>
>>507706638
level 1 damage gives a 44% bonus to flamethrower turret damage.
so a crude oil turret deals 144% base damage, and a light oil turret deals 1.1 * 1.44 = 158.4% damage. now if you're retarded, you would take 158.4% minus 144% to get 14.4% difference in damage.
level 2 damage gives 40% to both ammo and turrets, which compounds to 96% increased damage from research. a crude oil turret would do 196% base damage, while a light oil turret would do 1.1*1.96 = 215.6% base damage. again if you are retarded, you would take 215.6% minus 196% to get 19.6% difference in damage.
do the same retardation for level 3 which is 60% damage increasing to ammo and turret gives 256% damage for crude oil and 281.6% damage for light oil, with a difference of 25.6%.
all this is retarded because the comparison is between crude oil and light oil, not light oil and zero damage research. 158.6% is 110% of 144%, 215.6% is 110% of 196%, and 281.6% is 110% of 256%. light oil fueled turrets always does 10% increased damage compared to crude oil turrets.
finally, you will not be forgiven for linking to reddit, infidel.
>>
>>507703427
They are amateur.
>>
>>507709121
so, always use light oil.
>>
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Is there a mod that lets you rotate biters?
>>
>>507710160
I don't care about 10% extra damage
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>>507711057
Put a belt
>>
>>507708934
Kino with a big K
>>
>>507708934
You must construct additional circuits
>>
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>>507711057
>>
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>>507713504
she's feeling extra pretty tonight
>>
I will make a mod about exploring the Glebanus, it'll be like Made in Abyss
>>
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>>507708934
I decided to add another 4 x green columns so that each blue column can fully stack a 60/second belt

These 8 x 240 green columns cost a grand total of like 65 calcite per second.
>>
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whoa!
a mod for factorio 3.0!!
so cool!!!
>>
>>507713819
how are you supplying ~4K calcite a minute
>>
>only need one last quality module to finish my new ship
>suddenly my gacha line refuses to shit out anything but commons
I really need to upgrade all of it for higher throughput and upcycling
>>
>>507704146
I just ship all of fulgora's LDS off-planet so I don't have to produce them elsewhere anymore
>>
>>507674548
You do know that if they made diminishing returns, it would start at 10% right? It would not change the 300% cap, it would just make it so that everything after the first upgrade is worse. So you'd be paying more for worse upgrades.
>>
that's it, i'm just making a mall on Vulcanus and exporting all of the basics to fulgora/gleba. I can't be bothered to make a mall AGAIN on another planet after doing it twice already.
Is there anything wrong with this plan, if i'm just exporting non-quality tier mall items?
>>
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Graphics performance on gleba sucks ass. Only time in factorio where a normal situation drops below 60fps.

Too many sprites, too many layers, and it doesn't even look good. I'm not normally complaining about factorio performance, but this is a case where I will. Last I checked with nsight systems, they were not batching their graphics calls properly, it's a pretty basic mistake, and I wonder why they haven't fixed it.
>>
>>507715394
pave it over with concrete
>>
So what are some examples of good code in factorio mods? Raiguard? notnotmelon?
Trying to learn by looking at the codebase of a couple popular mods but I've seen people criticize Earendel as a shit programmer, with his mods being riddled with unnecessary abstractions and spaghetti.
>>
>>507714168
Not with bots
Parts of the green build are sitting on a calcite deposit, I just mine the very edge of it and throw it in the lava machines.

For the lava output I throw stuff into a landfill maker and then throw that into lava, it's very efficient because otherwise I'd have to deal with like 150 stone per second per green column. As landfil a single green belt can handle it and two green inserters keep up with the lava throwing.
>>
https://store.steampowered.com/sale/BestOf2024

Both Satisfactory and Factorio made it into the top sellers of 2024 by yearly gross revenue. Which is kind of insane when you realize the only new paid-for content under Factorio is Space Age -- which only landed mid-October; and Satisfactory got its big push and PR moment just before that with its 1.0 release. Meaning both got there in, basically, 2 months of revenue.

The actual hilarious part is when you look at some of the competition in the bronze bracket, which illustrates Factorio: Space Age and Satisfactory outperforming Dragon Age: Veilguard; Horizon: Forbidden West; and others.

