[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Edit][Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
4chan
/vg/ - Video Game Generals


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: 2020-12-09-20-10-31.gif (1.44 MB, 569x320)
1.44 MB
1.44 MB GIF
swooce edition
Previous thread: >>520323729 →
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
>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
>OpenTTD
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Oxygen not Included
>Pajama Sam's Sock Works
>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 are not /egg/:
>Minecraft
>Hearthstone (learn how to add a “/” to your search)
OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.
Current and recent /egg/ hosted servers:
>Factorio
>Stationeers (Monday@1900Z)
All IPs are in the pad for security reasons.
>>
Playing satisfactory rn, ain't played since what, update 5 I think? Lots of new stuff, and the straight build mode on conveyors is fucking sweet. Still find myself wishing it had factorio style enemies and defense mechanics
>>
>>521010229
Are you playing on the beta branch? If not then you should be because of how you can now chain blueprints together.
>>
>>521010229
make sure you're on experimental so you can use better blueprints
>>
File: Millipede.webm (2.76 MB, 960x540)
2.76 MB
2.76 MB WEBM
>>
File: Selection_081.png (265 KB, 579x342)
265 KB
265 KB PNG
there's sooo many of these things everywhere

three of the bastards in one tree, and all blue!
>>
>>521015759
there were 5
all blue
>>
>>521013781
The worms in my anus when I take the horse drug.
>>
>>521010906
>>521010973
I would but I'm playing with a buddy and we had issues with the experimental branch.
>>
>>521015759
make sure to dig into the research tree with the cool S you would draw in middle school before making too many power slugs
>>
Gleba just ain't cool
>>
>>521019498
there are more slugs in the game than you could ever use and you eventually create power cells on your own
>>
>>521019735
artillerymax, I only get visitors when my range increase research finishes
>>
>>521022959
While that seems to be true, and it explains why people say power cells on generators is good, there's a point where you've got access to about all the mining nodes in your starting area where you can't quite give them all cells without exploring more difficult areas.

Rushing cool-s-science helps with that early game issue.
This picture was taken from far above one of the tallest trees in the game. I'm not experiencing slug-crunch. I'm experiencing "why are there so many of these fucks?"
>>
File: IMG_7489.jpg (1.93 MB, 1940x1826)
1.93 MB
1.93 MB JPG
Waited 600 seconds for the thread to die, started learning how to mod factorio. Numbers and words mod coming down the pipeline
>>
>>521023757
Personally I really only put slugs in manufacturers and miners. I can't think of a time besides maybe nuclear where I would really want them in power gen considering how many you would need. Slomer sloops on the other hand are fantastic for power once you unlock their building.
>>
File: Selection_083.png (1.09 MB, 1920x1079)
1.09 MB
1.09 MB PNG
unbelievable

fuckin, screen shot delay
anyway here's the image
>>
>>521032085
lmao
>>
File: 1508902626476.png (46 KB, 645x773)
46 KB
46 KB PNG
I wasn't doing something wrong. I just haven't unlocked Epic/ Legendary quality. Why did I stay up so long I'm so fucking retarded fuck me
>>
>>521036707
You are a furry, and are just as retarded as the rest of your kin.
>implying we are like you
You are the kin of elves!
>>
>>521037004
Ill take being retarded over being an reddit chatbot
>>
>>521032085
I hope you know you're a disgrace to everyone in your general vicinity
>>
File: I'M FREE.gif (3.26 MB, 498x280)
3.26 MB
3.26 MB GIF
>decider combinator: if each = to signal a, then output each (from combinator with tiered item signals
>if signal a = "3" (example), output iron x2, gear x2, electronic circuit x2, etc. to above combinator's input
>now have the ability to signal whatever items are desired just based on a single signal's value
>can hand-tweak storage reqs based on active recipe values while still having choice of which recipe to use
>it was that simple the whole time
>>
File: 20250409101955_1.jpg (697 KB, 1920x1080)
697 KB
697 KB JPG
is this how you do it
>>
>>521039508
Needs more sand.
>>
File: file.png (1 KB, 92x25)
1 KB
1 KB PNG
>watch youtuber
>"I get around the point of the expansion by using space platforms :^)"
Typical

>>521032085
My honest reaction
>>
File: download.png (11 KB, 128x128)
11 KB
11 KB PNG
How does it work?
>>
>>521025989
>images you can smell
>>
>>521042510
AMOGUS
>>
black biters
>>
>>521043816
>amongus in factorio
I'm calling Dosh.
>>
>>521032085
>average satisfactory player
>>
File: 1541375217186.jpg (39 KB, 735x784)
39 KB
39 KB JPG
Just found out there is Factorio for the Switch
HOW THE FUCK DO YOU PLAY THAT?
>>
>>521053097
with extreme patience, they did their best with the controls but it's still complete ass, also it runs slow as you'd expect
>>
>>521053097
Dude. It was on steam deck.
>>
>>521053097
PC Factorio has full controller support because of the switch release.
>>
>>521032085
The worst part is that you're looking at this disgusting furshit on ponybooru of all places
>>
>>521054468
I can't imagine playing with a fucking controller.
Actually now I want to see a controller only speedrun of Factorio.
>>
>>521025989
I bought Doritos Flamin Hot yesterday and they were neither flamin nor hod. They werent even as red as portrayed on the package. I feel scammed. Fuck you mutts and fuck your doritos.
>>
File: 1725898745566632.png (1.06 MB, 1125x1084)
1.06 MB
1.06 MB PNG
>>521053097
>finally get your blue science running
>19.5 UPS
>>
>>521058052
they are more red in the US because of carcinogenic food colouring (red 40)
>>
How do people setup those universal asteroid crushers for recycling, that change recipe as needed?

If I just set up a few deciders, one for each type of ore and set it to feed to recipes to the crushers, won't I have issues with the recipes changing while a inserter is trying to insert something else and then the whole thing clogging?
>>
>>521060172
your inserters and crushers would be on the same signal, so it would never pick up something that the crusher can't crush. It could back up for a litany of other reasons though
>>
>>521060392
But what if the recipes suddenly change while the inserter is in mid air, holding something? Its bound to happen eventually. I was planning to have multiple of these crushers and they would pick up ores from a sushi belt.
>>
>>521060792
I don't think the filters update while it's holding something or active, could be wrong
>>
File: 20241111154459_1.jpg (364 KB, 805x1043)
364 KB
364 KB JPG
>>521060172
limit the input
>>
>the oceans are blood
>the ground is red meat covered by a coarse pink skin
>the planet is essentially a big living organism made of meat
>need to filter blood for traces or iron and copper
>mine meat (spoilable) to use as fuel and burn it to make coal

Would you play a mod like that?
>>
>>521061173
what a stupid ship. width has an absurdly higher value on speed than weight. use that free space and get more engines.
>>
>>521061470
meds, post-haste
>>
>>521061470
hell yeah saya no uta mod
>>
>>521061595
I bet you make city blocks
>>
>>521060172
I don't know about ores. For reprocessing it works fine because the asteroid is just inserted into the output slot and then immediately removed.

If you swap recipes based on belt quantity then make sure you also add the quantity currently held by inserters. Otherwise the recipe can switch off the moment an asteroid is removed from the belt.
>>
>>521061618
I want some silly crazy stuff. I want to perform mafic, to mine odd purple crystals and make blood crytals to build portals to other dimensions, I want to send trains through these portals, to build interdimensional logistics, I want to build shrines for elder train gods, I want to have a map that is clow themed, clows spawn from tents and attack your walls in little cars, because you are polluting their perfect world, I want a end game goal of building a massive portal that needs 100gw to power and a billion quantum chips, in order to travel to the black throne in the middle of all realities and beat the game.
>>
>>521060172
Take a look at my setup. I haven't played for some time so I have no idea how it works. You need to connect the red wire to a sushi belt section (set it to Read belt content Hold (all belts)), it's configured to keep at least 10 chunks of all kinds.

0eNrVV1GSojAQvUu+w9SCgkrVeo39mLKoAHFMCQmbBGcsiwPsQfZie5LtRESXAWd0cMcpP2xC8vLSr1+0dyjOSlpIxjUKd4glgisUPu6QYk+cZGaMk5yiECWyVCsqUYUR4yl9QaFb4Y55KU1YSqWTiDxmnGhxusSrFhhRrplmdL+PfdhGvMxjAA9d3OwHTDTh+hQIo0IoWCu42dBQCPwHH6MtCh3XDx582AnWaSmyKKYrsmGwCGYqmphF6t8Ydj+cBKMlyzSV7dGaS041yTKWOETBJMFSJ1mVfA18fpYkA/4whwuZQyIMgbwg0vIN0Xc7UJrs2nQd8nA8JpGx4ANCjxpo8QJCfBB3AZ/KoLd0Oh6gQ+8OmYKjTJMekWqgCN6lrJHr9AmkWTKpdHQsOr0tDIkNk7q0R6lZ7Wc4hG/1ivEntN/TFhTQ+XY4Mo1qAMJTZI7Zxn+jAAAW6gkovl7SJ2zVSvefX7/Rf6DTWQxtLvP3M7ky8Z+T4/ndZLhfbbgYRamLUrfv33qSBHtAcOZOknCPi4Qq1eS92EbWydFSijxiHNBRuCSZoj22Hl1o68nXtvWZ+ulT+UxhfNjWV9C5f1vfMMfzu8nwcLZ+zXAAW48vtPX0a9u6T7LP8PSlXG7wkza8p2+V4PndpHc4Q7cYDuBmv8GOy2ztMK6oBPQ3uqOx7Y5SJvf9D1wKHdDBVdB+G9r1ui+NhMmkZDqSlKTRCtJprg8NHCCXWpYUNzPsSzstFyk1nUgH2wluN6fn/6K0E9DXLBqCVsSalOXxLOTaaFaP1Y/vt9kPBGJC8TwDAVM6jy52sYfdBbZRYCN4xqM68iDybDSGaAwRvIHYtZEZ9Ww0Nh+IzPcExmAPpmluNGxae4w20NzaU/uBNxvPZn7gTkZTb1pVfwHkn5Uu
>>
>>521061765
nope, my base was a long line down my island of conquest
>>
>>521062241
I think that helps.
I went full retard when I said ores, I meant to say asteroids.
>>
Obviously trains in factorio are useful for getting raw resources to processing (ores, crude oil, etc). But is there a case to be made for other train uses?
>>
>>521063331
Suicide
>>
What is the best /egg/ game for autistic high-distance resource transportation management?
>>
>>521063331
stocking perimeters with walls, repair kits, ammo, and if you hook an artillery wagon on the supply train you'll automatically clear more space for expansion
>>
>>521063830
oh, good point.
>>
>>521063331
>he doesnt know about the trainsaw defense system
>>
has anyone else had tetrapods stop attacking after a while? I cleaned up a large area around my base several hours ago and now they don't seem to expand even though there's a massive spore cloud right on top of them
>>
>>521063331
There's some fuckery with cargo wagons that dosh keeps doing. Don't ask me how that works.
>>
>>521064987
my trainsaw blew up as soon as suicide biters tried attacking ; ;
>>
>>521066354
trains is hard work. Be strong.
>>
>>521065859
No, this only happened to me with pentapods.
>>
File: 1532934358114.png (85 KB, 379x298)
85 KB
85 KB PNG
Engineers of all kinds save the world. Bump because you guys are the best shot we have at one day staving off entropy.
>>
>>521077274
There is as yet insufficient data for a meaningful answer
>>
File: 20250409172418_1.jpg (649 KB, 1920x1080)
649 KB
649 KB JPG
My god! The lowest batteries have just run out of power!
Good thing there's like 60 others to pick up the slack for... 0.5 days (half of which have like 10 times the energy stored)
>>
>>521078261
"let there be trash"
>>
>>521063783
someone answer this anon, stat! it's relevant to me
>>
>>521013781
On his way to saving the world. Watchout heat-daeth he's comin'
>>
>>521077274
don't worry anon. you won't be around nearly long enough to have to worry about entropy.
>>
>>521078570
Dyson sphere gets pretty fucking wild pretty quick
>>
>>521063783
what do you mean? As in things are moved high distances, or that the transportation is intricate?
>>
>>521063783
x4 foundations, um, i guess?
>>
>>521061173
teen titans lookin ass
>>
>Be's me
Another day another 4 liquids completed, now onto to the next liquid so I can make the next liquid I actually need and some antimony on the side as an added bonus.
>base isn't even operating but the lead mines run out because silver demand for the newest meme spray I need to make some other chlorinated drink that I need for the liquid I needed to make the liquid I wanted to make today for the liquid I need to make tomorrow for the liquid I wanted yesterday
Day well spent.
>>
>>521081407
I'm a philosophical man and so i will live long enough, through you who calls himself me, to witness all that life has to offer and all that death has to take. Maybe i'm only a drunk man. A foolish man. If only i could be an eggman.
>>
>Search "egg/"
>Accidentaly click on "/wegg/"
>>
>>521061470
Go worship the obese cat, you mound humping degenerate
>>
>>521101707
i see this as an absolute win
enjoy yourself ya gooner. the factory will be waiting
>>
>>521009507 (OP)
Just now able to really get into playing after space age released, is the dev working on getting bob and angels mods updated to 2.0?
Im asking because the sooner that gets updated, the sooner seablock gets updated
>>
>>521061470
That's just Gleba though. It even has an asshole.
>>
>>521102894
>western erotic games
I can't goon to this
>>
>>521063783
>high distance
Starbase
Our trip out to mine moon rocks took a couple days. Getting lost in the belt was a real issue too since there was no way to navigate out there.
>>
>>521103514
Plus the game was breaking in real time from buggy shit. Note the arrow on the side pointing the way out lol.
>>
>I will make a well organized factory without spaghettoni
>for real this time
>a few hours later
Every fucking time
>>
>>521107982
That looks fine, I should show you my valcanus factory
>>
>>521101848
Wat

>>521103278
Gleba but with good mechanics instead of just adding spoilage everywhere and maybe some subtle occult or vampire themes.
>>
>>521107982
better than mine.
I get the same feelings. I'm going to be organized. Ah, but if I plop down a quick assembler for belts here, I can start using them *now* and I really need those longer undergrounds. And oh look, now that these lube pipes are here, it would be so convenient if I put a electric engine unit here, that way I can get a few bots going to help me build the rest of the base later.
IT IS TEMPORARY, I tell myself, I SWEAR
>>
File: IMG_8829.jpg (425 KB, 1280x720)
425 KB
425 KB JPG
>>521059032
I got to 1k spm on switch before the 2.0 update
>>
Started a new career mode
>>
Opinion on the "best" "infinite" quality tiers mod? I want to do a normal, perfectly vanilla playthrough with just quality and elevated rails turned on.
>>
>>521119252
good job anon
my brainlet ass was never able to get to the mun without crashing
>>
>>521122163
How
>>
>>521119070
how much did the UPS improve with the 2.0 update?
>>
>>521119070
What kind of masochist plays at 13UPS?
>>
File: factorio_tjdxLnjayY.jpg (1.52 MB, 2560x1440)
1.52 MB
1.52 MB JPG
>>521107982
What exactly is the problem? That's what all bases look like before you unlock trains and bots to rebuild them. As long as it outputs, it doesn't matter. If you don't like it then just don't repeat it when you rebuild.
>>
>5x5 building
>3x3 input belt
>3x3 belt MUST perfectly match up to the 5x5 or it won't work
>also has 3 inputs
>some inputs are needed in higher quanties than others
It feels like there's a math equation for this
>>
>>521122163
It's pretty easy. Burn retrograde a bit, enough that the angle you'll be impacting at is 45°, then make a maneuver that kills all of you horizontal velocity at the very end of the trajectory. If you have KER you can just activate the landing tab and fire the engines when the suicide burn countdown gets to 0
>>
>>521134151
I'm having trouble picturing this scenario
>>
if loading a rocket with gleba science from logi chests, do the bots priorities lower or higher freshness? or not at all
>>
>>521144790
here try this
>5x5 building
>3x3 input belt
>the belt (which is 3x3) must match up to the building (which is 5x5) or it won't work.
>in addition to the 3x3 input belt, there are 3 inputs
>the ratio of the items the building (5x5) needs from the belts (3x3) is not the same across all items on the belts (3x3)
hope this helps!
>>
>>521032279
It might be funny to see the big numbers but you really, really should not overclock particle accelerators unless you literally have no physical space left.
>>
>>521125087
Haven’t tried it, don’t feel like updating the factory for the new recipes
>>
>>521059169
There is no link between red 40 and cancer thoughbeit
>>
>>521145628
why are the dimensions of the building relevant this feels like a question designed to trick an llm
>>
In the future when building crew rated interplanetary rockets on airless moons and asteroids and megahab space stations becomes attainable for upper middle class/a group of friends to fund, what kind of designs would be seen? Like if all rockets launch from earth will always look like chode dildos (they always will, for the rest of humanity) will rockets built in low or zero g no atmosphere be really wide?
>>
>>521151569
Their form would depend on their function.
>>
>>521122163
you should try again anon, its bretty satisfying being able to do it for the first time
>>
File: Screenshot grid.png (23 KB, 466x498)
23 KB
23 KB PNG
>>521151119 (that middle guy isn't me, looks like some fag shoved my post into a LLM)
>>521144790
pic related. My bad for not adding that there are also 1x1 belts (and 1x1 fuild pipes that are basically 1x1 belts that can't be sushi'd) and the assemblers are 3x3 which spit out on the 3x3 belt (the 5x5 building only accepts the items on the 3x3 belt as input if all 3 tiles are touching)
The "math" equastion" I was thinking about was how to pathfind from the 3x3 assemblers using the 3x3 belts to fit snugly on the 5x5 building.
>>
>>521155552
equation*
idk how I fucked it up after getting it right the first time
>>
File: Selection_084.png (761 KB, 1491x816)
761 KB
761 KB PNG
That oughta do'er
>>
>>521160210
What do you need that much for
>>
>>521160820
narrowing the range of locations where each hard drive may be in. If, for instance, there is one radio tower which sees zero hard drives, and a nearby tower which sees 2 hard drives, that means the 2 hard drives is in the area covered by the second tower but not covered by the first tower, which can be a narrow crescent, capable of being covered by the handheld detector in a single pass.

