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somehow, opus magnum returned
Previous thread: >>536659529

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

List of commonly discussed /egg/ games:

Voxels, blocks and vehicle builders
>Avorion
>Besiege
>Empyrion - Galactic Survival
>From the Depths
>Machinecraft
>Robocraft
>Scrap Mechanic
>Space Engineers 2 +1
>Sprocket
>Starbase
>Starship EVO
>Stationeers
>Stormworks: Build and Rescue
>TerraTech
>Trailmakers

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

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

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

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

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft

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@2100Z)
All IPs are in the pad for security reasons.
>>
First for getting laid this decade
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>>537072746
I like the very tactical massive glass pane on the front
>>
>>536977637
>in their world sin 91 and sin 89 are the same number?
They are though (in degrees). You're thinking cos.

Have not played stormworks in a while, it's wonky but I don't think it was that wonky. At least, it was possible to avoid wonky controls.

The game was frustrating for other reasons, definitely fun for a while.
>>
>>537073623
yeah, the shielding doesn't seem like the best, on the other hand its operated remotely, so there's that
>>
factorioids, there's an occasional blip sfx that plays when doing construction work on the space platform, does it mean anything?
>>
>>537076587
pretty sure it just plays random sci-fi sound effects in space that don't have anything to do with anything
>>
>>>537040229
His point is that an assembler is a black box. You don't get gears by looking at an iron plate, you've gotta do something to the iron to get gears.

It's a valid point, but at some point you're simulating a real productive economy. If it's a game, it needs to not be real engineering.
>>
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Neat
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>>537083956
Isn't it a relief to not have to spaghetti 4-6 miners together and spaghetti them to a smelter stack?
>>
>>537084061
At this point I was just routing every miner into a nearby logi tower sometimes not even bothering to consolidate belts so having the miner itself fart out drones by itself is pretty nice. Didn't know it could do that
>>
>>537084402
The catch is that miners don't host drones themselves. I haven't seen it being an issue with my logistics capacity though.
>>
>>537084741
Eh. Still a great upgrade and something to make me insanely paranoid about using grating crystals for not-miners
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>>537081102
In my mind the only thing that comes close to what the original anon was saying is Galdocs Manufacturing for Factorio. It requires manufacturing of gears, sheets, screws and all other shit with their own specific machines (Pressers, lathes etc...). I know its not exactly what anon was talking about, but its the closest I can think off.

I'm sure some anon has beat it, but whenever I've discussed with others everyone has the same story of giving up because its so repetitive and not fun at all. The closest way I can describe my experience with it is "cutting grass with scissors".

Its a shame because the mod author actually seems pretty chill & documents a lot of his work on YT.
>>
>>537087578
Grating crystals seem pretty common

>>537087607
mm, yea, I don't have that much interest in going off the deep end with tedium. I don't have enough time.
>>
>first time played DSP, first automation game I got into
>only seen a few shots of dyson spheres from trailers, otherwise running blind
>get to solar sails
>what the hell, go with the flow, start launching them en masse
>go about expanding oil production
>glance at the sky, do a doubletake
oh what a feeling. really rewarding. need more games that reward you with sweeping changes to the environment, especially beautification.
>>
engineering games are for nerds
>>
>>537094157
nerds (complimentary)
>>
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>>537090772
Factorio still edges it out thanks to mods but I like how the game looks sometimes and it's a lot easier to get shit from point A to B thanks to belt Z-levels so I never really felt the need to nuke my starter base until now where I'm going to just go find a new planet and pave it over
>>
>>537094157
They are for sexually active gods. Hence why I'm terrible at them.
>>
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>>537094909
I'm personally a fan of both game in how the present themselves, the main annoyance with DSP is that obviously with it not being a flat axis and a curve. Its just not possible to see everything you want, where with Factorio you can zoom out and see everything if needed.
>>
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I done it, my first spaceship. test drive it once it's wound up.
>>537094909
there are beautification mods for factorio?
>>
>>537095783
>2 furnaces
I would recommend taking it slow unless you have a lot of bullet damage upgrades.
>>
>>537096025
screw that, full speed ahead!
.
.
.
and of course I forgot to research planet exploration.
>>
>>537095783
Factorio actually looks pretty interesting
>>
caravans are a pathway to many abilities some consider to be unnatural
also i think i really like kicalk now that there's better recipes and also i'm not using the wood processing unit that has a 75% speed penalty in factory planner
>>
>>537110212
>barreled caravan fluids
Based
>>
>>537052417
any moron could see the entire mode is made with AI, from the coding to the description itself to the author's pfp.