Looks like /egg/ is on gamers' menus, no?
>>
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>>507715643
I might do that

Disabling a few things helped a bunch, especially fog, and it looks better too.
>>
>>507684954
>238 is essentially something you're going to store several steel chests of without a practical use just because of how much you're going to need to just start up kovarex

WDYM no practical use?
The biters love uranium depleted bullets.
They keep coming back for more of them - so much clamor at the gates.
And like any good manufacturer, you should feel obliged to provide. At high-impact velocity, naturally.
>>
>>507715394
>>507716975
Actually one of the problems are the pentapods. The bigger pentapods (stompers at least) are something like 21 different sprites apiece. Each leg appears to be made of 4 parts: a "thigh", a "kneecap", a "shin", a "foot". The kneecap and foot may be the same sprite but not sure.
>>
>>507696204
>>507697330
>>507697769
I posted this before, but... see pic.
That's how you do it without belt weaving.
>>
>>507718323
looks gay
>>
>>507718323
Belt sideloading is ups inefficient, just like using splitters if not more
>>
>>507715394
There's something in the water.
Like - literally. There's something wrong with the water shader.

https://forums.factorio.com/viewtopic.php?t=119206
>>
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>hate gaybla
>fucking hate gaybla
>everytime I try messing with circuits some minimal and unlikely exception ruins the entire thing and clogs the factory
>give up entirely
>hook up sirens to the belts to scream at my ear whenever nutrients or bioflux run out so I can manually flip an inserter to fix it
>only produce science and carbon fiber
I fucking hate gleba so much it's unreal
>>
>>507719215
It's actually largely compensated for by the fact that the inserters doing the outserting will queue up items on their own local and isolated buffer belts that sideload into the main line.

Those inserters are at the head of the line and won't have to run positional tracking logic that has to take into account items on prior belt tiles. In effect that means the inserters' tick updates become much cheaper than if they were outserting onto the running non-compressed main line directly.
>>
>>507720239
my dude, filter the waste and use ovens to solve all your problems
>>
>>507715394
>>507719286 (cont.)

https://forums.factorio.com/viewtopic.php?t=124021

Basically: update your video driver.
>>
>>507719215
Who cares, that's the devs' job to fix
Players shouldn't have to worry about what parts of the game are coded inefficiently
>>
>>507719286
Oh wow, thanks. That completely fixed it, saving 10ms per frame. The problem is in the swamp where it's part water. Wonder what they are doing wrong. Their diagnostic tool tells them they are waiting for the gpu, but it's possible they are waiting on their own code to finish issuing render commands.
>>
>>507720443
>use ovens to solve all your problems
oy vey
>>
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I think they should tone down all steam numbers by a factor of 10
It's actually pretty easy to hit the hidden limit of 6000 fluid per machine connection even without a lot of beacons and modules, it's already at 4000 steam per second for the base quality cryo plant with no modules at all.
>>
It's weird how pressing shift + click the game will automatically clear obstacles and pave over ice and lava BUT it will not put down enough foundation to ensure all underground connections work through lava.
>>
is it cheating if I mod the old ammonia rocket fuel recipe in after completing the game
>>
>>507720463
Oh that helped too. Thanks. I don't usually expect such a huge difference like that but it fixed it pretty well.
>>
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Coooozzyyyyyy
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>>507694256
Productivity is multiplicative with speed, while speed is only additive with itself. Thus, despite the speed penalty, productivity mods in assemblers plus speed beacons is actually the fastest output.
>>
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>>507725553
I've already to understood the error of my ways.
>>
>>507725726
So bad, so inefficient, so horrible
>>
>>507726010
It's the best I can think off.
>>
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Can anybody recommend a less ugly 6 chest train car unloader for turbobelts and bulk inserters? This saturates the belt but it's not symmetric and also it takes up a fair bit of space so I can't put train stations very close to each other.
>>
>>507725726
>>507726102
why are you wasting time with these designs when the second you get to vulcanus and fulgora they're going to be completely irrelevant
>>
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that jar-head weirdo on youtube said that this design will saturate a turbo belt but it doesn't for me
>>
>>507728476
whats your inserter capacity upgrades? works on my machine. thats how my train stops work.
>>
>>507726651
>>507728476
Just use quality inserters
>>
>>507728665
dammit, it's fully maxed in my game but somehow not fully maxed in my test lab? wtf how did this get desynced
>>
>>507729129
i've made that mistake before so i always just make a new editor save once i'm done with a planet.
>>
>make a legendary item you wanted
>watch it go down the belt
>filter doesn't filter it, it goes into the recycler
>filter was set to certain rarity and not that rarity and everything above it
>literally filtering out things too good as well as too bad
>>
>>507726728
fun policing in egg? brother you must be lost.
>>
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>>507729129
>>507729529
https://github.com/raiguard/EditorExtensions/issues/140
apparently it can be fixed by toggling the "match research in testing labs" setting. Annoying. The unloaders do seem to saturate turbobelts now though. At least, they look like they do. I haven't measured it but its close enough.
>>
>>507730092
riperoni
>>
>>507730162
they should, thats how i've been using unloaders for all my stations and i haven't noticed a saturation issue. I agree that they're kinda ugly, but I haven't found anything else that ends up any better looking
>>
Ive been looking everywhere for what machine I put my legendary quality modules in. I was going to use them to make more
>>
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>>507728476
Stop listening to retardtuber designs, this is design for full stacked green belt
>>
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>>507730757
It works even with epic stack inserters. For non-stacked belt you dont need any quality for the inserters, but you need to override stack size to 10, else there will be a gap. Also fuck this new nigger captcha
>>
>>507730757
>one belt moving right
>two belts moving left
is this balance
>>
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>>507730757
That's nice and all but I simply cannot tolerate this degree of asymmetry.
>>
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>>507730162
>measuring
>>
>>507732264
This autism allows you to unload 2 wagons into 3 full belts from one side, and 6 from 2 sides
>>507731630
Its loaded equally from both sides, look precisely what inserters do
>>
>>507694256
Productivity: Give you free stuff, make the machine slower
Speed: Make the machine faster
So if you put productivity and speed together you get a faster machine that give you free stuff.