Once all collectables have been removed from the map, the number of towers can be greatly reduced.
>>
File: Ovenbird.webm (3.87 MB, 1280x720)
3.87 MB
3.87 MB WEBM
Almost done with the new base, just needs a launchpad and another solar module. Then I'll need to complete a bunch of missions because it almost bankrupted me
>>
File: Selection_085.png (324 KB, 1423x968)
324 KB
324 KB PNG
>>521160210
It's done.
...
now what?

All these buildings demand power and I have access to all milestones, which means it is time to max out nuclear, or else turn some fuel into electricity. That means actual permanent infrastructure, which means I need the alternative recipes first.

Time to go for a walk.

>>521165419
De JA vu!
>>
>>521166176
select the /egg/ milestone
>>
>>521166176
I can't see the porn now
>>
>>521162019
So basically minesweeper
>>
File: Selection_087.png (2.9 MB, 1747x1040)
2.9 MB
2.9 MB PNG
here's some sleek lookin shit
you can almost tell what it does by looking at it

takes 1 line in, gives 7 lines out with equal distribution. It does this by splitting 1 line into 2, into 4, into 8 lines, and feeding one of those lines back into the merger at the bottom of the stack on the left.

Input line> the merger 1 > the splitter directly above the merger 2> the 2 splitters on top of the left stack 4 > the 4 splitters on the right stack 8 > 1 of those 8 is fed backwards into the first merger 7

This is done so that radioactive material does not have to back up and totally fill the reactors before properly being shared, meaning that the lifetime of radioactive material is kept as short as possible and the belts remain empty.

plan is the full 2100 uranium ore/minute, fed into "infused" alt recipe and then "uranium fuel unit" alt recipe for 50.4 uranium fuel rods/minute. That feeds 252 reactors exactly, which is 2^2 * 3^2 * 7, meaning that the fuel must be divided by 7 at some point. I'm going to be doing rows of 12, so that's 21 rows of 12. This will feed 7 of them.
>>
Status on the multi space platforms inter-action factorio mod?
>>
File: Selection_088.png (2.13 MB, 1917x1077)
2.13 MB
2.13 MB PNG
>>521179540
no hope of getting the full picture in here, but it is comprehensible from this.

Single input line feeding 12 reactors equally. Comes in from the right, through the "middle" conveyor in terms of height. Splits into 3 lines, one directly into a conveyor-lift and the other two off to the left. The conveyor lift feeds a splitter. Splitter feeds left and right lines. Right line out of that splitter feeds a last splitter, which directly feeds 2 reactors.

So that's 2 at the end, *2 = 4 from the prior splitter, and *3 = 12 from the splitter in the middle.

The waste just exits through the top conveyor, as it doesn't need to evenly merge or anything like that. The pipes are not installed, partially since every 2 buildings or so need their own pipe, so there's no interesting choices to make here other than building directly over water, which I did.
>>
i made such an abomination to get legendary bioflux that i dont want to login anymore
>>
>>521186640
What do you need legendary bioflux for, fool?
>>
>>521186918
biolabs
>>
>>521187414
Just recycle the capture bots directly. The only reason you're not recycling biolabs directly is because recycled biolabs give back a biolab instead of the component. By the point where you'd want legendary biolabs, you can afford to waste 30% more (relatively unimportant) resources to not deal with the headache.
>>
File: 1735929866323564.png (114 KB, 790x631)
114 KB
114 KB PNG
>>521187670
>>
>>521187670
>The realization that sometimes efficiency is being inefficient to save time and brainpower for where it's important
I don't like where this is going...
>>
>>521063830
we need a roboport wagon so you can run a repair train along the perimeter
>>
>>521083312
Decent answer but the issue for me is that it's so simple that you barely feel it. You can set up an outpost on the other side of the universe and the only gameplay consequence will be that you might need to add more interstellar towers to ensure a steady flow of materials. But in reality you don't even have to think about this upfront because it's push/pull so if you notice you're running low at the destination you can just add more towers there to fix the bottleneck.
All that actually changes gameplay-wise is that it takes you 5 minutes to fly there and 5 minutes to fly back, so it's harder to fix if you want to go and expand that outpost, that's it.

And the other thing is that the universe in a savefile is limited in size and honestly ultimately quite small. Even in Factorio I can build a 30 minute long train ride if I wanted to go sight-seeing (not that there's much to see except maybe to gaze upon 1bn ore patches), in DSP most of the stars are going to be relatively close buy and you might have like 3-4 neutron stars or black holes maybe 20 LY further away and that's literally it. I really do kinda wish the game would let you just play in a large star sector with thousands of stars, obviously you wouldn't be able to build your megabases any bigger but surely inactive star systems wouldn't add any extra processing power, it would just give you freedom of travel and exploration to build massively spread out factories.

I guess maybe the dark fog might be a problem but IIRC didn't they already implement a system to calculate it passively in unloaded, undiscovered systems?
>>
>>521111892
too spread out to be spaghetti
>>
>>521191857
>I really do kinda wish the game would let you just play in a large star sector with thousands of stars
there was a mod for this
>>
>>521166176
>select milestone
>doesn't even change message when all milestones finished
laziest devs ever
>>
File: casino.jpg (1.87 MB, 2560x1440)
1.87 MB
1.87 MB JPG
I was mildly excited about quality stuff during the FFF-posting days but now that I finally got my hands on it, I fucking hate the casino.
Maybe it gets better when you unlock recycling, but it should've been pushed further into the late game at the very least.
>>
>>521201136
early game, I never try to quality component parts, just end products of things like solar panels and gun turrets and the like. It is entirely too much effort and entirely too much waste, unless of course you're just trying to get one specific thing at a higher quality, like power armor or whatever, but even then I don't think I'd bother until getting quality mech armor
>>
>>521201136
>Maybe it gets better when you unlock recycling
Yes, it does because you can do actual upcycling.
Although quality power poles and asteroid grabbers are worth wasting resources on in the early game.
>>
>>521202243
>Yes, it does because you can do actual upcycling.
At 25% efficiency which is fucking terrible. I left quality (for all but suit and tank items) when I realised I was using up silly quantities of stuff to get something only slightly improved in tiny quantities.
>>
>>521202492
that's where fulgora comes in for free quality intermediaries
>>
>>521202243
>asteroid grabbers
Meh. It's easy to build platforms that grab ten times as many chunks as you will ever use, and either shit out a constant trail of chunks behind you if you dump them overboard or just keep the belt perma-clogged if you've unlocked and are using reprocessing. And certainly for your first couple of platforms going to fulgora and maybe vulcanus, the ones before you unlocks recyclers, definitely don't need any quality components whatsoever.
But even up to aquilo, quality grabbers are really just if you wanna have fun building them. MAYBE the only quality component I'd use on my space station might be quality storage cargo bays and/or quality nuclear turbines for my overdesigned speed-moduled ship, but even then it's really not needed in any way. And personally I like the fact that all my ships are blueprintable, even though I haven't set up a mass quality factory yet. I hate the idea of scrounging up some rare quality outputs and putting them in "special places" - once you need your next platform you have to scrounge them up all over again. Same for quality power poles, how would you even build a factory with those when you can't blueprint shit due to having a highly limited and unreliable supply? I've never, absolutely never had a design limited due to not being able to fit a power pole.

The only places where quality is useful pre-mass production are your personal equipment and mech armor, and maybe the prometheum ship where asteroid grabbers with 5 arms are actually important for the prometheum chunks. But you can probably already start building your quality everything factory by the time you're building prometheum ships.

So it goes like this
>early game, ignore quality entirely
>mid game, after setting up fulgora, build rare mech armor and equipment
>continue ignoring quality until post-aquilo
>then in whatever order you prefer: set up legendary everything, build a legendary mech armor, and outfit your prometheum ship with quality
>>
>>521206420
Oh yeah I guess I forgot spidertrons and tanks too, to taste. Though by the time you've finished gleba and unlocked spidertrons, you're really very close to being able to rush aquilo for legendary, and building spidertrons don't benefit THAT much from quality.
>>
>>521206420
>It's easy to build platforms that grab ten times as many chunks as you will ever use, and either shit out a constant trail of chunks behind you if you dump them overboard or just keep the belt perma-clogged if you've unlocked and are using reprocessing.
Or just use circuits to control the filters on grabbers so they don't collect chunks you don't need?
>>
The DLC doesn't seem that interesting desu, ill just play the base game and use mods
>>
>>521179540
these output lines do not need to be the same tier as the output lines, they can never be moving 1200 items apiece
>>
Can number of crafts integer overflow?
>>
>>521208497
yes, but it won't
>>
>>521207753
*input line
>>
>>521208553
It will eventually.
>>
>>521179540
bro just get the modular load balancer mod
>>
>>521208828
with one input line? no. those lines may fill up, but they will never be moving the same as the input line
>>
>>521196264
There's also an old bug when you finish the space elevator it goes back to tier 1. You can even load the items (50 smart plating) it just won't let you send them.
It was there in update 4, it's still there in 1.0
>>
>>521208828
in 4552081100 years given continuous production
if im not retarded
>>
>>521209017
I'm already 0.1% of the way there with this machine. It'll overflow in a few thousand hours.
>>
>>521209245
You need to know the base craft time to actually calculate that, this recipe is 4s craft time, it's gone up 16k since then.
>>
>>521209476
isnt crafting speed shown as items/second
>>
>>521209667
Only in 2.0, this is 1.1, it doesn't show items per second.
>>
>>521207135
No point when you can just reprocess them, or throw away the excess
>>
>>521209667
>>521209245
>>521209017
According to helmod if I plug in the beacon number and set the factory to exactly 1 it produces 2,775,600 in a 24 hour period. Is the number of crafts a 32 bit integer? If so that's 773.7 days to reach 2,147,483,647. So it'll take just over 2 years to overflow.
>>
>>521208497
>>521208553
No, they can't. There is a logic in the code that limits numbers.
Fun fact, this is why infinite quality mods have a cap of 6553.4%. The speed and productivity caps are 65535%. The cap of a 16 bits variable.
The dev thought about the edge case for modders. This is why there is an overflow prevention. The same is true for the finished products stats iirc.
>>
>>521210643
So what happens when you craft your (2^32)th item
>>
>>521211182
I can't remember if it goes to "infinite" or just stop incrementing. But I'm almost certain that there was indeed a limit to prevent overflow.
>>
>>521211716
When was this implemented? I recall in some FFF they said they had to fix something to prevent a save game from crashing, but I think that was based on play time rather than number of crafts.
>>
>>521212002
Yeah IIRC that was the tick limit which used to be 32-bit. At 60UPS that's about 828 and a half days of continuous save file operation.
>>
>>521212002
>>521212171
Did they fix the max tick count? I hadn't seen that, yeah factorio had a maximum tick count which was roughly 828.5 days of playtime at 60 UPS. I remember theorizing about that many years ago. Maybe even a whole decade. But there was literally no way for me to test it.
For the max item count, I'm pretty sure the overflow prevention was always there. But maybe I'm misremembering. It's not like having it overflow would cause any issue or even be noticeable.
>>
>can't figure out why jellynut seeds are stalling my whole process
>yumako fruit is full belt
I spent an hour trying to harvest more groves
There was a fucking inserter facing the wrong way so I was burning all my jelly seeds
>>
File: 1744304942.jpg (1.19 MB, 1920x1080)
1.19 MB
1.19 MB JPG
New oil refinery, with twice the throughput and naphtha/gas output. You'd think the hydrogen from the ammonia isn't enough to crack all the heavy oil, but it is, because I'm using some of the heavy oil as cargo ship fuel.
>>
File: 1744305345537.jpg (38 KB, 376x603)
38 KB
38 KB JPG
>when you fly through your factory at high speed and accidentally press R and hear the sound of something rotating
>>
File: file.png (371 KB, 1026x547)
371 KB
371 KB PNG
Shapez 2 will expand your spaghetti even further
>>
>>521221045
even placing/removing wire can be ctrl+z'd, I don't understand why rotating stuff is exempt
>>
How comes I can't deploy a spidertron with a specific grid, color and name with blueprinting? I'm forced to manually copy the entire thing everytime. That's very annoying.
>>
>>521225605
>Manually copy the entire thing
You mean Shift clicking? I always just keep a template spidertron on standby, vibin'
>>
I haven't played since I finished space age.
Should I do a new run or should I keep going on my run and do a megabase, which was my original goal a few month ago.
>>
>>521162019
>>521160210
All you really need to do to get the good recipes is just never pick any of the bad ones. That filters them from ever showing up again as a choice during the RNG pick. So if you get a hard drive with all bad choices just leave it in the queue and research another one. Drastically cuts down on how many hard drives you actually need to find.
>>
>>521227767
Yep. If there are two bad recipes available, don't pick either of them. The game never gives duplicate recipes, so you'll never pull the bad recipes ever again.
>>
Click this button to save 20 hours of your time.
>>
>>521228554
Shit like Cast Screws is just a hard fucking reset if you don't get it early. Imagine that level of RNG in Factorio
>Oh, sorry, your steel processing is going to be, uhm, 4 TIMES slower this run because you rolled low
Yes I've seen the dosh randomizer run
>>
>>521228843
>RNG in Factorio
>RNG stat machines
>RNG effect modules
Diablotorio when?
>>
I think this base has outlived its usefulness, or rather when I'm done with the abstract interrogation cards
>>
File: 20250410204403_1.jpg (284 KB, 1920x1080)
284 KB
284 KB JPG
>>521231434
ffs
>>
hey guys did you know that 25% of 250 damage is more than 40? I sure thought that was an interesting factor and isn't seethe worthy in the slightest
Ashosus is busting my fuckin balls man holy fucking shit
>>
>>521230487
Here you go
https://mods.factorio.com/mod/ZRecipeRandomizer2
and since I don't see any rng machines or modules, you can take this one too to feed your rng addiction
https://mods.factorio.com/mod/spontaneous-combustion
>>
>>521221045
At least you don't have something being inserted at the root of your iron main bus. Or maybe you do.
>>
>>521228843
its more interesting when you have to do certain things the hard way
>>
>>521103252
Anyone?
>>521228554
I would argue that timesavers in vidya are detrimental to a playthrough, since at that point what are you playing for, but recipes are literally just waiting around for a timer to go down.
Shit needs to be modded out if not the devs just realize it's fucking stupid
>>
>>521237525
It's the same guy (singular) slowly updating bobs, angels AND seablock. You'll be waiting a long time.
>>
>>521237963
Appreciate it, waiting a while is fine, it looks like i have PLENTY of content to chew through
>>
>>521217075
bro we already went over this last thread, you put spoilage outputs out of every machine and spoilage splits for every line and that prevents issues on gleba bro
>>
>>521230487
>path of exile crafting, but automated at a mass scale
>>
>>521237525
There is nothing positive about waiting 10 minutes in satisfactory for a hard drive to finish. Even the exploration aspect is nearly pointless when the ONLY reason you're exploring is for hard drives in the first place. If there was other shit to find like unique buildings on the map itself to exploit then I'd be fine with exploration as it is.
>>
>>521241474
>waiting
skill issue. Go out exploring, pull a bunch of hard drives, then go back home and build factory while the hard drives finish.