The guy "defending" him is just as stupid, probably more because he gave him the shadow of doubt and he defended using sloppa
>>
>>537051648
the world is chock full of morons
paying attention to them is worse
I see a retard talking about >100% quality I laugh him out of the room, simple as
>>
>>537110701
it is 75000 fluid per caravan and has all the usual benefits of point to point with zero infrastructure so long as you keep a food supply and don't fuck up barrel balancing, just slightly more space than a caravan station usually takes
i think it might genuinely be good
>>
>>537095783
>my first spaceship
>5 fucking thrusters and 12 turrets in the front
rip
>>537111106
>it is 75000 fluid per caravan and has all the usual benefits of point to point with zero infrastructure
Ah yes, pipes
made out of iron
that very expensive py resource
it sure makes sense to have a fluid train that goes 20 km/h instead of putting a fucking pipe with instantaneous 2.0 fluid transmission

lmao
>>
Factorio but it's an RP server.
>>
>>537111275
you don't see it
one day when you have twelve different fluids that all need to get from one side of the base to the other and all the nearby road space is full of other existing pipelines you will
>>
>>537096025
>>537111275
I lost a bit of stuff on the starboard forecorner. How do I control speed aside from toggling automate?
>>
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Can inserters not grab from the cargo bay expansions? I think I fucked up pretty bad and will have to remove half of them from the ship
>>
>>537112290
they cannot
only out of the central bay
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>>537112341
fuck my stupid fucking retard life augh
>>
>>537112216
use circuits
also bonus, thrusters are more fuel efficient at partial throttle
>>
>>537112210
I'm already at py2.
I simply space my pipes.
>>
>>537110212
Works fine until you enable spoilage
>>
>>537113164
have they worked it into py? that's incredibly fucked up, what's it change?
>>
>>537113373
Frankly not a lot of things but it adds a hell of a lot of micromanagement I don't really see a point for, for almost no gain
there's a point to be made about the fact it adds a new way to work with nuclear decay but it's not worth it in the slightest at the moment
>>
>>537112671
>circuits
oh duh, when will I learn. didn't even think to see what circuiting them offers. damn pretty trail effects.
>>
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New general purpose freighter
>>
Watching that SA speedrun was actually very interesting
>inner solar system travel is viable with just a single wall in front and some repair pack production, leeching fuel purely off the occasional small asteroids
Fascinating
>>
>>537110973
Quality doesn't scale linearly forever over 100%, there's massive falloff to it.
>>
>>537118272
I do not care. You can't get it in vanilla.
>>
>>537116526
you can really feel kovarex crying
>>
>>537095783
I thought I overbuilt this but it still can't keep up
gotta add a circuit condition to wait for ammo to restock at every stop, or it'll explode
>>
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>>537071178
So i'm almost done with AngelBobs, still playing on 1.1.
I don't care about space, what should I play next?
>>
>>537119834
too wide
you're placing your turrets in the wrong places
make it thinner
too much ammo production, 2 blues of ammo are more than enough, 1 yellow is better
too many furnaces
entirely way too many thruster chemplants

this ugly piece of shit went back and forth from vulcanus at 200 km/h without getting a scratch, and I later improved it significantly with rare/uncommon quality and t2 modules later on
>>
>>537120004
the 2.0 features are really good, I would recommend looking for some mods on that version.
Space age is ok, but the 2.0 stuff is amazing. I can't go back to 1.1 - remote view alone is too good.
>>
Science is online (the labs extend downward, they are mathed out to be slightly more than 2.7k SPM capable). I'm a half hour in and the graph is smooth 2.7k, but we'll see if it holds up.
>>
>>537120275
each assembler uses 3 iron plates p/s, each furnace makes 0.6 iron plates p/s, to supply all four constantly I need to produce 12 iron plates p/s which takes 20 furnaces, which is what I have. Oh, and 20 iron ore p/s so 2 crushers pumping out 10 p/s each
I didn't just slap shit down randomly, I worked it out
>>
Space Engineers is 5 bucks this weekend. Is there 5 bucks worth of fun to be had?
>>
>>537120627
Yes and you are still supplying them to the wrong places :^)
you worked out the rate but you're fucking up the target
turrets on the sides are extremely unoptized
your ship is either tight or it's bloated, it's a balance
too many plates means too many solar panels needed to sustain them which means more area which means more turrets which means more ammo which means... well you're already said you're out of ammo between trips.
you either carefully balance your *entire* ship or overbuild, your first shitbrick is worth jacksquat so overbuilding like that is moronic
you can't mix and match
>>
>>537112671
wait I can't hook up thrusters to ccts, wtf?
>gonna have to squeeze in some pumps
oh nooooooo
>>537120275
>you can flip thruster throughputs
fml
>>
>>537120872
Not ever since it became abandonware.
>>
>>537109853
I could never get into it until a little before space age. it wasn't until I played DSP that I finally broke into the genre, and with factorio I further had to brace myself and challenge my mentality. that aspect alone is fun in itself, for me, but there's still so much I feel I wanna do in factorio that I keep putting off, like beacons or modules aside from efficiency.
>>
>>537122526
>wait I can't hook up thrusters to ccts, wtf?
>>gonna have to squeeze in some pumps
>oh nooooooo
Welcome to nu-kovarex+earendel slop