The math is simply base craft speed*productivity*speed modifier. An unmodulated assembling machine 3 would be 1.25*1*1 but if you put 3 productivity 3, it would be 1.25*1.3*0.55 which is only 0.89 but 0.2 of this is free stuff. If you add a speed module 3 to it, it becomes 1.25*1.3*1.05. Now you get 1.7 and 0.4 of that is completely free. If instead you used 4 prod 3 and a beacon with 2 speed 3, you'd have 1.25*1.4*2.1 which of course is 3.675, almost 3 times more than your unmodulated machine and 1.05 of that is completely free. You just gave yourself a free machine that runs on 0 resource other than electricity.
Quality can increase each modifier at a rate of 30% per quality tier (legendary count for +2), quality machine increase their base speed, quality modules increase their bonus without increasing their reduction, quality beacons don't increase by 30% but that's because they're already extremely powerful and multiplicative with the modules inside them.

Tldr: Module good, beacons very very good, 1 or 2 is enough. Productivity is op.
>>
>>507694256
Yes but the speed beacons make it faster again, so you end up with a faster machine that also crafts more for less materials
>>
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>>507732756
I don't dispute the empirical merits, however my autism is very particular
>>
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simply for faster train unloading, when I want that
>>
How many railgun shots per second to I need to complete the game and to farm promethium?
>>
>>507736307
>>507733824
>filtered splitters
you are going too far, unvaccinate yourself immediately
>>
>>507736510
KEK
would if I could, fren
>>
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What's the max length of heat pipe a heating tower on Aquilo can heat to >30?
>>
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>>507739401
>double-buffer provider is two tiles taller than the double-buffer requester
It's fucking OVER
>>
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Why the FUCK does this cunt refuse to repath
>>
>>507739562
It depends on so many factors, it's impossible to give a rule of thumb. Each thing that the heat pipe has to heat up takes a different amount of heat.
>>
>>507740569
does the top liquid train have a fat ass? try moving that signal back a tile.
>>
>>507740569
hard to tell but that chain signal it's waiting at might technically be after the turn for the other waiting bay. If it's not that then IDK.
>>
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casual 100GW pizza station
>>
Modules are good they say
I have spent so much times upgrading and reupgrading modules and rebuilding for new planets.
I think they might be some kind of meme, if your goal is to finish the game quickly.
>>
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>>507740725
It dont matter