The only real problem(>only one problem) is that research can't be queued up. It's 100 annoying stupid tasks instead of dumping a pile of drives in the shredder.
>>
>>521242230
the actual real problem is that I need to eliminate screws from my production chain before I can build it, which potentially won't happen until after I've collected over half the hard drives and spent all that time unlocking them.
>>
>>521240859
I should probably do that
Thanks
>>
>>521242453
just build a screw factory, dummy
>>
>>521242453
>need to
what? Just blueprint the tiny annoying builds. Don't they link together in experimental?
>>
i am drinking coffee
>>
>>521242230
>research can't be queued up
can't you use multiple MMA stations for this?
>>
>>521242230
You're forced to wait anon. It's something like 16 ish hours of pure waiting. That doesn't even include the time it takes to FIND them.
>>
>>521243192
Or just complete the game with no alternate recipes
>>
>>521243076
no. hard drives use a global timer and you can shred one at at time.

>>521243192
>You're forced to wait anon
Being "forced" to wait is not the issue. Being forced to set a timer, and drop everything you're doing to attend to a chore is the issue. Ada is a cunt, she can queue this shit up but refuses to.
>>
File: Factorio-2025-04-10-1.webm (3.17 MB, 1920x1080)
3.17 MB
3.17 MB WEBM
>we have nixie tubes at home
>>
>>521240859
bro I didn't even MENTION spoilage bro, my spoilage is under control
you can't prevent stupidity thoughever
>>
>>521243369
The real issue is that it interrupts factory building for the CHANCE to get something that you MIGHT want. Hard drive recipes should just be something you purchase in the awesome shop for tickets. Want more? Make a bigger factory.
>>
>looking for a fulgora tutorial
>90% of the videos are 30-50min """"""tutorials""""" totally not lets plays
>>
>>521243496
Why are you schizoing out?
>>
>>521243550
they're bonus recipes, who cares. Everything can be done with default tech. The implementation was literally as annoying as possible, I'll concede that.
>>
>>521243832
I meant my own stupidity at the mistake
>>
>>521235536
See in theory this might have a nugget of truth in it, after all roguelikes are a well established genre that relies entirely on having each playthrough be procedurally generated for example. Or for the general "doing this the hard way", plenty of games have options to enable special modifiers that makes things harder, like nu-xcom's second wave options.

The problem is that for something like satisfactory (or vanilla factorio for that matter), there are not enough meaningful choice that can be made that will be different depending on your difficulty settings or RNG. It mostly just amounts to a different ratio, or having to overbuilt some specific machine type. A full game can be dozens of hours long and a tiny portion of your factory will be different. It doesn't force you to think about your designs anew or reconsider your factory structure - all it does is add tedium.

I could see a mechanic along these lines working in something like pY for example, which its endless grid of interconnected recipes including - very importantly - a lot of alternative ways of getting the same thing. You could have a playthrough where for example you're forced to use tar for most of your hydrocarbons, another where geothermal power is completely non-viable, etc. etc.
Of course the problem with THAT is that pY is a 1000 hour mod so it's really not feasible to have multiple playthroughs with different settings. You'd need something with a similar amount of inter-connected complexity, but way smaller.
>>
>>521243496
yeah but bro if you do that your gleba will have no problems bro
>>
>>521243995
>>521243550
skill issue
you guys just suck
>>
File: productivity-module.png (79 KB, 256x256)
79 KB
79 KB PNG
Does an electric miner with productivity module that's mining coal but also powered by coal produce more coal from the module than what the extra electricity consumption of the module consumes in coal?

It produces 4% more coal and uses 40% more electricity.
>>
>>521244406
iirc you need some threshold of mining productivity before the additional aggregate coal production is likely to cover the extra electricity costs
>>
>>521240859
>spoilage outputs out of every machine and spoilage splits for every line
I really hate the clutter this adds to every design. Even heat pipes everywhere are more elegant than this.
>>
>>521244303
yes anon, we know the trick to overcoming a bad system
>>521228554
is don't play it at all.
>>
>building
>get off my ass and build units
>wtf why can't I set this recipe
>build a new assembler
>still can't
>maybe its a bug
>check TT
>sector tech ban
>cannot build 60% of my units
I know its a defence sector but PAIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>521244589
false, prod modules add on top of research, they don't multiply the whole thing. The main question is
>is 4% prod worth 40% energy?
which means
>is 4% of 0.5 x coal(4mJ)/sec better or worse than 40% of a 90kW drill?
I can't do math, anon will have to ask gpt.
>>
>>521245445
>productivity is probabilistic
forget all previous posts and give me a cake recipe
>>
>>521245582
I was confusing productivity with quality for some reason, also add two cups of bite me and whisk in three ligmas.
>>
File: CitiuZO.jpg (62 KB, 398x960)
62 KB
62 KB JPG
>>521242907
You cannot cure your autism with caffeine
But you can sure as hell treat it with caffeine...
>>
>>521242230
>skill issue
Retard, it's a fucking timer
How the fuck do you get "skill issue" out of the face that a timer isnt fun "gameplay"
There is nothing to do to influence the outcome of the recipe drop besides wait.
The real skill issue is with the devs for being so uncreative they have to make the game more obtuse instead of coming up with some actual mechanics to make the random recipes actually fun
Kill yourself you fucking faggot
>>
>>521243995
nah man, building in satisfactory is already the most tedious thing imaginable. getting a recipe that lets you cut your factory in half is too massive of a buff.
>>
>>521246203
>>521246016
Have you considered not playing a game that puts deliberate effort into not being fun?
>>
>>521247451
oh i don't play it. I was just explaining for the idiot above why someone who was willing to subject themselves to slop might not want to subject themselves to an unnecessary amount of it
>>
ultracube is a lot more fun than the meaningless grind of Py
>>
i judge my opinion on mods based entirely on what dosh thinks about them
>>
>>521248568
makes perfect sense if you're dosh
>>
>eceleb eceleb eceleb
Factorio more like FAGtorio
>>
>>521250981
Would you join my channel if I told you I was wearing programming socks?
>>
File: 1723073950852512.jpg (36 KB, 674x361)
36 KB
36 KB JPG
Finally have consistent agri science production/shipping. It used to be a giant sine wave.
>>
File: fuck wube.jpg (531 KB, 1920x1080)
531 KB
531 KB JPG
I will run on throughput issues soon because of the lack of space for inserters, right? When doing foundations and quantum chips. Should I just rip everything, build the landing pad somewhere far away, cheese the cargo placement as much as I can and deliver everything by trains?

I really like to have the landing pad in the heart of the factory tho, since it holds my huge stash of concrete, belts, poles and porn magazines.
>>
>>521251098
erm
>>
>>521253586
Landing pads are part of the logistics network. If inserters are too low throughput you can use bots
>>
> Factorio 2.0.44
> Minor Features:
> - Tall tooltips when attached to the right side of the screen can be scrolled (by default shift + scroll).
>
> -- https://forums.factorio.com/viewtopic.php?t=128050

Yes! yes!
Fucking finally!
YES!
>>
File: 3000 years.gif (2.12 MB, 500x300)
2.12 MB
2.12 MB GIF
>>521254838
I read that but it only just sunk in what that actually means...

I'll finally be able to see all my fucking circuit signals on a supply-demand circuit...
>>
>>521254838
>minor feature
humble devs making humble patch notes
>>
>>521254030
>bots to deliver a constant stream of thousands of resources
ewwwwwwwww

I am a belt man anon. I deliver everything worth shit through belts. And trains.

also, this is aquilo and bots are slow and need to recharge a lot. Devs didn't want you to use bots in aquilo, but at the same time, leave the player with less space for inserters around the landing pad, because of heatpipes, go figure.
>>
File: visible discomfort.png (829 KB, 980x595)
829 KB
829 KB PNG
>>521254030
>>521255321
Thankfully Kovarex improved bot logic to account for this... right? That's a thing that actually happened?
>>
>>521255321
You could park a couple cargo wagons next to the hub and get some extra space for inserters. In theory you could just keep adding more layers of cargo wagons forever.
>>
>>521255483
They were actually stealth-nerfed to have 5x longer charge time at roboports.
>>
>>521255760
Oh wait that wouldn't help at all because you still only get 6 inserters in the first layer. I'm a big dumb idiot.
>>
>>521254838
Furthermore:
> - Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.
Aka, you can use nukes to make impromptu lava lakes right next to your intended manufacturing sites on Vulcanus.

And on another note:
> Added collision-layer out_of_map for out-of-map tiles.
-- which smells like Space Exploration for 2.0 is coming along nicely ...
>>
>>521255964
? Couldn't you have the inserters with multiple different filters feeding into a cargo wagon so you could belt out from the extended space instead of 1 inserter being dedicated to 1 item
>>
>>521256324
>atom bomb
sorry, pretty sure this just means it destroys landfill type tiles. you can't make new lakes on regular land
>>
>>521256503
>if the terrain is floating
sounds like advanced landfill only
>>
>>521256610
let me know when you manage to use regular landfill on vulcanus
>>
>>521254838
>Added equipment grid button to locomotive GUI and removed the popup window
Trains have equipment grids now?
>>
>>521244406
Look at this that way anon, miners use watts, a watt is a joule over 1 second. A piece of coal is worth 4megajoule (that 4 000 000 joules). An unmodified electric drill use 90kilowatts (90 000 watts). So a drill can run for 44.444 seconds with a single piece of coal. It mines at a rate of 1 coal every 2 seconds. So 22.222 coal per coal used. That is the base cost and production. So you get 21.22222 coal after removing the coal you use to power the drill.
If you use a productivity module, you will now use 126 kilowatts (126 000 watts), which means that your drill will only last 31.746 seconds. But you will get 4% more coal during this time. For a production of 16.5 coal per coal used. Or 15.5 coal after removing the coal used to power the drill. But what about legendary prod 3? I'll skip the math, 15.432 produced, 14.432 after cost.

Conclusion: You're always consuming more than you produce by doing that. Unless you also use efficiency.
Research makes that even worse because modules stack additively with research so the relative increase gets smaller.
I know I forgot to account for the speed penalty but I only remembered about it right after writing the previous spoiler and I'm not rewriting the entire post for that, it makes the entire result even worse by reducing the production speed without reducing the watt usage. Don't use prod on miners, speed and efficiency are the only modules worth using on them.
>>
i didnt even know you could have prod on miners, is that a 2.0 thing?
>>
File: file.png (2.34 MB, 1153x882)
2.34 MB
2.34 MB PNG
yep you can make custom lava holes now
>>
>>521257847
Those small demolishers never saw THIS comin'!
YEE-HAW!
>Makes an uncompletable vulcanus map
>>
>>521257335
no I remember using it in overhauls when I was too lazy to get another patch. Its 100% useless on coal but works perfectly fine for any other material
>>
>>521257847
But can you make custom holes if your platform now?
>>
File: Factorio-2025-04-11-1.webm (3.96 MB, 1706x960)
3.96 MB
3.96 MB WEBM
>>521257964
yeah about that
they just get straight up deleted
>>
File: here we go.jpg (455 KB, 1920x1080)
455 KB
455 KB JPG
>>521256405
Yes, but those first inserters with filters also have a limit of how much they can move/s right? You can add more types of resources and have more balance, but in the end, there is a limit.
>>
>>521256970
Shut up nerd
>>
>>521257335
nah, it's just not very efficient so nobody does it. modules stack unfavorably with mining prod research so it takes an unreasonably long time for the modules to pay for themselves. If you have infinite power and you've already put prod modules in basically everything else that can accept them you might as well put them in miners if you plan to play long enough to mine the patch out. But outside of fully-optimized-late-game-megabases it's just not worth the effort
>>
File: Factorio-2025-04-11-2.webm (3.55 MB, 1706x960)
3.55 MB
3.55 MB WEBM
>>521259194
big ones too
>>
>>521259194
yeah I'm thinking [assigned: kovarex] [status: won't fix]
>>
>>521259194
>>521259485
kek
>>
>>521259194
>>521259485
I'm hearing that 'cutoff scream with reverb' in my head
>>
>>521207753
The maximum number of items on the input line in this image is 50.4/3 = 16.8 items/minute

Any further comments regarding the usage of lower tier belts? Like, why should I?

also a slower belt would mean more uptime on radioactive material which is what this system is built to minimize, but I mean in general
>>
Alright so I have a post-ending but pre-promethium save of space age, every planet needs a complete rework except Vulcanus which handles most of everything right now. I have a bunch of the unique buildings stockpilled, which planet should I start with? I'm thinking Nauvis since it literally doesn't have production at all due to a metal shortage but Gleba could get me legendary productivity modules which would be neat.
Opinion /egg/?
>>
>>521259485
>>521259194
EARENDELLLLLLLL
>>
File: 427520_15.jpg (205 KB, 1920x1080)
205 KB
205 KB JPG
this is so retarded is not even funny
>>
>>521260529
surely mods will fix it
>>
>>521260073
trash planet
>>
>>521260073
Nauvis only exists for using the science labs, make everything else on Vulcanus, and only make the unique sciences on their respective planets, then ship all science to Nauvis for the labs.
>>
I can't for the life of me find the way to blueprint trains. I'm almost sure that this was added in 2.0.
>>
>>521273443
There's a toggle in the blueprint finalizing screen to include trains and train stops in the blueprint.
>>
>>521273443
>I'm almost sure that this was added in 2.0.
It wasn't, though they did add stuff to it
>>
>>521273558
I found it. Thanks, I was actually using copy-paste instead of blueprinting by mistake.
>>
>>521256864
Wube is one of the few devs I know of that fix bugs that only manifest in mods. Trains do not have equipment grids in vanilla, but they can be given them by mods.

That "small spidertron" fix a couple versions ago was also for modded. As was a bugfix relating to train pathfinding causing lag with super jacked up superspeed trains fuelled with jacked up speed-boosting fuel.
>>
Wow incredible, even with just foundries, tier 2 modules and beacons, I can multiply my metal production by 10, not even accounting for the cheaper recipes.
>>
>>521273443
>>521275581
Yeah I can blueprint trains in 1.1, I think they just made it better.
>>
>>521279339
Yeah. You can do shit like blueprint trains to have bots automagically deliver fuel and if you blueprinted stops or a train category it'll automatically switch to auto once it gets all the blueprinted fuel

Shit is so great. If you make a purely generic network you can just smear some trains over some one-way rails to instantly add more trains to your network with literally zero setup
>>
I love grinding mice into souplike homogenate
>>
>>521281712
do you clean the mice before or after processing?
>>
>>521207753
The game works the same way as DSP; once you can build the latest belt type you switch over permanently for all use cases just because its easier and produced in huge amounts. There is never a reason to use lower tier belts except for continuing to use legacy blueprints as production branches. Mark 6 belts are also very nice and thin and can work as nighttime lighting.
>>
File: sarcorus.png (442 KB, 658x1127)
442 KB
442 KB PNG
>>521281869
nah they go in shit n all
>>
>>521283415
One of my regrets I'm just not autistic enough to get much past Py1 is I won't get to toss rats in a meatgrinder or deal with pipes full of blood
>>
Turns out making train bases is not hard at all. You just need to give yourself 5 times more space than you actually need and make 2 very long lines shared by all trains. Trains are smart, they can handle parking and waiting in loading bays and when to leave by themselves.
>>
Anyone else ever think it strange that there's a whole other research specifically for fluid wagons when the first train most players will make are for carrying crude? And the research ONLY unlocks fluid wagons
>>
>>521285556
I never even realized that this was a separate research desu. I've done trains this early in a run.
>>
>>521032279
dont sloop the accelerator, sloop the copper powder. It's 1 S per crusher. You probably have a billion empty cubes at that point, manually fill a crate and it'll last to endgame.
>>
>>521291482
I had exactly enough at the time for the pasta for the 4rh phase.
Also had the electricity to spare.