>guys we realised not being able to connect nuclear reactors to circuits was a fake difficulty puzzle, requiring a non-intuitive and completely solved solution that everyone just copies over after they invent or see it somewhere once
>same with not being able to connect assemblers to circuits, there was no reason not to allow you to just disable them directly, having to control input assemblers was a clunky workaround
>OH BY THE WAY did you see the new spaceship mechanic we added?? get this, the thrusters benefit from careful fuel control... but can't be connected to the circuit network! Hahaha, we bet that's going to make for some interesting and creative designs to solve this!
One step forward, one step back
>>
>>537123271
Thanks. I thought it was Keen that /egg/ didn't like and figured I'd ask.
>>
>>537124820
I'd say there was about 4.99 worth of fun to be had back when Keen wasn't developing a cashgrab sequel
>>
>>537122526
I don't remember how, but you can just send the central building some circuit value that sets the desired speed of the whole ship
>>
>>537119309
Oh no anon, modded Factorio is illegal and only the vanilla experience is allowed.
>>
>>537119834
Research more damage upgrades. There's no way in hell that thing should be running out quickly.
>>
>>537126682
good point, I don't have purple and yellow science set up yet
>>
>>537126682
Yeah wtf. I'm running three turrets on one rare smelter with speed modules and it can safely fly at 60. Didn't realize people actually left nauvis before getting all the science, even though in theory you can.
>>
>>537127324
I wanted biolabs asap
I know it keeps you held back in the long run, but I wanted to do as many techs in biolabs as possible
>>
>>537123403
>NOOO you can't flip thrusters because we want to see DIFFERENT and QUIRKY builds!!!
>the only viable design is Λ
Good job. This and retarded space drag are the biggest obstacles to making fun platforms.
>>
>>537128254
What would you expect out of a flipped thruster? Make it easier to slow down? Or pushing asteroids away?
>>
>>537128254
To be fair allowing or disallowing flipping just switches the optimal design from a flat line to a diagonal one (doesn't have to be a V, can just be a single diagonal). This simply isn't a problem with interesting design space. And I guess one tiny benefit of non-flippable thrusters is that retards sometimes do insane pipe spaghetti rather than just putting them diagonally which kovarex probably thinks is funny.

It's just the lack circuit control which gets me, in the EXACT same update that added circuit control to nuclear reactors for the EXACT same reason.

>>537128605
We're talking about vertically flipped thrusters, not horizontally. So that they can be chained in a line, alternating so that both fluid ports match up.
>>
>>537128605
He wants to put thrusters in a straight line and is very upset that muh furry and kovarex won't let him
>>
>tfw hand feeding seeds to grow Yotois to fill a build from 20 starting units to 5k when it's full
AAAAAAAAAAAAA
>>
How easy would it be to do just enough of Gleba to unlock Biolabs and T3 prod mods, if you've never done Gleba before?
>>
>>537122526
it's not flipping per se, it's a bit of a trick with the tanks.

>>537126321
shut the fuck up you goddamn moron. I'm saying doing that is fucking retarded.
>>
>>537128254
>a wider nose would make you run into significantly more asteroids, forcing disproportionately more turrets and ammo production
>but that's not enough, we have to add literal fucking drag to the interplanetary space because uhhhhhh debris from a shattered planet!
The second biggest disappointment for my initial run with the expansion
>>
>>537128782
Yes I am upset that they are taking out options for no reason.
>>
>>537133103
The reason is it specifically makes you angry and we all benefit from it.
>>
>>537133183
>we
speak for yourself
>>
>>537133183
Keep sucking the furry cock, faggot.
>>
I know that there are priorities in the logistics chests on what gets taken first, but where is the cargo landing pad on it? Is it higher priority than passive chests?
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>>537133354
No.
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>>537133103
Restriction breeds creativity.
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>>537133591
*fishes you*
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>>537133742
artillery should be unlocked by fish breeding
1 lik = 1 subscrib
>>
>>537133709
>creativity
it doesn't if there's only one solution for a problem or other solutions are much shittier than the first one
giving tools to solve problems > taking tools to solve problems
>>
>>537134015
Do you think that adding bob's inserters makes the game more interesting? It is giving tools to solve problems
>>
>>537130280
Gleba felt like it uses a different part of the brain for me, it was the first time in SA that I went to the editor to plan a build in peace.
>>
>>537134543
Yes
now that we'r having a tool, make up problems where player has to decide where and how to use these tools
no clue about vagne's inserters but going back to thrusters it would be cool if reverse thrusters were required to deaccelerate the platform
>>
do the aliens on Gleba attack your factory proper or just things that produce spores?
>>
>>537130280
>just enough of Gleba to unlock Biolabs and T3
Bro that's entirety of Gleba subtree
>>
>>537130280
it's never simple, even importing all the goods you need it's not quick
you got outposting to do, so you're at the mercy of your map gen for whether you're better off with rails or not, there's power to consider and solar sucks on gleba, and it's one of the two planets where enemies can decide to fuck with you