>>507740817
Without chain signal it tries to go to the furthest slot either way
>>
>>507730757
This doesn't unload equally.
>>
>tfw no factorio gf
it hurts bros
>>
>>507741794
theres a mod for that
>>
>>507741794
2.1 will fix this
>>
>>507713819
Why no prod?
>>
>>507741502
it's some issue with combo of chain and rail signals. Trains will wait behind a rail signal, or chain signals will push that waiting spot back.
Ultimately you want the waiting spot at the 3-way choice, so the train can choose either bay when it empties. I think the chain signal belongs at the first of that split.
>>
>>507672334
>>507673395
>>507674548
There are too many infinite researches anyway. It's good that there is a cap so you can reach it and then just focus on the mining and research prods.
>>
>>507744105
I'm short on modules, this is why I'm scaling up circuit production and recycling

But I thought about prod on greens and my thinking was - why? It's free from lava, I am not saving any materials
>>
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>>507744267
It dont matter
>>
>>507744910
normal signal in each bay so there's a place to park.
>>
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Speaking of recycling, I had to upgrade to epic recyclers for red circuits, the normal ones couldn't handle two full belts

They can easily handle two green belts, with the commons being stacked

I also really like the simple combinator recycler output that ensures it only outputs full stacks, though you end up having a buffer of rare materials like legendaries until it gets going.
>>
Okay now that we have cheaper mining productivity, more spm and can reduce the resource drain to 8%
How big and rich does a patch needs to be to last effectively years of non-stop mining at say, 3000 mining productivity research?
>>
>>507741794
https://mods.factorio.com/mod/girlfriend
>>
best way to roll for upgraded miners? Just have a bunch of foundries creating them and then recycling them?
>>
>>507745314
I meant easily handle two green circuit belts

30 normal recyclers are enough for 2 x mostly stacked greens
60 epic recyclers are enough for 2 x non-stacked reds
>>
>>507716758
It's also hilarious to see just how many old or even classic games are up there, as opposed to new releases. Less than half of platinum is 2024 games - and in fact that amount is matched by the number of many-years-old multiplayer games. And the other categories are not much better.
>>
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>>507740569
Also why are the bottom ones green, are you missing a track piece at the 3 way junction by any chance?
>>
>>507746662
the green chain signal in your circle is on the middle track, not the top track
>>
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No i won't answer WHY there are 3 separate ammo feeders for the rear middle and top section
>>
>>507553787
I hate Gleba and it's not even that it's hard it's that just tinkering and trying to figure shit out for the first time is annoying because everytime you try something and it doesnt work you need to go find more fruit to experimnent again, they should have made the fruit spoil time higher
>>
>>507746924
is it really? If that signal were looking ahead to the left, it'd be red.
>>
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>>507745606
You can build a small recycling setup for all the basic materials on Vulcanus since they are free to build up a stockpile of quality iron, copper, steel, tungsten

Don't recycle common steel, grab it off the belt, make it into chests and then put it back on

You'll get most of the stuff needed this way, after that just set up a system that starts recycling them after you have let's say 200 normal ones, 200 uncommon etc
Easy to do with decider combinators that read logistic contents, output a signal of 1 for each quality, then feed it into an arithmetic combinator to multiply by 10, then feed it into a requester chest with "set requests" which goes into recycler.
>>
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They should both be red though.
>>
>>507744757
You're saving calcite
Also, you're saving foundries. On vulcanus, foundries are your miners. The only difference is that you don't have to move them after you run out, but honestly, a high quality big miner with a good few levels of mining prod will take a very, very long time to run out, too. In the immediate term there's not that much difference and in the long term you will likely be getting enough mining productivity to make patches close to infinite.

And yet megabases doing 10kspm and having mining productivity 1000 or whatever still use prod, not to save on ore patches, but to save on the amount of miners and furnaces and assemblers. You can use prod for the exact same reason, to save on lava foundries, plate foundries, and EM plants.
>>
>>507747076
was for >>507746924
>>
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>>507747075
>>507745606
This was my setup
>>
>>507747140
>saving calcite
problems worried about by no one, ever.
>>
>>507747275
I don't use coal on vulcanus and instead ship in plastic.
>>
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>>507746924
I think I see some missing track pixels for the straight path.
>>
>>507747358
Coal liquification and the train infrastructure isn't that hard to setup nigga
>>
>>507747358
I hate how all of the planets are shit for plastic and the best way is still using nauvis. You'd think gleba was best for plastic but its too annoying to scale up the rockets you need for it
>>
>>507747510
But the coal will inevitably run out before the calcite. Meanwhile, the plastic on gelba won't run out ever.
>>
How are you guys designing your farms on Gleba? Since the farmlands are irregular, occasionally utilzing belts will mean that some of my farmland is wasted. Considering using active providers and bots but idk
>>
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>>507745606
ehhhh
>>
>>507747510
Also, I actually do have coal liquification set up. I just don't have it connected to the logistics network and all the outputs are steel chests limited down to 5 inventory slots so that it only gets used when I manually pull some out.
>>
>>507747839
vulcanus just does poorly with anything oil related because it relies on really inefficient recipes to make it and coal there runs out quick, calcite is practically free with how little things use
>>
>>507747075
I have a surplus from fulgora...guess i should just roll for tungsten.
>>
I have a 30kw solar
24kw consumption.
How many 300kw batteries do I need for it to last 300 seconds?
>>
>>507748160
there are plenty of denser patches away from the spawn. Might require you to be able to dispatch medium worms though, but if you have a handheld railgun its a 1/2 shot.
>>
>>507744910
You're a dumbass...
>>
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>>507747572
My thinking was, I need plastic for reds, and I'm going to make circuits on Vulcanus, so might as well bite the bullet and do plastic here too since Vulcanus is so easy to scale up.