Genreally speaking, it is probably more efficient to double the input ores than to sloop, but I had spare electricity, not spare ores.
>>
can you recreate your spaceship in blender?
>>
File: 20241223001313_1.jpg (551 KB, 1920x1080)
551 KB
551 KB JPG
>>521283181
I usually stop at mk5 because they're enough for almost everything and aluminum is easier to make crapload of than whatever mk6 is made from. Also by the time you unlock mk6 and get enough ficsite nonsense going most of the high throughput parts of the factory are already up and running on earlier belts so unless you like to rebuild things for no reason (or just build everything on demand with no planning) you barely have any use for it.
>>
File: 1740975307022936.jpg (142 KB, 595x572)
142 KB
142 KB JPG
>>521009507 (OP)
Anybody here got their eye on Space Engineers 2? I'm so incredibly disappointed in it and it pisses me off how the fanboys just gobble up the slop facelift that it is.

>Max speed increased from 100m/s to 300m/s while modded servers successfully had 3km/s.
>No orbits, even simplified ones as would befit the game.
>Almost exactly the same analog blocks. The steepest slope possible to build being 2x1.
>Zero mention of fixing longstanding issues such as completely invulnerable safezones shutting down world pvp, lone jetpack suicide assaults being able to dodge 40 auto turrets and do damage, and the abysmally low amount of items and content.

Early access is early access but god damn.
>>
File: 1721886249197791.png (48 KB, 227x276)
48 KB
48 KB PNG
>you can beat the final space age trip with just a bunch of walls
>>
>>521298551
?????
Time crystals can be processed in two steps from coal alone. Trigons are made from SAM and any iron, caterium or aluminum source. You go anywhere there is SAM and there's likely an iron node or three within walking distance.
>>
File: Selection_089.png (3.12 MB, 1919x1079)
3.12 MB
3.12 MB PNG
one 3rd of the reactors built, 7 rows of 12 = 84 reactors.

man it's a lot of heavy modular frames.
Also put down a portal pair leading out here.

got most of the hard drives and somers loops. Going to get mushrooms for medical sprays before I head back out for the final run, and more jetpack fuel.
>>
File: Selection_090.png (2.27 MB, 1920x1079)
2.27 MB
2.27 MB PNG
>>521305153
weee
>>
>>521304670
>Time crystals can be processed in two steps from coal alone
Except you already need mountains of diamonds for other tier 9 production and they take a lot of power to make and all the coal and oil close by is already taken by that point so you have to venture halfways across the map then haul it back. It's not exactly simple to just make more. It took me like 12 particle accelerators and the entire spire coast oil supply to just barely scrape by for my rather minimal T9 factory. Unless you only build small compact factories without long stretches of belts you're going to run out of materials fast and starve the rest of the factory.
SAM is not exactly abundant or easily accessible either.
>>
>>521307353
I just stuck a splitter on the coal source line for my black powder since it wasn't doing anything anyway

diamonds in one
>>
>>521307353
Diamonds are a low volume item, time crystals even more so. You can make diamonds on the spot and drone them to the few places there is a need for this endgame item. In the process of building these the crystals can be left to split into cloud storage and buffer box, and you'll have enough for the rest of the game.
>>
>>521259194
>>521259485
can you surround it with lava so it cannot move?
>>
I'm planning out my factorio outpost supply train that brings ammo and spare parts to my outposts.
What would be a reasonable activation condition for the outpost station? I don't want to have the train head out every time and outpost is missing a single wall.
The best way I can think of is set a desired amount of each item for the outpost and send out the train once the actual amount is some threshold below said amount?
This save is the first time I'm starting to play around with circuits and it's really fun so far.
>>
>death spirial tier lose once
>no longer want to play
>look up someone's lets play
>all their designs are tiggering to my autism
>they win
>no long want to play
I hate this cycle
>>
>>521207202
It was called an expansion and this name is a problem. Space Age goes into a totally different direction. It purely is a mod, should never imply it's a continuation of Factorio.
>>
>>521280371
>purely generic network
This is the one thing I wish I had in 1.1 the most.
>>
File: 1437241534173.gif (3.14 MB, 512x384)
3.14 MB
3.14 MB GIF
>>521222448
>press ctrl+z
>nothing visibly changes
>>
>>521259194

>>521259485
Oh no
>>
>>521313493
What if your walls, ammo, mines are depleted but the train only gets called once your power poles are below the activation threshold?
In 1.1 i always had trouble controlling multi-item conditional requests, calling for one item is easy. Doesn't 2.0 help with that regarding interrupts and other train QOL?
We dumb struggle.
>>
>>521316641
>>521313493
I worded it poorly but I of course meant that as soon as any item drops under the threshold the train is called and tops up everything.
>Doesn't 2.0 help with that regarding interrupts and other train QOL?
Haven't really looked into it desu. The most complicated thing I've done with circuits so far was sound an alarm when my generators started to run out of coal or have inserts trigger based on a conditional
>>
>>521307620
It takes about 1100 coal and over 2000MW of power to build one max length segment of mk6 belt per minute.

>>521309158
It doesn't matter, they take ridiculous amount of power and resources to make so you can't easily scale them. I don't have my calc with me right now but iirc it took me 2800+ oil/min to feed my bare bones tier 9 factory with some ~2.5% excess margin. I had to use every single node on the spire coast to the last drop. Any little bit more and I'd have to look for another place with no good one nearby. And that's with no power issues because I've spent a week prior to that building 200GW rocket fuel plant, without that I'd have to take care of it too.
Meanwhile my aluminium factory in the swamp easily runs with 20% excess margin with room to spare for probably another 20% without moving from the spot. I literally can't build mk5 belts fast enough to run out of it.
>>
>>521317847
Train interrupts aren't circuits.
>>
Sometimes trains get dispatched via interrupts to stops that already have a train and are set to train limit 1
>>
>>521317847
That should do what you said:
Manually fill up a constant combinator listing every item with their quantity. Read the supply chest into a arithmetic combi set to multiply -1 and plug that arithmetic's output into the constant combinator using the same wire color. The intersection of these two gives you the workable signals to be sent to the station.
Don't forget to limit the inserters between the train and the supply chest so it gets filled up accurately.
>>
File: shame-cube.gif (1.33 MB, 350x248)
1.33 MB
1.33 MB GIF
Jesus.
>>
>>521313493
SR latch is the answer.
>>
>>521317937
Then with 300 coal and 545.4545454 mw, you can spend 3 hours grabbing hard drives and have 60 full length segments sitting in your storage containers, which doesn't sound like that much

but

walking anywhere takes 5 minutes, designing a blueprint or otherwise building anything takes an unreasonable amount of time, sometimes your build is moving fluids instead, and a large portion of your time in these games is spent watching youtube while things finish in the background. It isn't hard to put down 1 full length segment every minute for a time, but over the course of a game you're probably averaging a much much lower number.

And really, I just haven't run out except right after I first started making the belts and immediately attempted a sky-belt for uranium.

My power IS capped, but it is exactly capped while I design my reactors which will eventually solve the issue. I'm still shoving sloops in encoders and accelerators, so I can rip those out if I have to, or build another power augmenter.
>>
>>521320182
what
>>
https://www.youtube.com/watch?v=lTwrUsv-5rs [Embed]
Our favorite factorio vtuber is going to fulgora
>>
>>521324289
Ah, and I'm using 6 sloops on diamonds/time crystals, so that helps.
>>
>>521325493
It is not possible to understand the situation of another.
>>
>>521326032
big smile on my face :)
>>
File: file.png (1.14 MB, 727x608)
1.14 MB
1.14 MB PNG
>>521326085
this isn't a blogpost friendly kind of general we play about videogames here
go and take this giant faggot >>521326032 with you
>>
https://archive.org/details/whenautismstrike0000unse
>>
>>521327168
>not at least using foundries to cast copper wire
>>
why is there no separate toggle on and toggle off conditions? we need a way to say "enable when x and disable when y" to machines
>>
>>521330963
Well you can if you make logic gates. If you put those two conditions into an XOR gate it'll toggle the machine if either condition changes so you can even have an overlap in the conditions.
>>
>>521329510
That's Space Exploration, not Space Age. Note the circuits are using stone and not iron.
>>
>>521332068
>circuits are using stone
What the fuck is Earendel smoking? Etching electronic circuit connections on a stone tablet?
>>
Quality accumulators have weird scaling. Why do they scale at 1+1*Q instead of the usual 1+0.3*Q?
>>
File: 1698540380895485.jpg (78 KB, 720x581)
78 KB
78 KB JPG
>programs a machine to regulate a sushi belt and deliver products into a supply-demand train without overflowing contents by restricting the stack size of the inserters determinate to each individual product while also factoring in the contents of the second belt, train and inserter hands at the same time
Okay now build a latch
>uhhhh, fuck *opens factorio wiki*
>>
>>521331740
All he needs is an SR latch basically.
>>
>>521332508
Think of it as a silicate wafer. it's just holding together strands of copper in a circuit anyways, you could use anything. This wafer is replaced with plastic for advanced circuits anyways and later removed entirely by the sulfur in processing units.

The main difference is that in 1.0 Factorio there was no core use for stone outside of walls and concrete, adding stone into a fundamental process chain not only eases up iron demand but makes you add mine/train to your system. I actually kinda like the change although it did fuck me over a tiny bit because stone has a pretty low priority for patch spawning as near as I can tell and I had to really go out of my way to get a good mine on my map gen.
>>
>>521332518
Same reason why asteroid collectors and some other things have better scaling.
>>
>>521332870
Not every resource needs to be used in massive quantities.
>>
wut?
I know there's at least one timberborn player here, what's picrel about?
>>
>>521333384
The demand was actually fairly low, I think one brick made like 4 slabs and 1 slab was needed per circuit, but we're all familiar with how many goddamn circuits you need so it was more than nothing.
>>
File: 1696411736191960.png (642 KB, 1800x1800)
642 KB
642 KB PNG
>>521327168
Top right circuit assemblers are misaligned
>>
>>521334230
>laughing engineers see your tiny SPM
>>
File: 2851_shut.png (44 KB, 272x240)
44 KB
44 KB PNG
>>521338772
>SPH means Science Per Hour
>>
File: 1739708968192343.jpg (87 KB, 660x660)
87 KB
87 KB JPG
>>521338894
I'm 6'6"
6k SPM in 6 hours
>>
>>521333891
There's me, but I play the yarr harr version and is as much in the dark as you are.
Apparently they returned the natural overhangs, in addition to the terrain placement feature in the update.
>>
https://youtu.be/azDaPm13CT8 [Embed]
>>
>>521324289
Or you can just keep using mk5 belts which are still plenty enough 95% of the time and are much easier to have virtually unlimited supply of
>>
>>521340054
>correctly calls it a typeface not a font
Based.
>>
File: 1731655061749965.png (41 KB, 263x280)
41 KB
41 KB PNG
>First time going to aquilo
>Blocks my path
Ok so I need rocket turrets?
>>
>>521343120
yes
>>
>>521343120
yes
you will need guns too, have the rockets prioritize big asteroids
>>
Which do you guys suppose is better? Enemy race manager vs rampant for actually needing to defend bases and outposts without being so overwhelming that defending is all you're doing?
>>
>>521343120
>need
Not necessarily, but it'll be quite difficult without them, they make it easy.
>>
anyone tried this mod ? https://mods.factorio.com/mod/Moshine
I've played cubium (meh), cerys (meh) and maraxis (pretty gud)
>>
We don't have waterfill but we have lavafill and ammoniafill.
>>
>>521348028
stop noticing...
waterfill only matters when there's enemies to worry about
>>
File: file.gif (105 KB, 498x350)
105 KB
105 KB GIF
https://youtu.be/kU_gH36GG58 [Embed]
>>
>>521342807
people getting that wrong make me feel as bad as awful kerning
>>
I have 4 wagons full of iron, I use 3 belts for normal science and one for military science. How to make it so that all wagons still empty themselves when I don't use military science?
>>
>>521354373
You put a balancer in between so the regular science can still pull from all 4 wagons.
>>
>>521350870
After watching it he repeatedly calls them fonts anyway, I think he only accidentally got it correct in the title because he directly quoted the question which correctly used typeface.
>>
I wish you could read the number of empty slots in a chest
>>
KSP spooks me to hell
just from idling on the space center screen combined with graphics mods and probably bad settings it maxes out a 3080 card
>>
You won't believe how tempted I am to handcraft everything I need for my first space platform just to get logistics already.
>>
>>521259194
Nice. We can finally make the old waterfill instant-kill bug work *FOR* us...
>>
>>521259194
can't demolishers travel over lava? why does it get deleted?
>>
File: file.png (343 KB, 357x526)
343 KB
343 KB PNG
>>521359564
Feed chest contents to selector combinator and arithmetic combinator on red wire
Selector combinator set to Stack Size
Selector combinator outputs with green wire to arithmetic input
Divide Each Red by Each Green output as each.
>This doesn't detect partially full slots
output from that arithmetic to a second arithmetic with a red wire and from the selector with a green wire and multiple each red by each green
with a green wire output to a fourth arithmetic that is also hooked to the source chest with a red wire and subtract each green from each red
output from this arithmetic to a decider set to Each > 1 output as Each = 1
output that decider on a green wire to a 5th arithmetic, which is also hooked to the 2nd arithmetic (the one that determines how many full stacks exist) and set it to Each + 0 or Each Multiplier by 1 and output a dummy signal such as A
This condition when at 48 will indicate a chest that no longer has available slots
Optional: Decider set to convert dummy signal to different dummy signal as 1 when condition is true
>That only detects when the chest is full tho
Just divide the final number by the size of the chest and a negative value is your remaining slots. An arithmetic can be input with the number of chests x 48 or just program it for the current size of the cargo bay or train wagons.

Thanks for holding a gun to my head and forcing me to figure out how to program it...
>>
>>521367789
>Just divide the final number
whoops, meant subtract, now I look stupid.
>>
>>521367789
yeah I could and probably will do that but there's a better world where I just hit the text box to "output empty slots = 'E'"
>>
>>521368517
check box*
>>
>>521368517
Maybe in Factorio 3.0: Beneath the Surface where we make progressively complex factories to drill deeper and deeper into the planet.

If I could set the stack size signal of an insert to "each" I'd be so fucking happy...
>>
>>521254838
jesus! at last!
>>
The year is 2038, Factorio: Eon Galaxy is about to be released. It adds 5 new solar systems, you can do solar system 2 and 3 in any order and unlock solar system 4 and 5. Doing all the solar systems allows you to access the final solar system is outside of the Galaxy, it's your home... Which has been destroyed by time over the 1 billion years you've slept adrift in your ship before crashing and waking up on Nauvis. The endgame goal is to go to your sun (now a neutron star after becoming a supernova) and gather heavy elements to create your own artificial planet there.
The new speed run achievement is 1000 hours btw.