plus why would you stop there? there's rocket turrets, spidertron, stack inserters, all great unlocks
>>
>>537132636
>Playing any way other than what I explicitly approve of is retarded!
>>
>>537076383
>Remotely
So... after the first few appearnaces in battle where the enemy keep trying to shoot up the cab, remove it entirely once it becomes common knowledge that it's a decoy
>>
>>537135041
>>537135075
Is there no way to hop on there with some supplies, quick throw together a thousand science packs and then bounce?

I don't want to full commit to the planet until I have everything else done, but Biolabs and prod mods specifically are too valuable to leave until I'm fully done with the other two planets. Coming back for round two later is fine, but Biolabs early is too tempting to pass up.
>>
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>>537136023
>quick throw together a thousand science packs
So you don't know.
Gleba science spoils. As does bioflux which you need to feed to spawners to produce eggs to make biolabs and productivity modules. There is no escape, you WILL set up a courier ship flying around every 10 minutes
>>
>>537128254
>the only viable design is Λ
The arrow design isn't even optimal because it needs an extra tile on both sides. 4*thrusters + 1 is the optimal width (excluding vertical thruster stacking) which is achieved by a single diagonal.
>>
>>537136023
there's probably a blueprint that you can paste down since everyything on gleba only uses 2 ingredients, but is that really how you want to play?
>>
>>537136357
I know that, it's why I want just enough science and then I fuck off with whatever I need to make 4 to 6 Biolabs, invest whatever is left in prod mods, then my shit on Gleba is left to the wolves.

>>537137001
Not really.
>>
>>
>>537137974
delete this
>>
>>537137974
>we could have every ship look like this if kovarex wasn't a FAGGOT
>>
>>537138730
is a chevron prettier than an oblong? or did he just not think about staggered tesselation
>>
2.1 will fix everything. Trust the plan
>>
>>537139529
This, did they post any more news, did they even start?
>>
>>537116454
V G H
Sweet design
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I cannot wait to turn this ship into scrap
>>
>>537144643
>fission reactor in space
I know that it's probably fine once you have automatic routes, but I could never bring myself to do it, the thought of it idling at full power in orbit was too much.
Yes I used solar on the first Aquilo ship
>>
I am angry that they renamed jellyum to bioflux
what the FUCK even is "bioflux"
>>
>>537146685
There is this thing, it's called circuits. Fucking use them. Read temp, disable inserter if temp is above 600.
>>
>>537130280
Watch the 8 hour SA speedrun for build ideas for a quick and easy and compact gleba
>>
>>537147450
Biomatter that fluctuates between useful and spoiled*

*It only fluctuates in one direction
>>
>>537135035
It's the exact same mechanic as pollution on nauvis afaik. So, they only target spore producers from a distance, but they will also aggro on military targets if they come within visual range, and they can aggro on other buildings too if they're blocking pathing but I'm guessing that's a non-issue for stompers and strafers. Once aggroed they will continue destroying all your buildings they can see, I believe
>>
>>537120872
Just pirate it
>>
>>537146685
The only reason to ever use solar panels in space is for bootstrapping the first ice melting chemplant (or water unbareller if you're schizo)
>>
>>537146685
good luck with aquilo
>>
>>537147781
you don't know that, in a billion millennia it might fluctuate back again
>>
>>537148573
I made it to aquilo using solar. Never thought to use fission, thought there wouldn't be enough water. Thinking about it now, that's probably why most of the asteroids become ice as you get close.

Anyway just stockpile bullets and missiles in advance, then all you need is two chemplants making fuel. They can run for several minutes on just blue quality accumulators and some trickle solar power.
>>
>>537150525
My ship idling in Aquilo orbit uses ~.8 water a second for nuclear
>>
Let's see what we have on the docket for this weekend.
>new civvie video
>4 hours of hololive en concerts
>uthermal whining about stormgate for 30 minutes
aww yea, time for a good factorio weekend
>>
>>537146685
What really? I never bother with solar since nuclear is so easy in space. Plus the devs hint that you're supposed to use it by locking kovarex in space science. No need for efficency modules and it allows beacon usage with foundry.
>>
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I haven't checked /egg/ since shortly after the Factorio DLC dropped.
Is there any new games worth playing?
Any new Factorio mod worth playing?