This thing produces 4 x 240 per second belts, and I'm not really using it yet but now I have a red circuit build and recycler that I can stamp down elsewhere and draw more plastic.
>>
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>>507747650
I set this up today, the undergrounds and substations share the same tile. I don't think there's a really optimal way to do it. Early on you can put the harvesters on landfill.
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>>507749257
Looks nice, thanks for the inspo
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GodDAMN the mech suit is fucking worth it just for the superior mobility options alone
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>>507748394
You save around 6kw per second.
You expend around 24k per second.
In 300 seconds, you expend around 7200kw.
An accumulator stores 5Mj. and dumps 300kw per second.

6kw/300kw = 1 accumulator can store your excess energy.
24kw/300 = 1 accumulator can expend more than you consume.
7.2mj/ 5 mj = 2 accumulators can support you for 300 seconds.

These numbers seem kind of small.
for instance, a single solar panel is 60 kw, but you somehow claim you're producing 30kw. Are you someplace with debuffed solar?
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>>507750164
cool 3 accumulators makes it hassle free then thx
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>>507748765
It's not that you can't do it on vulcanus, its just worse than nauvis, all the planets are for plastic

plastic still remains the most annoying limiting factor in production
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>>507751291
i don't find it an issue with quality big drills. Once you get even rare big drills patches last an extremely long time, and with mining prod it only gets more ridiculous. I think its less hassle than getting the plastic shipped in from gleba which would require a really annoying upscaling of farms. I know it doesn't make sense to make higher quality farms grow crops faster or something...but gleba remains the worst planet to scale up on. The amount of yumako you need is insane.
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>>507751995
I don't really get this.
I got 1 harveser for yukamo
1 for jelly nut
and they both just max out a belt.

You get so much bioflux which becomes insane amounts of iron and copper and nutriant.

Maybe the issue isn't getting bigger, but getting less wasteful?
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>>507752371
i have a 6/s agri science that requires ~60 tiles of yumako which is 2 yumako farms worth currently. Thats just for the science. If you want to scale up plastic production, which requires bioflux, you need a LOT of yumako.
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Each time I place down a depot, it broadcasts a trainstop signal at strength 1 on the radar network. This tells me how many depots I have, and controls how high my global depot control clock goes the purpose of this clock is to make sure only one depot is transmitting orders to a train at a time.

My last remaining problem is I have to enter each depot ID number when I build it. I can imagine a system where a newly built depot listens to the radar network to determine the number of depots already existing and automatically adds the next ID number to a memory cell, to ID itself. But what's the best way to do this?

>it all becomes fucked up if I ever deconstruct depots
I'm willing to accept that
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>Quality landfill
So this is how I get rid of stone the proper way
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>>507750164
it is done
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>>507754525
Doesnt that do nothing?
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>>507756798
Worse than "doesn't do anything". It turns back into normal landfill when you lay it down and when you remove it, it stays normal.
Same thing for concrete btw.
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>they don't know you can drop shit into the lava
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>>507757785
obi wan pilled
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>>507757785
Forget lava, let me dump all the usseles shit into the Oil oceans of Fulgora
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>>507754979
So what is it?
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>>507758940
You VILL recycle the scrap into nothingness
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>165 yumako + 66 jellynut = 1k agri with max prod
How do you calculate the nutrient expense anyways?
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>>507761212
value in MW/2
default biochamber is .5 mW/2 =.25 nutrients per second
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>>507760426
defense for soil patch.
Now I just need to figure out the solar number to actually charge those two batteries during the day.
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>>507762045
why aren't you just burning rocket fuel in heating towers to generate electricity? if you have legendary tesla towers then having a big energy grid should be easy enough without solar. Also, just use mines
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>>507761779
That still seems damn hard to calculate without looking at the game I didnt include how many machines I'd need oh well it is certainly more than that to feed everything
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>>507762410
hover over the nutrient and you see it has a value of 2MJ
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>>507762540
I unfortunately am nowhere near my computer just planning my improved gleba factory anyways
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>>507761212