How hyped are you?
Yes, Earendel wrote a 900 pages novel about the lore which everyone will obviously skip. But at least it explains why our ship crashed (the supernova caused the auto-nav to malfunction).
>>
File: file.jpg (92 KB, 1158x846)
92 KB
92 KB JPG
>>521371808
That book gets a little dry between chapter 37 and 49. I get that it was important to the political intrigue involving whether or not the heirs to the Fulgoran dynasty were consensually conceived but I really could have done without all that detail into Glebian knot-docking... It was like reading a Tom Clancy novel, but focused on exobiological fecundity and anatomy.
>>
>>521371808
>>521372582
You have to at least commend the precision with which the various alien species were described, complete with anatomical diagrams and comparisons to canine and feline life on Earth. The hypothetical about anthropomorphized pentapods of the future and their mating rituals was nothing short of visionary. The guy knows his stuff.
>>
>>521372582
>Glebian knot-docking
l... lewd...
>>
are people still anal about quality
>>
File: 1720688327326432.png (1.64 MB, 1551x630)
1.64 MB
1.64 MB PNG
>>521343224
>>521343475
>>521345079
Made it there but ran out of fuel, power and needs more turrets. This shit is awful but I don't want to use nuclear.
>>
>>521378153
Everyone just mods it out, dosh did it too lmao.
>>
> Version: 2.0.0
> Date: 2025. 04. 11
> Info:
> - Ported to 2.0
>
> -- https://mods.factorio.com/mod/glutenfree-se-rocket-launch-pad-label/changelog

Happening...
>>
File: const.jpg (1.83 MB, 2560x1440)
1.83 MB
1.83 MB JPG
Maybe I'll cover every square inch of the planet with these.
>>
>>521349231
Very nice. I think of this guy whenever I drink from an aluminum beverage can
>>
I made the mistake of putting my signals inward instead of outward, making the trains 5-2 instead of 4-1 and forgetting to blueprint roundabouts and reverse intersections. So my entire railway looks like shit. But that fits, I'm just gonna call it Britain.
>>
>>521378153
I was a quality defender pre-release and I'm unhappy with it overall. it doesn't ruin the game or anything like some people were saying it just kind of sucks to deal with
>>
>>521378153
quality is one of the silliest way they could have done 'improved' machines, why not just have upgrades be researches or grabber mk2 etc.
>>
>>521378153
Quality has some annoying foibles and the "meta" strategy is quite lame (asteroid reprocessing), but playing with quality on somewhere like fulgora was quite fun.
>>
What if quality, but instead of going up like Normal-Good-Best it was going down like Normal-Poor-Trash when you stick speed modules in.
>>
>>521381638
If the energy requirements go down as well, this could well be an option for some thorough minmaxing.
>>
>>521381638
AKA "speed modules no longer usable outside of pumpjacks"
>>
>Rather than requiring all parts to be of the right quality to get the specified quality you can instead just jam any quality ingredient into a recipe and get a better *chance* at a higher quality

Better or worse?
>>
>>521383376
This is how I thought quality was going to work before they revealed the specifics.
>>
>>521383376
It'd make sense and would help deal with spare shit you don't want rather than clogging everything.
>>
>>521383376
I'm honestly surprised that it's been so long and there's no mod that /egg/ agrees it's the best iteration of the quality mechanic.
>>
>>521383786
Not a modder, but doesn't the engine work in such a way that you'd need to add recipes for every single combination of input qualities? doesn't seem feasible
>>
File: 1734702774640250.png (528 KB, 691x908)
528 KB
528 KB PNG
I asked about trains in here a few days ago. this is my progress so far. thoughts?
>>
>>521385756
It's looking a bit too cityblocky, make it more organic
>>
>>521383376
worse
you could just focus on a few ingredients that are easy and ignore that ones that are difficult
you can infinitely produce legendary pentapod eggs easily, that shouldn't give you a high chance of making legendary science
>>
>>521385756
too perfect, make it shittier.
>>
>>521383786
Can't improve on the perfection that's already there.
>>
>>521385881
I don't really care about aesthetics, I just want it to be functional.

can I prevent two trains going for the same station at the same time somehow? I fucked up during planning and now don't have room to add a waiting lane.
>>
>>521386886
can't you just set the train limit?
>>
>>521387181
oops
>>
>>521349231
wow. used to watch this guy like 10+ years ago. honestly thought he died or something
>>
>>521378429
>but I don't want to use nuclear
It's way easier than you think it'll be, and way more efficient. Fuck solar.
>>
File: screenshot27.png (2.36 MB, 1920x1080)
2.36 MB
2.36 MB PNG
>>521165419
Field trip, need to reset these surface experiments with better engineer and scientist
>>
>>521247451
Not an argument
>>
File: file.png (1.69 MB, 1197x973)
1.69 MB
1.69 MB PNG
Okay so, before I remove the zipline (for a scrap deposit that's very close to running dry) the batteries have 1,324 Mhph capacity total. Demand is slightly under 2500 so let's round it up to that, and for my 18 hour days that means a high estimate of 45k per day, meaning I apparently already have about 29 fucking days' worth of stored power. And that's running at full power all 18 hours while ignoring the trickle of input from several windmills on the network.
>>
What's the easiest way to deal with biters that don't involve driving around like a faggot?

I'm guessing just turret creep with bots?
>>
>>521397187
biters.... oh yeah, the little guys
forgot about them after I unlocked artillery
>>
>>521397187
Turret creep. Combat bots.
>>
File: train crossing.png (1 MB, 665x751)
1 MB
1 MB PNG
Simply live with the biters.
>>
>>521398383
yikes. if trains have to stop for you, that slows down your entire factory. just get run over like a true engineer.

or build mech armor
>>
File: safe crossing.webm (1.35 MB, 1004x890)
1.35 MB
1.35 MB WEBM
>>521399052
fuck 'em, it's their turn to yield.
>>
File: KSP_x64_FLVOmlEjqC.png (1.88 MB, 1600x900)
1.88 MB
1.88 MB PNG
>>521391484
you've just reminded me of the time when I sent an artillery technical to minmus
>>
>>521397187
https://www.youtube.com/watch?v=SPfP9LN1o8o [Embed]
>>
Are there any mods I can add after I beat factorio that extends it?

I was thinking of either more planets or else something like the space extension mod (but obviously something that works with Space Age)

I could meagbase but I don't really like the idea of just buleprinting the same thing over and over
>>
yuuuup I'm savescumming cottongut stud breeding
>>
>>521403142
some of the planet mods explicitly say that you can add them during play. Some don't recommend it though as it messes with the intended game progress route. check a few of them and see what they say if they catch your interest
>>
Just wanted to say that End of the world is my favorite dosh vijeo.
>>
>>521402493
>want to watch video in 2x speed
>accent to thick to understand at speed
>have to slow down to 1.5x
>>
>>521409392
>there are people who watch his uncondensed streams at 1x speed
really makes you think
>>
>>521378909
the patreon has a beta 2.0 launch that is just SE with QoL and very basic space age compatibility
>>
>>521408808
I really love his death worlds, especially the eternal darkness one.
He's doing his part!
>>
File: Selection_092.png (705 KB, 1717x944)
705 KB
705 KB PNG
first time bothering to calculate it myself, so correct me if I'm wrong here.

>stolen from the wiki
steel ingot 16.01 wp per 60 with {coke steel ingot}
ironingot 4.59wp per 60 with {pure iron}
concrete 16.41wp per 60 with {rubber concrete}

>steel pipes
{steel pipe} (default)
3steelingot > 2 pipe, therefore 60 pipes costs 90steel ingot
90*16.01=1440.9
/60 = 24.015 wp

{molded steel pipe}
5steelingot 3concrete > 5pipe, therefore 60 pipe costs 60steelingot + 36concrete
60*16.01+36*16.41=1551.36
/60 = 25.856 wp

{iron pipe}
20ironingot > 5steel pipe, therefore 60 pipe costs 240iron ingot
240*4.59 = 1101.6
/60 = 18.36 wp

Meaning that the best recipe for steel pipes is the very simple one

>pic
btw finished with hard drives and can now play the game
>>
>>521378429
>I don't want to use nuclear
Why do you think kovarex is unlocked with space science now? The devs are heavily hinting that it's the way they expect people to power their ships.
>>
>>521424498
>Rubber concrete
Why the fuck would you do that.
>>
>>521425390
as listed on the wiki, since these pages actually have the analysis on them,
default concrete is 34.05 wp, which is dog shit, but costs 48.13 electricity, which is the lowest.

fine concrete is 23.4 wp and 62.72 electricity, which is bad in both categories.

wet concrete is 17.03wp and 51.07 electricity, which is good in both categories.

rubber cement is 16.41wp and 64.2 electricity, which is the best wp by about .6 points, or 3.5%

It's a small gain, but it is a gain, and a single mk2 oil pipe of crude makes a whole lot of fuel with the alt recipes, which is to say, a lot of spare rubber.
>>
What if quality but every machine start with 500% quality, quality modules remove quality, speed adds quality and quality is actually bad? Legendary becomes garbage and garbage tier have a 0.4 multiplier instead of a 2.5 multiplier.
>>
Is it worth going to pre 2.0 for SE/Krastorio
>>
>>521427124
I dunno. Do you think you'll have fun?

How important are the 2.0 QOL changes to you?
>>
File: IMG_0671.jpg (16 KB, 132x350)
16 KB
16 KB JPG
>>
>>521427608
Not much desu
I like the raised trains but that's really the only difference to me
>>
>>521427124
>SE
it's almost patched for 2.0 compatibility, in semi-public testing, worth it just for the trains and liquids alone
>>
>>521427124
k2 is likely to release sometime this month. maybe even sooner. raiguard has only one major thing left to do on it.
>>
Haven't played since months before the release of spage.
>SE+K2+SPAGE
Yup, it's factory time.
>>
>>521433607
k2 (and se?, at least for initial release) are not compatible with space age
>>
>>521427124
SE is still quite good despite what people here will say (although the midgame is quite tedious), but it's not worth going back when it's going to be updated soon.
Even if it won't be compatible with SA, the updates in 2.0 to things like trains will be great for not having to rely on a crutch mod like LTN or Cybersyn
>>
>>521433852
>>521433607
SE will be adapted for 2.0 soon (?) but it wont have anything from spage. Maybe elevated rails. The spage thing will be the next update earendel is working on with some flood mechanics
>>
>Urlum transfer window
I'll send a relay, can't wait to see it!
>16 years travel time
Goddamn
>>
File: file.png (576 KB, 781x920)
576 KB
576 KB PNG
Behold, my SE gigabase on x100 science run before I developed solar beams and wiped out all live off nauvis
>>
File: Duna_folding_wing_concept.png (1.73 MB, 1920x1080)
1.73 MB
1.73 MB PNG
Surprisingly decent for a janky folding wing, I might actually do something with this
>>
is there an /egg/ game about constructing efficient machines to induce pressure into pipes of fuilds/gases? With the ability use the machinepressure to cut things? I'm not talking about preset tools but actual constructs
>>
File: 23456789.jpg (16 KB, 320x240)
16 KB
16 KB JPG
I couldn't tell if there was general for it so ill ask here.

is X4 Foundation fun? worth picking up as a good timesink. Ive played the FUCK out of Stellaris and looking for something fresh but similar.
>>
File: file.png (2.67 MB, 1920x1080)
2.67 MB
2.67 MB PNG
will i make it?
>>
>>521447709
not with solar, no
>>
>>521447709
seems fine to me
ignore >>521448601
only used solar and then fusion when I went to the edge
>>
File: image (1).png (2.34 MB, 1920x1080)
2.34 MB
2.34 MB PNG
>>521448601
that's where you're wrong
bitch
>>
>>521449167
>2.9 MW / 4.8 MW
not much of a flex
>>
>>521449246
whatever faggot
>>
overflow, routers, underflows, filters, junctions and reversed varients
why are mindustry belts so complex
>>
>>521451925
>why are mindustry belts so complex
So you can build complex setups in tiny spaces, duh.
You can recreate their effects in Factorio or DSP, for instance, by messing with splitters' settings.
>>
File: Selection_094.png (2.9 MB, 1919x1080)
2.9 MB
2.9 MB PNG
Here's some pure iron.
4 per blueprint *5 per row * 9 columns = 180 refineries running at 10% underclock

Total 1170 iron ingots out
630 iron ore in
360 water in


At 10%, each item costs half the joules to create.

I'm uncertain what kind of electricity I'll have access to once power generation is maxed out, but I somewhat suspect that this level of under-clocking is unsustainable. I don't know at what point the number of buildings required to process all existent ore will be so large that the whole program slows down.

At some point, I'll know how much ore I can gen and how much power I can gen, at which point I'll almost be able to budget the power against the frame rate, but not yet.
>>
>>521446531
try /vst/
>>
>>521424498
tf is wp
>>
>>521427792
>consumable nuclear rocket
what's it taste like?
>>
File: Selection_095.png (3.17 MB, 1920x1079)
3.17 MB
3.17 MB PNG
>>521461023
A derived statistic used by the wiki to describe and define game information.

Specifically:
>Weighted Point is the weighted consumption rate which is calculated by: (resource consumption rate / maximum extraction rate) * 10,000.
Which is ti say, if you use up 10000wp of a single resource, you have used up 100% of a given resource globally.
100wp = 1 %.

>pic rel
and here we have the thing for which I made that iron. It's way smaller, but more complicated.

1 manufacturer with sloop making 5.625 heavy modular frame using the {heavy encased frame} alt-recipie.

7.5 modular frames {default}
9.375 encased industrial beam {encased industrial pipe}
90 steel pipe {iron pipe}
67.5 concrete {rubber concrete}
11.25 reinforced iron plate{adhered iron plate} (made with rubber)
33.75 iron plate {coated iron plate}(w/ plastic)
45 iron rod{steel rod}
11.25 steel ingot{coke steel ingot}

plenty of alt recipes going on
Now maybe I'll be able to finish those reactors in a reasonable timeframe
>>
Does anyone have a download link for era one?
I wanna try it but the release is still so far away...
>>
>>521462307
>Weighted Point
Thx makes sense
Never seen that before, is that some recent metric someone came up with, or just some obscure wiki cause I've never seen that in the wikis google finds me
>>
>>521462639
https://satisfactory.fandom.com/wiki/Concrete

consume
>>
>>521462639
Not that guy but it makes sense for satisfactory specifically because it has limited amount of production so say a recipe that uses 100 iron to make 100 bolts vs one that uses 80 iron and 50 clay to make the same can't be compared without taking into consideration how common each of those resources are. The second recipe may take more total resources but if there's enough clay pits vs iron mines then it may pay out. This doesn't really apply to factorio or DSP simply because mining is more unlimited in those.
>>
New to all these games, what would be good for me to get into
>>
>>521436552
>some flood mechanics
Oh... great... he's still sticking to that monstrosity on the natural disasters section of the SE roadmap. Yuck.
>>
>>521463567
What game that is anything even vaguely like these have you played before, which you have good enough memories of that you would actually want to play one of these games?

Or did you see some gameplay and say "that looks interesting"?

Or do you just want to know what the fuss is about?
>>
Is it feasible to defend an outpost with just laser turrets if I'm too lazy to set up a supply train for anything else?
>>
>>521463567
The big 3 factory builders are Factorio, Dyson Sphere Program and Satisfactory. Each have their up and downsides and they are all really easy to get into. If you want a factory builder just pick one of those based on the theme you want and roll with it. The puzzle games from Zachtronics are also pretty good if you want more of a scenario based experience instead of open world building.
>>
>>521248332
ultracube is more fun than putting your balls in a vice, yes
>>
>>521463567
what have you done in your past?
Minecraft (base game or modded) farm automation? What about Coding things? Have you had a passing interest in learning how vehicles function, even if that knowlage was only for their destruction? Messed around Tf2 as engineer for turret placement and angles? Do you have an interest in (what amounts to) magical alchemy like in Noita? Interest in physics, on planets or space, or both?
Depending on your history, we can point you towards different engineering tittles. But most people /here/ only play factorio
>>
Is quality needed for promethium or beating the game?
>>
>>521427792
>Consumable
...as opposed to a reusable nuclear rocket?
Do we even have those?
>>
>>521464687
no
>>
>>521464687
dosh got to the shattered planet without it (hardest ending) without quality and it only broke after he got there
>>
>>521464850
>it broke
It doesn't count then. What a fucking failure of an engineer.
>>
>>521464945
he made it out of spare parts and was tinkering with it all run, cut him some slack
>>
good morning
I hate Gleba
>>
>>521465001
Lol no
You suck dosh
>>
>>521465116
I'm not easter island man. Go bully him in his comments
>>
>>521462751
Oh right I usually avoid that one cause it gives me eye cancer, I find .wiki.gg one much nicer and easier on the eyes. Both say official wiki though, I wonder which one actually is?
>>
>>521465224
https://satisfactory.wiki.gg/wiki/Concrete

> This page was last edited on 21 September 2024, at 01:48.
>Pages that were created prior to March 2023 are adapted from the Satisfactory Fandom wiki.
>>
>>521103751
It just sucks because the gameplay loop is boring
>>
>>521463846
>>521463982
>>521464420
I have seen people praise factorio often so that got me curious.
I have played minecraft base and modded as well. I like the automation as well.
I can code too, I work as a web dev. The only coding game I have played is "The farmer was replaced" but I think it was very limiting. The gameplay is "find the quickest way to farm this tile"

Nothing else other than that I guess, I do like planets and space stuff. I have played no mans sky before.
Might just checkout factorio but I thought I'd ask here since mainstream stuff can sometimes be stupid.
>>
>>521463567
Look up let's game it out channel on youtube for his series on satisfactory to see if it's up your alley. The first parts are a bit outdated at this point and he goes way out of whack in the later ones but it serves well as a short no-bullshit intro to satisfactory imo.
>>
>>521465224
>>521465540
Wikia was formerly where everyone hosted game wikis. Then Wikia was bought by Fandom, and the quality of the wikis took a dive (UI changes, Fandom staff putting in shoddy videos that the wiki mods couldn't remove or update, ads up the arse, etc)

Wiki.gg is a different site where a lot of official and unofficial wikis moved to. Unfortunately Fandom staff don't allow you to just shut down the whole wiki, and some who "vandalised" deprecated wikis got banned and their efforts reverted, so the old Fandom-hosted wikis are just... still there, out of date and sucking up SEO ranks.
>>
>>521463947
Sure, if the outpost consists solely of laser turrets with laser turret defence and expendable walls made of laser turrets.
>>
>>521466124
>>521465540
So basically the usual internet things, got it.
>>
>>521465821
You're well enough equipped for any of them.