>>537151691
>>4 hours of hololive en concerts
Do you watch them online or download them? If so gimme link pls.
>>
>>537153959
nyaa.si
search hololive and you'll find it all
>>
>>537154176
"All for one day 1+2" has all of them?
>>
>>537154608
Sounds like it does. I don't remember which one I grabbed myself.
>>
I heard something along the lines of underground belts and pipes on aquilo need a lot more heat. Is this true and does it even make a difference with nuclear?
>>
>>537159689
Underground pipe takes as much heat as an assembler, while regular pipes are something like 1/15th of that? Exact numbers on the wiki.
>>
I think I have it.
Dynamic item "pricing" calculation based on the state of suppliers and requesters
Blocks disable and enable themselves based on if they're "profitable"
below calculation for best fuel in terms of $/J
>>
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>>537166096
fuck forgot pick
>>
>>537166354
>$/J
the fuck you're talking about
>>
>>537153959
The Factorio circuit overhaul alone is worth returning to the game for.
>>
>>537166096
instead of doing that i just overbuild oilsands processing to fuck and increase power generation by an order of magnitude
>>
Finished the bedding build on the server, did some general fixes, seeded mk 3 sap and seaweed and started on the big vrauk build since those are the biggest bottleneck right now. Ill keep on keeping on with the vrauks tomorrow.
>>
>>537169541
>bedding build
got grod and yotoi both cycling along?
i didn't know we had sap and seaweed 3 researched. nice to have
>vrauks
it's funny how as soon as we don't need vrauks for formic acid any more they're suddenly way more critical for other things
arqads are starving on them and i'm pretty sure they're by far the best option for vatbrain charges as a brain/chitin source
>>
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>>537168405
cost per joule (well, megajoule exactly)
so a block making new molten salt only gets enabled when
((price of molten salt * 2 / 3) + (price of ash / amount of MJs in current best fuel)) - ((price of salt * 2) - (price of 1MJ of current fuel)) is >= 0