prod = + output but -speed and +cost in nutrients.

craftTime/craft speed = seconds to actually craft.
Cost in nutrients = secondsToCraft*.25 nutrients.

It is .25nutriant /second at 5ookw, since a nutriant has 2mw of "yum" value, bother to check the specific recipe if you want..

(seconds to actually craft) * (cost in nutrients per second) = total cost in nutrients per craft.
(craftTime/(craftspeed*speedModification) * (.25nut/second*energyConsumptionModification) = total cost in nutrients per craft.

(craftTime/(craftspeed*speedModification) * (.25nut/second*energyConsumptionModification)/(itemPerCraft*(1+prod)) = total cost in nutrients per output.

You can also translate items like bioflux into nutriants..
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>>507763180
nerd
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>>507762156
because I want it this way
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>>507763743
you know stompers can just walk over walls right? walls are useless on gleba
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>>507678863
I'm just imagining that one bumped his head by accident on the rock.
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>>507764001
walls are for the little fags
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>>507558987
>>507559167
unironically this
doesnt sound like hes going to play again
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>>507761779
this requires you to know how long it takes in addition to knowing how many machines you have, and would also assume that each machine runs at 100% uptime
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>>507765498
it uses .25 per second if its on 100% of the time...assuming no modules or anything else. crafting length does not matter at all. We are assuming he is calculating how much he needs to run his machines constantly, why would you only want it to run occasionally? it wouldn't matter how much it consumes then.
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>>507754979
why are you wasting an extra square that could be used for another tree there?
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>>507763743
>>507766057
finally, things are as they should be
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>>507765893
wait i wasn't thinking about it correctly
you're right, the machines should have 100% uptime if he's feeding them sufficiently
i was imagining he might be turning them on/off to output only when an export ship is overhead or something but if he's just targeting a continuous 1k/min or whatever then he should just assume they're always on
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Only being able to make Tungsten Carbide in Assemblers feels weird now that I'm going through supercharging planetary science

Like if you had to mash fruit in an Assembler or weren't able to make Accumulators in an Electomagnetic Plant
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>>507769070
think its weirder that the metallurgic science is basically useless desu. Artillery research is not worth doing over any other prod research, and LDS prod is kinda worthless unless you're going to LDS shuffle. And even then...just use asteroid gamba
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is it possible to set a signal based on mine detonation?
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>>507769713
you can't wire mines to the network. You could wire a turret near a mine that is in range or you could wire the box where your mines are. When it gets below a certain threshold it could send a trigger. just make the threshold like -1 from the capacity which should happen the moment bots take from it to replace it.
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>>507769070
there should be a research that unlocks a tungsten carbide recipe in foundries

>>507769253
i'm not sure of the best way to fix this, maybe making it required for bullet damage above a certain level? there could also be a smelting prod research (for smelting ore, either in foundries or furnaces)
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>>507770164
Not sure either, i def think it could have been used for some military related stuff though. Why is artillery metallurgic science but agri science is for explosive and flammables?
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>>507770348
Flammables baffles me considering the alchemy you need to do to get flammable oil on Gleba and you straight up can't make flamethrower ammo there because you can't make Crude Oil
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>>507770348
oh good point, flammable damage should probably be moved to metallurgic
it would make logical sense to move explosive damage there as well but balance-wise i think it's better that it's tied to the same research pack that unlocks rocket turrets
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>>507762540
What the FUCK?! 2MJ?! How the FUCK do I convert that into food for the foodmachine??? Do I divide it by 4 and hope for the best?? How many Calories does a machine need per day???
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>>507770512
Food is mechanically identical to burnable fuel
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>>507765893
Carbon.

For carbon, a biochamber burns .25 nutrient per second for 12s/2speed = 6 seconds. That's 1.5 nutrient per craft.