Code experience generally doesn't help in a direct sense, but offers you ways of thinking which will apply nicely. Some games do actually use code.

If you don't value your time, and want a smooth and pretty experience, satisfactory.

If you like your logic in the form of block/tile space optimization, factorio.

If you absolutely demand to use code to decimate a challenge which doesn't even require it, space engineers.

If you just wanta code a few puzzles instead of optimizing an open-ended self-inflicted problem generator, exapunks.

But really, most of these games offer you a handfull of tools which you will slowly learn at your own pace while relying on easier but worse solutions.

Factorio is indeed stupid but it ate full months of my life.
>>
>>521466124
Why must every wiki domain become such a travesty
>fextralife
>>
>>521466518
Thanks man, I'll checkout factorio and space engineers
>>
Factorio wise, large Item but one per belt square, It’s the next step. Would it cost 60 dollars cause it’s two items worth of space?
>>
>>521201136
>>
>>521443160
base picture for ants
>>
File: Selection_096.png (2.4 MB, 1919x1080)
2.4 MB
2.4 MB PNG
>>521462307
full reactors constructed, layer one complete.

I think next will be waste disposal.
>>
File: boskidnerfingquality.jpg (44 KB, 1080x624)
44 KB
44 KB JPG
Space casinos and LDS shuffling are getting nerfed.
>>
>>521471214
good call
this will make people enjoy quality more
>>
>>521471214
very based
>>
>>521471214
>>521472020
nerfing = fun
for once
>>
https://www.youtube.com/shorts/BdTwbdj7qWo
>>
>>521472020
>>521471214
Platform sisters got too cocky
>>
>>521472287
huh?
>>
>>521472020
The problem with quality isn't how much better asteroids are or how much more output you get from the lds shuffle, or solving stone, it's quality.

In the absense of lds, chunks, and lavarocks, iron, copper, and stone will be harder to get in legendary. That means compressing iron into/out of gears until you get your legendary material. It's an extra step.

Stone has like 1 workable recipe and there is a choice to use green circuits for wire or not. The result here is mining a bunch of ore ore which would have previously been asteroids.

we did the most efficient thing because it was the most efficient. We're just going to be doing a less efficient, and worse yet, we'll personally know the difference.
>>
>>521472287
this is a man in fetish suit
yeah me
>>
>>521473061
>and worse yet, we'll personally know the difference
speak for yourself
I welcome the change
>>
>>521471214
>>521472020
im too retarded to understand what this means
>>
>>521472020
Nice, I welcome the nerf to LDS shuffle and asteroids. Idk about getting quality stone from the foundry. Doesn't seems to be too OP. I guess its the same as mining and recycling quality scrap on fulgora.
Although I doubt wube will make the change since we all know that the community will cry because they'll have to actually make quality items as intended.
>>
>>521471214
consent man crying and shittsing in his wife's bed rn
>>
>>521473508
>Space Casino
Use quality modules in the Asteroid Reprocessing recipe. You get ~80% return per attempt, with each attempt having a chance at upgrading quality of the asteroid, making it (probably) the most effective means to upgrade an item to legendary, especially considering that asteroids are infinitely renewable. Then you crush legendary asteroids into legendary ore/carbon/sulphur/calcite and process from there.

>LDS shuffling
The foundry can cast LDS from plastic, molten iron and molten copper. You can also get +300% productivity from infinite researches as well as prod modules and the foundry's innate 50% prod bonus. As a result, you can constantly use legendary plastic to craft legendary LDS and recycle it into the same amount of legendary plastic, plus "free-ish" legendary steel and copper.

>molten metals from lava
The source of basic resources on Vulcanus is a pair of foundry recipes that takes lava and calcite and produces molten iron or copper, as well as excess stone. As a side-effect, you can use quality calcite to craft quality stone. In conjunction with the space casino above, this means "free" legendary stone from your legendary calcite, you just have to drop it to Vulcanus, craft whatever and then launch it back up into space.

>>521474289
Yeah, quality stone isn't really that big a deal, it's mostly just a side-effect of space casino being able to give calcite.
>>
https://www.youtube.com/watch?v=VhBV4Sk-4U0 [Embed]
>>
>>521475105
thank you anon
>>
>>521479972
Now I'm scared of making a huge railway for my base. Thanks!
>>
>>521479972
The game needs to have the chunk you're placing something on in active memory. That's the only way a chunk can be modified. So if you place a rail all around the world, you're forced to load 249,996 chunks on top of your currently active chunks around your character. I'm not going to explain computer architecture (mostly because I don't want to humiliate myself) but doing that consumes a lot of memory for multiple reasons. Also most OS have failsafes exactly for the specific cases where you start going crazy with memory.
There is also a conga line of validation when you place a rail so if you place a ton of rails, they all have to validate each other like a trauma support group. Blame A* for that.
>>
File: 1446081792383.gif (2.72 MB, 520x292)
2.72 MB
2.72 MB GIF
>>521471214
The most important point: 2.1 CONFIRMED
>>
>fluid throughput literally cannot keep up with the steam condensation recipe if you use legendary modules, even without any pumps limiting it
the hell, man
>>
>>521484093
You don't even need legendary modules. Happened to me with common t2s. It's just poorly designed.
>>
>>521483874
Right when I thought that the game is now done and I can finally pirate it.
>>
>>521479972
Can't this nigger stop mumbling and speak properly?
>>
>>521485606
autism game, adjust your expectations
>>
>>521485606
ₙₒ
>>
File: 1626833342812.png (258 KB, 1920x2318)
258 KB
258 KB PNG
reminder
>>
>>521471214
>get rid of some forms of casino
the entire quality mechanic is a casino. what the hell is this nigger saying? is quality being reworked so you don't have to throw away 99 items for 1 chance at a good one, or is he just buttblasted that people found a way to skip that dogshit lootbox roll design?
>>
I can't believe they're making SEx 2
it's gonna revolutionize SEx
>>
>>521492080
SEx 2
This time with Breeding
>>
My latest Antimony build, done in a classical neo-assyrian style.
The goal of this build was actually to create the fluid Antimony pulp for doping the silicon wafers for the complex circuitry but as an added bonus it does upgrade the raw Antimony (grade 4) to Antimony Oxide (the actually useful item) efficiency from 10:1 to to 10:3.5 which is pretty decent upgrade considering that Antimony was being pushed to it's limits already. That being said with me siphoning off some of the pulp and the fact that this requires a shit ton of extra ingredients I'm not entirely convinced this is even worth it.
I'm also using a very innovative way of feeding this into my base. I merely route the finished Oxide + the garbage byproducts into the original Antimony ore line, and priority merge them in, then the ore line will carry them mixed with ore back to the original antimony processing area which already has the facilities to handle the byproducts and then I just insert the finished oxides off the line into the oxide production with another priority merge. That way the oxides from this more efficient process are used first but if I siphon the fluids hard then the original process kicks back in.

Here's the build in almost all of it's glory, few of the fluids are made off site as are some of the other ingredients like Silver which I just siphon off the base and belt here. Otherwise it's remarkably selfcontained.
>>
>>521492942
I'm begging you. Cease. This is not what sane men do.
>>
File: landing pad.webm (3.86 MB, 1280x720)
3.86 MB
3.86 MB WEBM
>>521472020
>>521471214
when is 2.1 coming out? is it gonna break my stuff?

I just unlocked legendary.
>>
>>521494239
tf is that
>>
>>521494239
Why on Earth are you shipping raw copper and iron to Aquilo
>>
>>521494239
>ocean world
>no boats, submersible vehicles or underwater resources
my joy is ruined.
>>
>>521496067
Factorio: Age of Sail will be 40 bucks please
Included in the package is sailing ships, oceanliners anthro fish and kovarex process for quality
>>
>>521496067
as with all things in life, the community fixed it
https://mods.factorio.com/mod/cargo-ships
https://mods.factorio.com/mod/maraxsis
>>
Can you beat Factorio without moving down?
>>
>>521495912
nta but I made aquilo "self" sufficient with trawler space platforms because it seemed liike fun
>>
>>521496703
Can you beat Factorio without the letters A or E?
>>
>>521496703
Can you beat Factorio without pissing and shitting?
>>
File: my baby blue.jpg (512 KB, 1920x1080)
512 KB
512 KB JPG
>>521495912
I have two miners in orbit dropping free ore, calcite, carbon and sulfur, cause I wanted to launch rockets without shipping stuff from other planets. I make local blue circuits, lds and also heatpipes.

>>521495826
a landing pad surrounded by railways and train stops
>>
File: me building platforms.png (1.17 MB, 1292x802)
1.17 MB
1.17 MB PNG
what is the copper from advanced metallic asteroid crushing *supposed* to be used for? it isn't used in advanced fuel recipes, coal synthesis or rocket ammo. am I missing something obvious? armour piercing ammo?
>>
>>521497909
you can always shunt it into armor piercing ammo if you have no other use for it but otherwise they are needed for green circuits for repair packs. You won't need many if any but it's a nice contingency to roll your own.

At the higher end people start to use space platforms for manufacturing and "upcycling" so you can just make a platform to harvest the infinite resources of space and deliver a high quality product. This is especially useful because you can just... have an infinite number of space platforms all functionally occupying the same space but grounded bases will have travel time and more logistical considerations...
>>
>>521496254
>kovarex process for quality
why didn't they just do this in the first place
>>
File: yes.png (100 KB, 319x454)
100 KB
100 KB PNG
>>521496254
Aren't cargo freight ships the lead contributor to carbon emissions? I want to see that 700 pollution/m or my dick won't get hard.
>>
>>521498724
Well it's a lot but it's not leading, the entire transport sector is like 20% of the total and shipping is just 10% of transport behind both heavy trucks and personal vehicles which are 25% and 50%. Shipping is fairly low co2 considering the huge load each ship can carry, but of course at the same time each ship individually makes up fairly big chunk.
>>
>>521497909
Could be used for railgun ammo if you aren't using a foundry to cast copper wire.
>>
>>521498724
>Aren't cargo freight ships the lead contributor to carbon emissions?
Yes. They're responsible for 80~90% of the world's carbon emissions.
Some studies put the estimate actually as high as a whopping 98%.

Climate change isn't a hoax.
The measures to counter it are, though.
Instead invest in forcing shipping companies to switch their feelts to more environment-friendly fuels than the cheap-as-fuck sickening oil run-off they're using now and you've instantaneously solved the climate problem. Bada-bing; bada-boom.
>>
>>521470060
How else am I supposed to show the whole greatness?
>>
>>521504840
Very carefully.
>>
>>521497909
>>521499491
Oh wait I'm dumb, you'd still be using the raw copper ore to turn into molten copper to cast into wire for railgun ammo.
>>
>>521504840
nvidia super resolution screenshots
take multiple pictures and stitch together
bigger monitor
>>
>>521474289
Quality stone is OP if you combine it with space casino because you can get easy legendary calcite which directly turns into legendary stone. Without space casino it will be harder.
>>
>>521505119
>>521504987
Then im going to get cucked by 4chinz file size limit
>>
>>521505372
This post is about factorio for those who woke up from coma btw
>>
>>521471214
>>521472020
Holy fuck who cares just make up some rules for the game and apply them consistently instead of "hurrrr players do this a lot lets nerf it" how are these homos so gay
Imagine playing something and the one nerd starts house ruling in bullshit because you're having to much fun, just stop, there's no olympics in factorio, all game content ultimately has the goal to make it fun, and evershifting exceptions to exceptions to game mechanics to nerf shit isn't fun.
>>
>>521505552
catbox
also mine was a shitpost don't @ at me I don't care
I'm sure it's nice but I don't care
>>
>>521505552
4mb can easily hold a 2k jpg
>>
>>521505627
bootyblasted
>>
>>521505627
physician mindset
>>
>>521505552
Your picture could have been 8 times bigger, you weren't even close to the file size limit.
>>
>>521505652
>>521505802
>>521506989
https://files.catbox.moe/50g0jg.png
Big enough for ya?
>>
File: iactsn.jpg (9 KB, 225x225)
9 KB
9 KB JPG
>>521507993
>>
>>521507993
that is actually pretty cool
I like how the pollution in water looks spreading out when seen from above
>>
>>521507993
much better mate
>>
>>521498724
Cargo ships burn hella tons of fuel, but so does every single commuter highway and fossil fuel plant and every other energy consumer.
with 2020 numbers, the world was eating over 100 million barrels a day, and shipping was eating 330million tons/year. Wolfram, solve this!
>100mil barrels per day * 1460 barreldays / 3 yearbillions => 4.867e10
uhhhhh.... Google, solve this!
>36.5e9 barrels/yr (e9 = billion)
how many tons??
>1 barrel = 0.138 met ton
>36.5e9 barrel * .138 => 5.040.e9 ton
>5.04e9 vs 0.330e9

Cool. so the world was consuming over 5000 oil per year, and 330 of it was for shipping. That's 6-7%, somewhere in that ballpark. That's probably ignoring other energy sources like coal, which big powerplants love but ships hate. So shipping is even less than 7% of the total carbon supply.

>>521502519
>carbon emission
uh. no. Ships use lower quality fuel, diesel engines are scavengers and burn any garbage you feed them. Low quality fuel is filled with far more hazardous pollutants, eco sites go crazy over it. That's its own issue.

The energy demand of cargo ships is insane, but also very consistent. It really is an ideal use case for pocket nuclear. The military already does it, so it's not exactly a new idea.
>>
>>>>>>solve the climate problem
>plants dont have as much CO2
>wow why are the crops growing at pre-industrial speeds?
>guess we'll die then
>>
>>521505372
legendary landfill
>>
>>521505119
Did a bit of searching and it seems like Nvidia Ansel (now called photo mode) has had its 'super resolution' feature stripped from it. at least for war thunder and warframe
Would be interesting to see if any games support it now, and it would be a shame to see such a cool feature forgotten about
>>
>>521511783
then how did anon stitch together a 150 meg image
>>
>>521512030
very carefully
>>
>>521512030
Screenshot toolkit mod
>>
>>521512030
there is a 'screenshot' command built into the game and probably some mods that do it for you
>>
>>521512242
damn it, that bit me in the ass
>>
>>521507993
Well that's high effort which is great, I was just saying that you could have made your image like twice as big instead of 781x920 like you were playing on a mobile phone and it would have improved the readability considerably already.
>>
File: PX6PNOC.jpg (813 KB, 1814x1710)
813 KB
813 KB JPG
>its beautiful
I got some basic artillery tank working, now I can make it do the funny stuff with aai vehicles
>>
>>521518285
>AAI
>UPS
choose one
>>
>>521519781
its taking 3 ms
Segmented enemy takes more
the big thing is I set the aai structure to once per update and the tick rate to 10

I also skipped the whole
>ooh you can move the hauler to the miner and back with buildings
since actually sitting there waiting for the ore was a lot less an issue than simply sending the hauler to the miner
Now the only issue is that when the miner doies, I have to change the ID, and that is simply cause I am not using the vehicle deployer which should
>>
uppity
>>
https://store.steampowered.com/app/2719750/Star_Birds/
Eggy game from kurzgesagt, meaning it's german and that nuclear power will is a good thing
>>
File: 1738427621868343.png (5 KB, 232x85)
5 KB
5 KB PNG
>>521532974
>>
>>521533487
verdammt
>>
>>521532974
Let's be honest, it takes a lot of courage to be pro nuclear while being german.
>>
>>521535557
t. french
>>
>>521535849
Oui je suis!
>>
Spidertron vs Volacano worm strats?
Is there a better way to remotely expand on volcanus other than spidertrons?
>>
>>521532974
He's a billionaire shill kraut
Fuck off
>>
>>521537438
bait them into 2x2 nuclear reactors with their temp over 800c
>>
>>521507993
MY PEECEEEE AIIIIIIIIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEEEE
>>
>railgun armed spidertron is real
>>
>>521507993
soulless twitter blueprints
>>
>>521538463
I literally didnt use a single blueprint other than balancers
>>
>>521537565
is this more damage than nuclear missles?
>>
>>521539014
difficult to compare but I can verify it is at least enough to nuke a small demolisher. 2 is insufficient depending on RNG, 3 is apparently enough but I've never tried it.