>>537169194
this is not just for power, but for everything, I just started with power because I had to figure out how to do energy costs anyway with all the buildings that don't just take electricity
>>
>>537170757
second - should be +
>>
>>537170757
That is genuinely the dumbest thing I have ever seen done in py.
>>
>>537170001
>got grod and yotoi both cycling along?
Yes, Grod wasn't that bad but the palms took like 3 hours because I started with 20 and needed 5k to finish. Couldn't really make more to jumpstart it faster because no circuits. The first 2 hours had to be done manually too since the bots wouldn't balance the new palms correctly between the seeds and the palms.
>i'm pretty sure they're by far the best option for vatbrain charges as a brain/chitin source
I think auogs with first recipe might be the best way to do brains. I'm not sure if we want to slaughter any of the vrauks (maybe the overflow?) from this new build, honestly can't remember how big I built the Arqads so no idea if I'm horrendously overbuilding again or not. For Chitin ye we need to slaughter something like vrauks but we need lot less chitin than brains. Arqads also have that and we do need to slaughter those for science. On my SP save most chitin was going to burners but then again I also didn't do the chemistry formic acid. If there ends up being overflow which I suspect will be the case then we might as well kill the extras for bonus ingredients though.
The chemical formic acid looks pretty good too, I noticed it and 'mired.
>>
>>537120004
in 2.0, you can remote-drive tanks with roboports
>>
>>537133863
>can't land on Gleba with artillery ready
mmm no thanks
>>
>>537132636
oh! silly me, somehow missed that the thrusters aren't aligned
>>
Thoughts on HBM's Nuclear Tech Mod for the 'craft?
>>
>>537182338
I haven't gotten around to it
any good modpacks with it?
>>
Gleba would've been improved if there was orbital artillery
>>
>>537184515
>gleba would be better if you could trivialize the enemies
>>
>>537184445
Not to my knowledge. Not that any modpack is needed, the standalone mod is quite expansive.
>>
>nuclear sub in Stormworks
>trying going to nuclear-electric route with electric motors but they're shit
>sub is faster with turbines straight to propeller
Am I doing something wrong? I can get 18m/s with 14 turbines, with 8 turbines feeding into two large generators and two large motors I get something like 10m/s. I use less mass the electric route but the power seems weaker, yet I see others online suggesting you go the nuclear-electric route.
>>
New satisfactory dev update video
They confirmed that
1. They will continue making youtube shorts
2. Some people are going on vacation (again)
3. They will be streaming the game with a controller in the future
That's all for now.
>>
>>537187464
lol
>>
I forgot biolabs need u235
I thought I was done, fuck
>>
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>>537087607
I think a happy medium between galdocs and vanilla would be having a different machine for metalworking (iron into gears), wiring (circuits), and actual assembly (like making the final machine entities). Vanilla spage comes close with the foundry and em plant but there could be like a "lathe" and "soldering machine" as early game versions.
>>
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>>537193728
Shine on you shining diamond
>>
>land on gleba
>Pentapods are attacking all the time
>Gun turrets are meh but outranged by strafers and do no dmg to stooppas
>Mines are shit
>Flame throwers are too slow to hit the bugs
>Lasers do negative damage
>Suffer through all of this to get deeper into tech tree for rocket turrets
>Explosive rockets Vs small guys and normal rockets Vs big guys, sounds great with big range and shit
Except they do fucking nothing to pentaniggers what the fuck? Did I got scammed? And rockets are so aids to make with gleba coal tech
>>
>>537195912
use the tesla turrets from fuggora. They don't take any ammo (although they do take lots of power), and their chaining is exceptionally good versus pentapods.
>>
>>537196027
So I went through all this shit on gleba for nothing as I could just do fulgora first and never have issue with gleba from the start?
>>
>>537196835
Vulcanus -> Fulgora -> Gleba
You can swap Vulcanus/Fulgora if you want.
But always do both before Gleba, unless you want to really challenge yourself.
>>
>>537195912
like the other anon said, Tesla Turrets rape pentapods and doing Fulgora first makes Gleba 1000x easier. Tesla weapons and Mech Armor are both godsends
>>
>>537187464
Circuits when?
>>537081102
This is a single-player game. Adding different input costs to infrastructure types is only meaningful if acquiring them poses a significant challenge, or if you have to fight other players for the resources.
Getting assemblers to do whatever you need at the appropriate speed is a better challenge.
>>
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>>537195912
>mines are shit
Use more
>>
>>537199945
>baby stompers
not an argument
>>
>>537196963
>do both first
You can skip fulgora and just rely on artillery from Vulcanus very easily on Gleba. The first waves will be annoying but it's not like anything on Gleba actually costs real resources to replace.
>>
>>537200153
If you can't manage to get defenses working before facing bigger stompers you're doing something terribly wrong. I barely saw the mid tier before finishing deathworld. By the time you hit big stompers you will have enough explosive damage to delete them from existence. Even if you skipped Vulcanus entirely you can always just use a horde of spidertron for nest clearing and a turret that recharges shields.
>>
>>537193728
>>537194943
>throwing them into the ocean instead of a nearby pond or lake
What's the point if you can't watch the fruits of your labor?
>>
>>537199945
Those dragon's teeth are completely useless. They're too small for wrigglers to pass through.
>>
>>537201092
throwing them into the ocean is the mmo experience where you cooperate with other engineers. a small pond is the singleplayer localhost server
>>
Question: if I use the set recipe circuit condition using a signal that changes often (e.g. use a selector to find the asteroid chunk I have the most of on a sushi belt, feed it to crushers directly as their recipe signal), will it keep resetting the machine and fucking up its crafts or will it only change recipe intelligently in-between crafts?
>>
>>537195912
Use more mines, unironically. I built a massive combined arms defense but I'm thinking of switching over to mines.
>>537200153
That webm is pre-patch, they changed it so even aggro stompers get blown up now, there's no excuse anymore
>>
>>537205934
Craft changes after the machine is done crafting.
>>
>>537207080
Ok based.
>>
>>537205934
>will it keep resetting the machine and fucking up its crafts
Yes. I tried exactly this setup and it would constantly switch recipes and just spit out ingredients back to the belt.
>>
>Big drills from both sides can't output into a splitter for two stacked green belts and in fact get slower the faster the drill works because it gets stuck on itself or something
Pain
>>
>>537209596
I once again advocate for dumping either straight into a processing facility, or into wagons.
>>
>>537195912
You have to used the railroaded strat of tesla towers because that's how the nigger devs want you to play.
>>
I like a personal challenge, but it's really irking me that I can't accurately control thruster power. thinking it over, there isn't a way to keep it running at a specified speed without it alternating between off and on, is there?
>>
>>537205934
Constantly changes.
You need to run it through a "Random Input" Selector Combinator for smooth operation.
>>
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>Hmmm, why do I have no circuits in my network?
>>
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Don't know if anyone cares for Shapez 2, but they've been teasing the new 1.0 game mode.
https://store.steampowered.com/news/app/2162800/view/526477957972099595

Looks like they're going down the road of perhaps satisfactory? Where you'll need to send different shapez into space.
>>
>>537205934
you might be able to use a decider to prevent changing recipes as long as there are ingredients in the machine.
>>
>>537216995
why does every game go to space? CoI, Factorio, Facteroids, Foundary, DSP, Satisfactory, now even the goddamn shape game. Why no originality in automation games?
>>
>>537208403
>>537216071
>>537217184
Yeah you're right, it's actually cringe.
>decider
I'm controlling bulk crushers and I don't really want to have a combinator for every single crusher.
>"Random Input"
Huh, how will that help?