The recipe uses 6 spoilage to create 1 carbon, or 1.5 with default productivity.

So, the cost is 1 nutrient and 4 spoilage for 1 carbon. Since 1 nutrient = 1 spoilage, it's a total cost of 5 nutrient per carbon.

1 base efficiency module saves you 30% nutrient, which is .3 nutrient per carbon. Cost is now 4.7nutrient per carbon. Module saves .3 nutrient/spoilage.

1 base speed module gives +20% speed and +50% consumption.
.25*1.5consumption * 12s/2.4 speed = 5 second, 1.875 nutrients. Add in spoilage = 7.875 nutriants.
Prod still 50%, so 1.875nut/1.5carbon = 5.25 nutrient per carbon. A speed module increases the cost by .25 per carbon created.

1 base productivity module gives -5%speed, +4%prod, and 40% consumption
.25*1.4 consumption * 12s/1.9 speed = 6.315~seconds, 2.2105~ nutrients. Add spoilage = 8.2105~ nutriants.
8.2105 /1.54prod = 5.3314 nutrients. Adding in a productivity module increased the cost per carbon by .3314 nutrient/spoilage.

>IN SHORT
If you want more carbon per fruit early game, you use efficiency modules.
Electricity and nutrients and coal are part of the recipe too. Productivity is not the only way to get more output per resource used. It's just generally gonna be better, particularly when rare ingredients are used in the crafting slots.
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>>507770694
Then why is it CALLED food? Why can't I just BURN WOOD to GET ELECTRICITY in the MACHINES?!
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>>507770512
well lets see
a full day is 10 minutes on gleba
a biochamber takes .25 nutrients per second, meaning over 10 mins it uses 150 nutrients
1 nutrient has 2 MJ of energy, and 1 Kcal (what a calorie actually is) is 0.004184 MJ. So one biochamber takes approx 35850.9 KCal to run a day. Bulking season.
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>>507770781
Because you're feeding the pentapod fetus you build each machine around

You monster
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>>507770774
man who cares about nutrient efficiency you make too many of those niggas anyway
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>>507770781
You can burn wood to make electricity. On Nauvis only. The biochambers need nutrients to fuel the bioreactions which is different than electricity.
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>>507770984
Carbon's expensive and you need explosives on gelba.
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>want to triger testla turrets,
>I do
>they need time to charge up, time to trigger
blehhhhhhI want a snappy response
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>>507771121
Carbon is free in space. Even on Gleba it's cheap because it's just spoilage and nutrients.
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>>507771121
Carbon or Carbon fiber? carbon is literally spoilage, carbon fiber isn't too expensive unless you're megaproducing cryo science.
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>>507771285
He's talking about boomboom so I'm guessing he's talking about carbon
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>want to play around with stack inserters/epic quality/etc
>don't want to deal with gleba
gleba always saps my will to play.
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>>507770774
>Since 1 nutrient = 1 spoilage
bro your recyclers?
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>>507771024
why does it use mj? i dont think its a technical problem so why use electric unit instead of food unit?
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>>507771758
Have to use some kind of measurement and introducing organic chemistry would make people hate Gleba even more.
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>>507771680
Sorry 1 nutrient=0.25 nutrient. That sure is better than 1 nutrient=...0.25 nutrient...
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We need someone to bake a thread with lots of nutrients because we're on brown out (page 10) and about to get a full on blackout.
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>>507771954
1 nutrient = 2.5 spoilage.
Because it takes 10 spoilage to make 1 nutrient.
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>>507771954
recyclers turn 1 nutrient into 2.5 spoilage
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>>507772294
But you can put legendary productivity modules in the biochamber.
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>>507772423
I don't think you know how recycling works.
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>Freedom Wars Remastered comes out in two weeks
>Still putting the breaks on getting to Aquilo
Uh oh
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>>507772294
If you're running a biochamber to make carbon to make explosives, you aren't getting your nutrents from spoilage.