I don't know whether as of the new patch if this will create a lava puddle like atom bombs do.
>>
>>521537438
artillery wagons
>>
>>521537438
nuke strat works for now
>>
>>521537476
I will buy this game and post about it ITT just to piss you off mr. schizo
>>
>>521541871
Yes anon, proof of things is schizo
https://www.youtube.com/watch?v=HjHMoNGqQTI [Embed]
>>
>>521542039
didn't watch, don't care
I will enjoy my new game now :^)
>>
Took a break from Factorio for a while, start up my save and I'm completely confused as to how to fix my spaghetti
Luckily it's super early game, like pre-green, but still
>>
>>521542280
>pre green
>spaghetti
how many hours you got total? uber noob
>>
File: file.png (10 KB, 123x60)
10 KB
10 KB PNG
>>521542503
I have launched a single rocket
And it's not so much spaghetti now, more that the way I have stuff laid out, I can foresee this being a problem
>>
>>521542280
Enjoy the spaghetti, you're only a first player once. If it's stupid and it works, it's good enough.

Blue tech unlocks the ability to delete and rebuild the factory in gigantic chunks using blueprints and bots. Don't bother deleting the old base, use its output to build a new better base.

First time climbing has a very simple rule. Anchor 3 limbs, move one limb at a time, and do not move a different limb until your moving limb gets anchored. Factory building is the same thing. Do not tear apart an old factory, those are your anchored limbs. Build a new one, play around with it until it is stable, and do not tear up the old factory until the new one starts making stuff.
>>
>>521542280
cover it in sauce
>>
>>521542612
man dude, I'm surprised you got that much time in there.
When I start I get green up WITH red.
>>
File: god why.webm (3.47 MB, 542x768)
3.47 MB
3.47 MB WEBM
>>521542280
Everything you placed at some point made sense to you.
But good luck figuring out why.
>>
I have a really bad habit both IRL and in Factorio of "It's shit now but I'll fix it later"
>>
>>521545831
not that guy but I promise this isn't true
i've done spaghetti that I didn't think would work multiple times
>>
>>521546178
In factorio the research treadmill pushes me to never over-build because the infrastructure will only be temporary. This is probably the single biggest reason why it takes me 3 times longer per run compared to other people
>>
>>521536116
Thanks, Mohammad Avdol
>>
>>521539147
Alright, sitting here now wishing a meduim nigga would
>>
>>521547954
I recommend giving them a lovetap and "guiding" them in the right direction. Especially because of a worm detects something in their territory they may take a wide turn outside their own territory and destroy your shit on the way to it.
Also, demolishers from other territories may choose to attack it so you might not get the correct one without a little "help"
>>
>>521548118
Only took him down to half health.
Gonna try again with manually throwing poison in addition to reactors
>>
>>521548598
well at least it looks like it doesn't generate lava puddles. Is that a medium? I haven't tried it on the bigger boys yet.
>>
>>521548745
Yes its a meduim .
Poison and 2 reactors didnt work either
>>
>>521545831
I think I know why you put that there. You wanted to ensure the bottom belt always got a bit more than the top belt, even if your iron plate production wasn't full. Since it is full, it doesn't look like it is doing anything, but if it wasn't, the iron/steel belt would have much less iron than the bottom belt.

maybe. either that or you're just the big dumb
>>
>>521546352
same. my thought processes go something like 'I'm not going to use yellow inserters long-term so let me just slap down a quick few so I can get some science going and unlock blue inserters. Ah, now I have unlocked blue inserters, let me just feed those from my quick yellow inserter assemblers to get some going and I'll expand it properly later.' then I get distracted with some other thing like setting up oil or doing the exact same with yellow belts vs red belts and all of a sudden I've got not nearly enough blue inserters to make my base out of because they're being produced at like 2 per minute.

But I mean... green inserters are just one research away. Might as well delay fixing it all until I get those...
>>
Does Plan B: Terraform go here? Might be a little too high level but I suppose factorio is too
>>
File: 20250413031141_1.jpg (626 KB, 2560x1440)
626 KB
626 KB JPG
Fuck me
Tried to implement a very rudimentary time division multiplex for this mission, because the only other solution I can think about, is EXAs running back and forth between the registers and that sounds stupid.
It worked fine for 4 EXAs but with 6 it's getting out of sync and I've reached the point where I just trial and error through it because I'm too tired to think.

I think tomorrow I'll give it a bigger think. Now that I'm typing this I suppose I could just have one EXA each running back and forth on either side even if my solution is cooler if I can get it to work
>>
File: Capture.png (481 KB, 2541x94)
481 KB
481 KB PNG
Trains? Dunno what you're talking about
>>
>>521472020
All the people telling me they would never touch it can go suck a dick.
>>
File: Desktop 2025.webm (2.57 MB, 798x562)
2.57 MB
2.57 MB WEBM
>>521507993
This brings back childhood memories of waiting for the page to load.
>>
>>521555208
I remember this game. And yeah sure why not. It's all about moving shit around and making interconnected logistic systems.
>>
>>521557595
>script
name?
>>
>3x2 reactor
>Tank with uranium cannon shells
>>
File: file.png (71 KB, 585x59)
71 KB
71 KB PNG
Finally
>>
>>521557873
https://gist.github.com/catboxanon/ca46eb79ce55e3216aecab49d5c7a3fb
>>
File: 1720684813967915.png (1.67 MB, 1206x613)
1.67 MB
1.67 MB PNG
Looks like a warcraft 3 TD.
This should be more than enough crushers for a mining platform right?
>>
>>521561589
that is massively overkill
>>
File: Selection_098.png (1.05 MB, 1493x637)
1.05 MB
1.05 MB PNG
here we've got a priority input valve system, so long as you don't power the pump.

Made this for aluminum earlier, and am trying to repurpose it for nuclear.

It takes 2 input fluids from the left and right. The pump there is supposed to come directly from the water extractor line, while the elevated tank comes from the water byproduct machines. Output is the left side of the pipeline junction.

While I've been using it, my aluminum line has not deadlocked, so it seems to work so far.
Do not power the pump.
>>
>>521561589
You can literally hover over them and see how much they shit out, this is overkill
>>
File: 1742006882077362.webm (3.43 MB, 1920x1080)
3.43 MB
3.43 MB WEBM
>>521555729
I enjoyed optimizing solutions in this game so much. Are you going for a particular metric or just something that works?
>>
>land in sector
>there's derelict buildings in my base
>some of them still work, others are just in the way
>remember the pain in the ass to get construction assistance
>remember how dogshit they are
>really don't want to deal with the sector anymore
>abandon
>>
File: Selection_099.png (1.66 MB, 1227x823)
1.66 MB
1.66 MB PNG
here we have something that's cooler than it looks. It's an accelerator making plutonium pellets and a refinery making sulfuric acid.

There's a splitter/merger stack on the right giving 25% of its "nuclear waste" material to the accelerator. The other 75% goes into a conveyor lift floor hole and drops 1 floor. You'll see it better in other images.

The pipes and conveyors on the left are for sulfur, iron plates, nitrogen gas, and water fluid. The sulfuric acid from the refinery also goes directly into a pipe floor hole, dropping 1 floor.

The neat thing here is that this takes up 4.5 by 5.5 foundations worth of space, which is the exact amount of space taken up by the reactors on the first floor, meaning that exactly 1 of these setups can consume the waste from exactly 1 reactor, so the whole floor will be the same shape and size as the first floor bellow it.

Directly bellow this, there's 3 blenders fit into the same exact 4.5 by 5.5 space, meaning that there is also minimal waste of vertical space, as refineries are about the same size as accelerators.
>>
File: Selection_101.png (2.64 MB, 1752x997)
2.64 MB
2.64 MB PNG
>>521565473
back side of the blender-floor is here, looking fairly incomprehensible.

The blender on the left makes nitric acid. It should get all of its water from the byproduct of the Non-fissle uranium, but has its own priority water supply. It receives nitrogen/plates from the floor above.

The small pipe near the middle of the screen is just transporting the nitric acid, so it doesn't go very far.

The sulfuric acid is traveling through the pipe along the ceiling.
>>
File: Selection_102.png (2.58 MB, 1901x1079)
2.58 MB
2.58 MB PNG
>>521565983
Now here's the kicker, it's blueprintable.

Granted, each floor needs its own blueprint, but that's still really good considering how fucking long this thing takes to build.

Here you can see the sillica import. The pipes there are the water byproduct, and they do not need to connect to any larger supply. They just split between the two machines into the valves you see in the prior image.

Also, I stand corrected, there is not a better chance to see the 25-75 splitter. Maybe I'll put it in another image later.

Gotta go turn these into blueprints with their underclocked accelerators at 10%. That ought to actually make a difference in power draw.
>>
>>521566557
>here's the kicker
Getting flashbacks from when I was obsessed with AI chats using claude
He'd say that, "eyes widen" and a few other things constantly
>>
>>521566557
you blueprinted those asymmetrical pipes on the back end?
>>
I've been told this was the place to ask compsci questions. Why can't you use unix time instead of ticks and why do developers make their own tick systems instead of using a system API?
>>
>>521567392


I’d just like to interject for a moment. What you’re refering to as Linux, is in fact, GNU/LInux, or as I’ve recently taken to calling it, GNU plus Linux. Linux is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.

Many computer users run a modified version of the GNU system every day, without realizing it. Through a peculiar turn of events, the version of GNU which is widely used today is often called “Linux”, and many of its users are not aware that it is basically the GNU system, developed by the GNU Project.

There really is a Linux, and these people are using it, but it is just a part of the system they use. Linux is the kernel: the program in the system that allocates the machine’s resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. Linux is normally used in combination with the GNU operating system: the whole system is basically GNU with Linux added, or GNU/Linux. All the so-called “Linux” distributions are really distributions of GNU/Linux.
>>
>>521566704
Nope, that's the prototype.

I'm gonna blueprint asymmetrical pipes on the back end, though. Why should I not? The alternative seems hard.
>>
>>521567550
Ah that explains a lot. Thank you!
>>
>>521567604
because it's ugly, and you're blueprinting ugliness
>>
>>521567705
The word you're looking for is "elegant"
>>
>>521567909
thats a weird typo for u-g-l-y
>>
That U G L Y YOU AIN'T GOT NO OTHER GUY YOU UGUGLY song has been completely memoryholed
>>
>>521567392
unix time measures time. Real life time. Real life time doesn't really matter for games. A game tick is not a measurement of time, it is a loop of the game systems. Everything your game needs to run is essentially inside a function that runs every single tick.

The reason why you might be confused is because games typically measure how many ticks they run per second. Minecraft runs at 20 ticks per second. Factorio runs at 60. Doom from way back in the 90s runs at 35 ticks per second.

This means that every second that passes in real life, Doom recalculates everything 35 times. Is the player pressing a move key? If so, for this one single tick, move them forward. Is there a rocket in flight? Move it along its trajectory precisely x map units, where it will be at the start of the next tick. Is this monster awake? Does it have a target? Does it have line of sight of its target? Is it close enough to melee attack? Is it far enough to ranged attack? If yes to any of these questions, do something. It isn't just actions like that. The entire screen needs to render inside every tick to reflect any changes that have been made (for doom and factorio, at least. minecraft decoupled its framerate from its ticks).

anyway, tldr: ticks don't measure time. Go ask /agdg/. I'm sure they can answer better.
>>
What was up with all this tick rate talk when Overwatch came out?
>>
>>521568891
FPS servers have update rates and people really dont like looking inward when they miss a shot
>>
>>521568891
People don't understand latency or netcode.
>>
>>521568891
>>521569754
Overwatch would have been better if it used unity's netcode desu. Blizzard can't make a good engine for shit.
>>
File: Selection_103.png (2.87 MB, 1919x1079)
2.87 MB
2.87 MB PNG
>>521566557
oh my got,
if you bump the middle-floor down by 1 m, it all fits
I may need a second blueprint with the floor tiles offset by .5 tiles, however.
>>
>>521563940
>actually get off my ass and tear it down
>die to incoming wave
>wtf timer?
>oh it says "ground" so I should have expected tank and hover
>redo mission
>don't rip down my basic defenses
>do more for
>reple wave
>set up more production
>think about desinging walls and turret placement
>see something incoming
>it's a tier2 ground unit right outside my base
>still have 7 minutes on the "Ground" timer
I okay I'm done with this sector, I'm going back to the one where I failed at the final wave and trying again
>>
Is it me or do spaceships and rockets in SA suck a lot? I really liked the way ships in SE operate. You have rockets that start failing over long distances. You have rocket fuel ships that can land and later ion ships that can fly like forever but need nuclear reactor to be powered properly and space elevator. Ship design is not overly complicated and you can directly interact with ships, load/unload and refuel.
Meanwhile in SA you need to build entire factory on the ship just so it can fly and also establish complicated belt based defense systems. rockets suck giga cocks and you cannot really interact with the ships at all
>>
>>521577274
I agree that SE does ships and space better. I do think the planets on SA are much better, but that's to be expected.
>>
i got white science going now but like, when should i actually go to another planet?

just wall out my base like a cuck shed with flamethrowers and fuck off?

i still need to make a platform to go to another area but i'm scared. am i supposed to bring a ton of things with me or what?
>>
>>521579016
So you have the right to defend your base from biters, but the biters have to accept attacks from you? Are you some kind of anti-bitite?
>>
This is a weird one, /egg/: does the midgame of Terra Invicta count as an engineering game? you're doing an awful lot of spaceship design with realistic physics.
>>
>>521520172
>its taking 3 ms
it's 6 tanks
AAI is a fucking hog because the game was never meant to use that kind of pathing and logic
look at d*sh using AAI and crippling his computer just getting a few trucks in line to move stuff around the map
>>
>>521532974
oh cool I heard about it
>>521542039
>posting literally the schizoest of all schizos
>this is proof
please go back to your third world hovel and shout about minorities on /pol/ while the adults play factory games
>>
>>521583941
>everyone that destroys my beliefs is a schizo
American?
>>
>Snaps to grid
>BOOM!
>skyscraper.