Btw the bandaid solution I went with right now has been to add a clock and only switch recipes once every 4 seconds. I built some kinda latch using a decider that picks the asteroid I have the most of on the first clock tick and then keeps that signal steady until the clock resets, then resets itself and picks up the new signal.
>>
>>537217870
well, the difference is that in shapez2 you're already in space
>>537216995
but to be fair yeah they already have the vortex, why rockets now, weird
>>
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>>537217870
skip space, take me through the cultist portal to giger land
>>
>>537209596
Yeah, just so you know. That applies to normal drills too in 2.0. Wube nerfed drills with high productivity for some reason, the max you can get is half a belt.
>>
>>537218894
this is Gleba in a kinder world
>>
>>537216883
sorry anon, but all the resources used to make those has increased evolution by 0.2%. You have to reset the run now.
>>
don't think i ever posted this here
victory ship
>>
>>537195912
>mines are shit
you need to place them outside turret range
if the stompas aggro they'll destroy landmines before they can explode, yes it's fucking retarded
see the part of >>537199945 where large swathes of mines get blown up towards the end?
>>
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>>537223773
>if the stompas aggro they'll destroy landmines before they can explode, yes it's fucking retarded
Not anymore
>>
loaded Factorio save
immediately I can feel the gears turning in my head
and they need grease badly
>>
>>537227509
There is nothing quite like loading up a save when the last session was done while entirely while sleep deprived
>>
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>>537095783
welp, I'm not happy with it aesthetically, but it'll do.
>>
Stack Size Combinator is very nice
helps to make a parameterized train station blueprint which only allows trains in if there is enough stuff for a train to load up
>>
>>537232874
except
it wants me to make blue science first
I do not like this
>>
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I keep getting distracted by railguns and launching silos instead of actually expanding my factories.
>>
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>>537233395
whereas Stack Combinator (Redux) does not
yay
Item Input stations don't even need any parameters
just limit chests to 7 slots, and send L signal 1 if anything = 7*6*wagons
>>
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It's kinda fun to look at your own builds from the map without recipe icons on
>>
>>537234645
I've never used recipe icons in my life before, I've just started now
>>
>>537216883
You should be making those with quality too
>>
>>537195912
rare and above gun turrets outrange strafers, as do lasers

comes down to having enough rocket upgrades to kill stompers at range. You should get those either way because at some point they will manage to oneshot asteroids, doubling ammo efficiency in space
>>
>>537229425
Turrets seem excessive, and there's not a single one in the back. Make sure it stays moving forever and doesn't hang around in orbit.
>>
>>537233734
well you've already won the game by this point
might as well enjoy the result before uninstalling
>>
i can't tell if i'm overbuilding or underbuilding
everything needs so much lime and sodium hydroxide which means even more coke processing forever
kicalk and tree builds were productive at least, pleased with those
>>
>>537215954
>there isn't a way to keep it running at a specified speed
There is a way to make it run at a set efficiency by throttling the fuel. I don't know what way, but I saw a blueprint for that somewhere
>>
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>>537217870
Autonauts has an amusingly weird end goal
>Overall aim is to satisfy colonists' needs, food, clothing etc.
>Final building to research and build is a black pyramid with a suspicious eye symbol on the front
>Which you ''''transcend'''' the colonists with by placing them inside, followed by a beam of light shooting into the sky from the peak
>>
>>537218179
>Huh, how will that help?
It locks in whatever signal it receives for a set amount of time.
>>
>>537215954
>>537240442
>>537112216
Send the "Velocity" circuit signal to the ship's central building, that sets a target speed.

I don't remember if it has to be sent constantly or just one ping.
>>
>>537232874
Some advice - I did this recently in a save, and I found it was better to set it up where it just lowered the priority of stations that were sparsely loaded instead of setting the limit to 0.
>>
>>537195912
Rockets are great but they require a bit of research.
>>
>>537222989
Poor kovarex
>>
>>537241258
Oh, you're right, of course. I think that's equivalent to the garbage contraption I made with four combinators, but you're absolutely right a single selector should be able to replace them.
>>
>>537224319
worst change ever for pvp. before you used to be able to destroy the mines by running full speed with nuclear fuel in a tank, now they still explode.
i hate when single player modes ruin the balance of multiplayer
>>
It was cool while it lasted
>>
>>537253573
You were stacking signals or something?
>>
>>537254005
Since the vanilla loaders don't stack I used stack inserters and infinite chests.
I used to be able to set a parameter instead of an item to automatically make it unload a certain stacked item.
It looks like I can't set an inserter filter to a parameter anymore. Weird
>>
Hey, I'm that new Factorio player. Just wanted to say that Factorio is awesome and I've never enjoyed a game as much as this. (I'm not much of a gamer).