So it's spoilage from-nutrient-rot
and nutrient from bioflux

Therefore 1 nutrient = 1 spoilage for the system under discussion.
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>>507772580
If you recycle nutrient, they have 75% chance to be destroyed and only 25% chance to be restored to full duration.
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>>507772423
So? You can't boost it past 300% prod anyways.
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>>507772683
you're not fucking doing that you fucking retard you just send explosives from other planets instead of autistically make everything on every planet good luck getting past aqualo if you can't even make a proper supplying line stupid fuck
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>>507772683
>you aren't getting your nutrents from spoilage.
Why does that matter? You can still put the nutrients in the recycler to get 2.5 spoilage per nutrient.
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>>507772725
>and only 25% chance to be restored to full duration.
oh. trolling
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>>507772845
10/2.5 is 1/4.
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>>507772879
My Gleba base produces explosives for free, which is even cheaper than the trivial cost of shipping them from Vulcanus or Nauvis.
It's not like I need thousands per minute.
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>>507773069
yeah? +300% means 1x + 3x
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>>507772879
I went to gelba first.
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>>507773031
this only works if the nutrient was made from spoilage tho
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What is going on in this thread full of schizos? How is the 300% productivity cap in any way relevant to gleba and nutrients? You literally can't reach it on anything that doesn't have a productivity research afaik.
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>>507773267
The whole damn point of all this shit is how you make as much fucking carbon as possible. because carbon valuable. You don't want to use the spoilage to remake the nutrients.
You take bioflux and make nutrients and shove that shit into a recycler because you want fuckloads of carbon.
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>>507773704
No, the point was that consumption costs on machine and crafting time are not a completely irrelevant. Carbon itself doesn't matter.

If you're going to say "scale up" then you could be scaling up something efficient.

Also, that's not me.
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>>507773704
Why shouldn't I get my carbon from space?
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>>507774117
because that's gay, obviously
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If I accept the premise "you should get your shit from other planets" then I'll land on fulgora for the first time, drop the parts for a rocket down, set up a few big miners with everything but the pink ore getting recycled into nothing, and then leave with my shiny new rocket-supply line fueled by my massive navus base's rocket part lines.
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>>507762540
Well end result is 1 yumako tower and 1 jellynut tower with all green spots -1 used for moving the fruits can most certainly produce 1k agri spm with the best modules in fact it's enough for a bit over 2k agri spm per yumako farm assuming you're not making anything else
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>>507774835
Wyell waste not and such. You do need some of the shit there for aquilo and you do need some of the shit there qual depending on how much completion you want to reach
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>>507774291
ok, more specifically, quality farming space rocks with asteroid reprocessing is fucking gay and retarded
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>>507775179
Oh, really, waste not he says.

Then it's good to account for crafting time due to it's effect on electricity, solid fuel, and nutrient drain per created object.


And you know what, if you include the recylers I didn't have yet in that process and just magically assume you've got prod3legendarys despite being concerned with rockets on gelba, that just means that less nutrient is spend on ingredients, which only makes the nutrient spent as fuel proportionally more significant.
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>>507775543
But he said fulgora
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>>507775543
why are you still yapping about this shit. nutrient cost of a machine hardly matters when 1 nutrient from bioflux machine can power literally an entire base with excess. Yappin
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>>507775631
5k nutrients per second on 10 beacon all legendary yeah that is a pretty excessive overflow you don't even need 5k a minute for 1k spm before biolab prod
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>>507775629
Correct. There's nothing in conflict with the fact I said fulgora.
Why's that supposed to be a problem?
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I just wanted to know how good 1 farm was
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>>507747504
It was indeed a single missing track concealed behind the pole
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It is time.
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>>507777060
I've been putting off setting up my space casino because I don't have any crushers. I think it's time I make some crushers.
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>>507777329
Drop some legendary modules on the planets
generate the fusion shit a bit more efficiently, and some science
fly off into deep space
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>Already played all games
>No reason to replay games
Is there a reaction for this feel?
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>>507777667
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>>507777836
But Orb of Creation isn't finished yet.
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>>507777893
Which is why it still has your attention, but not your interaction.
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i got enough shit going on gleba to get the science and make carbon fiber

fuck this planet im out, im never touching this shit again
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>>507778082
whoah...
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>>507777893
>Orb of Creation
Man do I wish for an /egg/ with idle-like infinite and exponential growth, with New Game+-like resets, long-term goals/unlocks, and persistent gameplay — session-based roguelite format just ain't doing it for me.
Orb of Creation, but /egg/, sounds perfect, with it's space creation, spell juggling, and alchemy finagling to balance the constantly-changing ratios.

Something like Thaumcraft/Botania MC, with Mystcraft and/or Dimensional Doors mod, with Create sprinkled in, all wrapped around the skyblock starting scenario.



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