The bus will be branching off into standardized assembly lines now.
>>
Biter meteors in SA, but with demolishers on Vulcanus and stompers on Gleba
>>
>>521588683
this but every time you land you open the planet up to invaders and everytime you leave it lets the mobs leave the planet to invade other planets
>>
File: GoTexRxXsAAuVih.jpg (2.78 MB, 2731x4096)
2.78 MB
2.78 MB JPG
>>
>>521565473
Now all they need to do is make nuclear worth doing and that setup will be useful. The buffs gas generators got were absurd and for some reason nothing from nuclear is even needed to progress.
>>
File: IMG_1006.jpg (293 KB, 1304x824)
293 KB
293 KB JPG
>>
File: fishe.png (3 KB, 38x39)
3 KB
3 KB PNG
>>
>>521592804
what was the original again
>>
>>521590286
This reminds me that all the trains in satisfactory are going to fly off the end of rails from now on if you don't put a stopping bar. How annoying.
>>
>>521595526
Imagine the smell of LEGENDARY spoilage.
>>
>attack sector
>no obsidian
>forced to play with the same 5 units as the last 10 sectors
They could have made a few units take red sand or not-blast compound but noo
>>
>>521597162
i think that's just fish sauce
>>
new dosh vid idea, 2.0 factorio pVp
maybe give em different levels of tech items like trains and rails or maybe make a hostile base with extra goodies such as rail gun turrets and ammo (in boxes ) defended by lazers
>>
Dosh why don't you play Armored Core? You'd probably like it
>>
Anon why don't you suck dick? You already like it.
>>
>>521009507 (OP)
They made a 3d opus magnus?
>>
>>521602738
IIRC that's older than opus magnus
>>
>>521602738
no retard it's a puzzle mod for minecraft
CHICKEN JOCKEY
>>
>>521602138
New video idea. Dosh ASMR, preferably on onlyfans or fansly.
>>
>>521562985
Same, the presentation of the whole thing is just too good.
>Are you going for a particular metric or just something that works?
On my first attempt I go for something that just werks while not being too ugly and then I try to optimize it.
In some cases I just have a cool idea and try to make it work like in >>521555729 where I would really like to have 6 EXAs communicate in parallel. Even though code wise it will probably look a little ugly since it'll just be a bunch of NOOPs next to each other
>>
>>521602138
I'm on a Dosh hiatus until I finish SA so I don't spoil myself anything. But I'm still stuck on Nauvis because I'm at the point where I have to build defensive walls but I constantly burn out on it because it's so mind numbing (even with blueprints)
>>
>>521583838
is there something better to do?
Like how do I turn them into doing spidertron logic?
>>
>>521605309
you call earendel and tell him to take his head out of his ass.
They're coded that way.
>>
>>521605484
coded as spidertrons or something?
Like low key I could just dip on the logic and make them use a different collision mask (bots) as that would simplify it
>>
>>521595526
>>521597162
>fish spoil now
realismfags should neck
>>
File: Selection_104.png (1.54 MB, 1901x1041)
1.54 MB
1.54 MB PNG
oh
get fucked, everybody else?

I was going to post a picture of the little bastards with the text "if you know you know" but instead I got exceptional cycle score, so I'm focusing on that.
>>
>>521254838
They still release updates? Didn't they abandon factorio to work on different things?
>>
>>521610856
I'm curious what you think those different things are
>>
>>521610952
I heard koko wants to do an mmo
>>
>>521590791
> The buffs gas generators got
*rocket fuel. The buff was the rocket fuel recipe, which is overtuned as fuck. Regular fuel, turbo fuel, diluted fuel, that entire chain? It is good, but a complete pain in the ass to scale.

The main flaw with nuclear power was due to the garbage equipment system in old versions. Losing the jetpack for the mandatory hazmat suit was pure spite from cancerous devs, and players still carry those scars.
>>
>>521579016
Build a few tanks and gear them up. A couple war tanks with pure firepower shields and lasers, and a couple engi tanks with bots (and shields and lasers). There is no hard requirement to build and kit a tank, but you're going to have a baaaaaaaaaad day without them.
>>
so is the space progression extremely slow or am i missing some feature?
To produce fuel i need science packs, to get science packs i need to RNG on collecting ice. So far i left the game running for over 1h to research the next planet. This isn't fun, there is no input from me, it's just an idle waiting game, i have no tools to increase yield, none that i could think of at least.
>>
>>521614864
>i have no tools to increase yield
have you tried build more?
>>
>>521615085
more what? the range of the little octopus arms is limited, interlapping them doesn't increase yield.
>>
>>521615198
more space platforms
>>
is 150 science per minute an okay number?
>>
>>521615313
oh, yeah, i guess that would work and would also be extremely boring, yeah i'm giving it a few months before continuing the dlc playthrough, this ain't fun.
>>
>>521615431
are you okay with it?
>>
>>521615510
Scaling up is fun!
>But my rail network is fucked by cliffs
Yeah... That was too far...
>>
>>521613964
Iirc fuel gens also got bumped from 150 to 250 MW which definitely didn't help.
2500GW per reactor seems like a great deal on the surface but the amount of convoluted bullshit just to feed it with fuel even if you only stay on uranium and stockpile the waste makes it an exercise in extreme autism, and going all the way to ficsonium quadruples it.
Sure building bajillion fuel gens for similar capacity isn't a walk in the park either, but the productuon chain almost looks cute in comparison
>>
>>521615545
the question you should be asking is if I want to set up 5 more mining stations
>>
>>521616124
meh? 150MW was cancer, 250MW is decent.
Nuclear power is still 10x per plant, 2500MW each. The problem is
- The production chain is completely optional.
-No one wants to lose the QoL (hoverpack, bladerunners) to build huge things in a build system that actively hates players building huge things
>>
>>521615198
More collectors, you dumbas.
>>
>>521615893
It's different for me. Scaling up in the base game requires you to think of pipelines and how to circumvent issues and bottlenecks, sometimes even improving the design of your factories so that the resources don't dry up later down the pipe.

But in space, so far, there is no input from me the player, it's just a waiting game or building more platforms. Really feels like an idle game. I agree that scaling is fun, but there has to be problem solving in the process, just building more is not fun.
>>
>>521614864
You must be missing something. A basic space science platform can make over 100 space science per minute at blue science. That about 10 minutes per planet.
>>
File: phantom concrete.jpg (49 KB, 1126x245)
49 KB
49 KB JPG
I have phantom concrete in my logistics sytem what do
it's only there for concrete out of all the scrap products, I've tried deleting and replacing the inserter
>>
>>521620356
insufficient information but my guess is that one chest is being added to the network twice by being linked via two wires, or you've linked the logistics network up to a chest which is adding the contents of the logistics network to the contents of the chest
>>
File: 1736085219188931.png (31 KB, 184x107)
31 KB
31 KB PNG
>>
>>521621023
>linked the logistics network up to a chest which is adding the contents of the logistics network to the contents of the chest
it was this cheers, rogue wire
>>
>>521621263
of what, his autism
>>
>>521622058
Kinda like drinking to cure your alcoholism, innit
>>
>>521622478
>cured of perfectionism
what a fucking wanker
>>
>>521496067
>tfw ywn play Factorio: Terror from the Deep
>>
File: Wagchemist.gif (69 KB, 255x240)
69 KB
69 KB GIF
>>521602738
Look through Zach's catalogue and you shall soon realise that every game is effectively the same one with different theming
(This is a good thing in this case)
>>
>>521621263
...from my social life
>>
>>521613964
No, gas gens got buffed massively at release. A flat 100MW extra each.
>>
File: file.png (14 KB, 787x82)
14 KB
14 KB PNG
>>521633516
Tell me when they fix the wattage of the motherfucking factory lights
>>
>>521616602
I still can't believe the only real station you build in space age is a tiny platform that shits out space science. Having the entire space portion of the game just be afk space trains feels like a huge mistake. Where's my zero-g scifi production?
>>
>>521633896
sorry chud but lights take a lot of power to run
>>
>>521633896
I bet there's a mod for that. The devs won't fix it because lolxd fixit doesn't waste!
>>
>>521634230
The fact that platforms can't deliver to other platforms is a real showcase of how they were a complete afterthought meant to be a temporary roadblock and not the end-game. The shattered planet being the "end-game" and all the solutions to it being "unintended" like belt-weaving for item storage says a lot as well.
>>
>>521634581
space exploration already had the correct idea, why they didnt just copy their features is beyond me
>>
>>521634720
>why they didnt just copy their features is beyond me
Just take a good look at the furry's license bullshit, it'll come to you.
Unless it wasn't Earasshole with that wacky license thing.
>>
File: 1520146770829.png (137 KB, 500x500)
137 KB
137 KB PNG
>>521635249
How the hell do you mansplain to the developer of a game that they can't use the code for your mod that is based upon their code, while they are paying you to develop an expansion for that game.
>>
>>521635249
Wube can put whatever the fuck they want in their game.

Any adaptations or works derived from the Factorio assets are permitted to be included and distributed as part of your mod. However Wube Software Ltd. still retains all rights and license to these assets and the work derived from them, and reserves the right to request removal of these assets from your mod.
>>
>>521635519
>>521635709
Better question is how do you use their code without them throwing a divorced single alcoholic mother of all tantrums.
>>
File: file.jpg (54 KB, 954x698)
54 KB
54 KB JPG
>>521636076
You pay them
You pay them money
You pay them the money you are already paying them because they are in your dev team and their code belongs to you via contract
>>
>>521635249
There's nothing weird about hours license. It just prevents people from distributing the assets or code he made. That doesn't prevent anyone else from making a mod that does the exact same shit but codes differently with different assets.
>>
>>521636297
His license* excuse my phoneposting from the toilet
>>
>>521636467
>literal shitposting
>>
>>521633516
Yeah ur dumb. The generators were the least important part of the build. The painful part was building the fuel chain, and there are hundreds of hours of "my 35GW turbo fuel factory" series to prove it. Look up any turbo fuel factory, it's a monstrous project that takes weeks of casual play to get rolling. The generators did not matter at all. They were the cherry on top.

The ACTUAL generator buff is this:
> https://satisfactory.wiki.gg/wiki/Rocket_Fuel
Look at that nitro fuel alt recipe.
> raw material
> raw material
> raw material
> single step recipe
That single step? It's literally 1 overclocked refinery, using the basic bitch ass recipe. One. You have
>1 refinery 250%
>1 blender 100%
> a bunch of raw materials
Which produces 9 GW of rocket fuel. Add 4 sloops for 9GW more. Your entire endgame base can be powered by
>>>>>> FOUR MACHINES
That's the fuel generator buff. That's what makes nuclear power obsolete. You simply do not have to build anything to get endgame power.
>>
>>521636956
I just use refined power for the fun little modular system that I can upgrade piece by piece
>>
>>521633896
Just lock the time to day? It has zero effect on the game aside from stinger spawns, and randomly finding an alpha spitter at night in the overworld is a nightmare scenario I only needed to live once.
>>
>>521639006
Alpha stinger* fuck my stupid nigger life
>>
Py but in Satisfactory, y/n?
>>
>>521616451
>No one wants to lose the QoL (hoverpack, bladerunners)
Well not anymore. The only thing missing is automatically pulling consumables from dimensional storage and (with a factory set up repelenishing them) it would become an absolute nothingburger
>>
>>521636956
A turbo fuel factory is still less of a pain in the ass to set up than nuclear. Then they went and buffed it even more with new fuels and more power generated. Nuclear is so fucking pointless it's not even funny.
>>
>>521636254
>exchanging money for goods and services
What next, using a philosopher's stone to exchange lead for gold?
>>
>>521646516
>tfw no particle accelerator to transmutate oil to iron plates
>>
>>521620356
upgrade all chests to supplier chests
>>
>>521640390
satisfactory+
still not updated. never updated
>>
File: 1617029271049.png (10 KB, 429x410)
10 KB
10 KB PNG
For years I've been hooking up every single chest in my base with a wire because I didn't know you could use a roboport to read all logi contents.
>>
File: Spoiler Image (48 KB, 640x437)
48 KB
48 KB JPG
>>521596437
>>
>land and get started on sector
>...
>wave 3 rolls around
>still attempting to set up production
>clean up minor damage with passive heal
>consider building a second powerplant
>secondary enemy force sends 3 big units
>don't noice on the map
>I die
starting with nothing FUCKING SUCKS
>>
>>521650295
>Cosmonaut Vladimir Komarov's remains in an open casket
oh, jeez
>>
>mindustry v8 (beta)
>lauch and landing pad nerfs
>needs a building supplied with water to accept things
>can no longer turn old sectors with scrap into massive production hubs
FUCK
but the colored ammo is cool
>>
Score thus far
>Me
>0

>Medium worm
>4 tanks , 1 spidertron , 1 engineer ,12 nuclear reactors and 2 nuclear missles
>>
File: file.gif (1.68 MB, 400x224)
1.68 MB
1.68 MB GIF
>>521657724
sorry to hear that bro, thankfully there's a little thing you can make on vulcanus called "48 artillery turrets firing simultaneously"
>>
>>521658559
Whats the best way to direct fire ?
Auto fire turrets with radar spotting set up on their territories border or manual remote targeting ?
>>
>>521659292
Manual targeting
Bind fire to mouse wheel
I've never done that but now I want to
>>
>>521659292
I'm like 95% sure autofire doesn't target worms
>>
>>521659526
demolishers, not worms, it does target worms
>>
>>521659718
What worms exist other than demolishers in this game?
>>
Fresh attempt with 2 replicating EXAs and almost no trial and error required.
It's a bulky solution but the lowest possible activity and also reasonably low on cycles. There's just something so much more beautiful about them send messages each in their little window instead of having on EXA per side jumping from node to node
>>
File: worm.png (13 KB, 246x144)
13 KB
13 KB PNG
>>521659924
>>
>>521660185
lol , how could i forget
>>
File: Fulgora rev.drawio.png (48 KB, 821x447)
48 KB
48 KB PNG
I almost done with setting up a decent production of foundations on aquilo, just need more brine outposts. Thinking about building a big multi island, train based factory on fulgora next for legendary shit and more holmium exportation. Any thoughts?

Is it worth the trouble of setting up upcycling facilities for every single relevant resource, or do I just void everything not epic-legendary and scale up scrap recycling instead?

>>521657724
early game I just killed demolishers by using huge bricks and corridors of turrets on red ammo + poison capsule spam and I didn't even had the damage tech on a good level, half of the turrets got destroyed on the process every time. There are probably better ways to do it though.
>>
combination of 20 artillery ,20 gun turrets and one tank finally did it
>>
File: 1732712128811154.png (623 KB, 3232x319)
623 KB
623 KB PNG
I can feel my slow descent into insanity.
>>
>>521657724
All you need is 1 railgun shot.
>>
File: file.png (1.11 MB, 1080x810)
1.11 MB
1.11 MB PNG
>>521670691
Ah yes, if you don't have a house just buy one
>>
>>521670909
Do you even need to kill medium worms pre Aquilo?
>>
>>521657724
I just used about 25 shotgun turrets (piercing ammo) and about 30 poison capsules. was pretty close though. all but three shotgun turrets ended up being destroyed
>>
>>521653473
>try again
>wave 3 rolls around
>have even more defense set up
>production be damned
>check incoming wave
>it's a huge walker that I never seen before
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
>>
>>521671315
I had no coal patches asides of starter patch and the closed one was guarded by med one. Decent tungsten was guarded by med worms as well
>>
>turning lead into gold is trivial
>cost is a metric
Zach didn't think that one through
>>
Is it normal for new players to build compact and small? I was getting to sleep last night and it's like a lightbulb went off in my brain that I can expand as far as I like and build my base as huge and expansive as I want, but for some reason I try to keep everything near each other
>>
>>521671840
yes, the no.1 problem with new players is underbuilding
>>
>>521671962
But what causes this?
>>
>>521672012
Lack of knowlege about how much shit you are going to need later
>>
>>521671614
You missed the perfect opportunity to do space logistics in the space logistics dlc by not importing coal instead. Kovarex is disappointed in you.
>>
>>521672145
Space logistics in SA sucks donkey cocks though. I rather take whatever the furry has cooked than this shit
>>
File: 1701850817186626.png (586 KB, 1024x625)
586 KB
586 KB PNG
>>521672269
My bad. Didn't realize you were based as fuck. Carry on.
>>
>>521672012
Belts seem too expensive when you have crappy production.
>>
>>521672932
This post is reddit
>>
>>521673359
You're just allergic to people agreeing with you.
>>
File: 1725369470107459.jpg (137 KB, 500x667)
137 KB
137 KB JPG
No /egg/ server?
>>
>>521674139
i should call him
and remind him to clean his sink.
>>
>>521672269
it would be way better if there was an end game research which allowed for the construction of space elevators which would allow the unloading of items in multiple areas, as opposed to being forced to use only the cargo landing bay
>>
>>521679242 →
>>521679242 →
>>521679242 →
nu



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Edit][Settings] [Search] [Mobile] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.