There is always stuff that happens that is annoying, but then you just build a system that deals with that annoyance automatically and it's so satisfying.
>>
>>537254850
nefrums?
>>
>>537254910
I don't know what that means.
>>
The base appears to be holding fine, keeping a full 2.7k SPM. White science looks weird because I'm only inserting satellites if there's less than 10k in the logi system, so the two silos end up synchronizing.
I don't really know what else I can do with the save though, so at this point I'm probably just waiting for SE or Nullius 2.0.
I'm glad to have done it though, I never made anything that qualified in a megabase in vanilla and it was pretty fun. The 2.0 features were amazing, being able to just easily deploy train after train with a parameterized blueprint is so much better than looking for an existing train of that type and shift-clicking the schedule into it.
>>
>55 UPS
is this the beginning of the end, bros?
>>
>>537255340
why would you need parameters for trains
>>
>>537256012
You can set both the train group and schedule with a parameter.
>>
>>537256012
he's a dumbass.
>>
>>537256202
Yeah, but why. Just have a generic train for everything. Are you having trains of different sizes?
>>
I want to try a bus design in my second playthrough (this time with spaceage DLC). Is there something Space Age specific that I should put on the main bus that I couldn't possibly know after playing Vanilla? (Coper plate, metal plate, Iron, plastic, sulfur)
>>
>>537256327
What is the benefit for having a generic train for everything in vanilla, where the vast majority of your trains are moving high amounts of the same item (ore/plates)?
>>
>>537256360
Biter eggs
>>
>>537254005
Disregard >>537254569
Apparently there's a setting and it was disabled, like me. Must have misclicked or something, the vanilla loaders and parameters are working as intended.
>>
>>537256456
It's easier with no drawback
>>
>>537256484
I don't even know what that is. Is that a Space Age specific thing?
>>
>>537256675
There are drawbacks and tradeoffs though, especially if you're using logistics trains for something like ore.
>>
>>537256692
Yes
>>
>>537257031
Why would you
>>
>>537256360
pistols, try to fill a belt
you'll thank me later
>>
>>537257206
ty bro
>>
>>537257037
Why do you need it?
>>
>>537257430
Modules. The recipe is different in SA.
>>
>>537257495
Ok thanks for the heads up.
>>
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bros...
>>
>>537258286
they're mainlining the valves mod?
>>
>>537255340
Do you mind sharing more pictures?
I also would like to know how much time it took and what kind of infinite research level you have.
Cool base, anon. I really like the attention to mapview and your rectangular blocks.
>>
>>537258392
They probably just add them for modders to use like the lane balancer.
>>
>>537258672
Here's a shot of the base, although there's a lot of mines not in the picture.
As far as infinite research, I'm up to prod 24 and bot speed 13 - take in mind infinite research wasn't really running until I finished, and I've only had it open for a couple hours since then.
The save has 96 hours, although I spend a decent amount of that time mentally AFK, especially when I was starting to build up the base.
>>
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>>537258672
>>537259360
Here's a view of the train stations. Something that was very nice for me is that each of the iron/copper stations were 4 belts and had 4 stops, so I could just look at the train view to see what my current production was (steel was one belt per 4 stops - I could have lowered the limit, but I had everything standardized).
>>
>>537259360
>>537259663
This was the only central display I made - it monitored how much ore is left in the patches, but ultimately it's kind of meaningless. I could do some more work to try and monitor how fast it's going down, but I'll probably save that for something like SE.
The module monitor never really mattered past the first few hours where I was upgrading my existing smelting setups - my module production (35/m of each t3) outpaced my ability to design and build things.
>>
>>537259360
>city blocks
Gross.
>>
>>537261828
I normally make a much more freeform train base, but in this case I used blocks because a.) I knew I would be copy-pasting builds 10+ times and b.) I wanted to avoid + junctions in the main base area.
>>
>>537128754
>one tiny benefit of non-flippable thrusters is that retards sometimes do insane pipe spaghetti rather than just putting them diagonally which kovarex probably thinks is funny.
Haha...
>>
>>537254850
You should blogpost your entire experience with pics of your factory, it's literally the best thing that happens in these threads for the rest of us.
>>
>>537263371
My factory is so big I can't take a pic of it without it going to that simplified zoomed out mode.
>>
>>537263829
You don't have to fit your entire factory into one picture, you can show parts of it and let us fill the gaps in our minds ourselves.
>>
this is the most life support I've inflicted upon a starter base
just a little longer and I'll have the spidertron to clear our a choice piece of real estate and I can start building the future
>>
>>537264682
I did the same thing but with biter eggs instead, and not to generate power
>>
>Can't just feed Calcite of all rarities into a Foundry, have to have one of each foundry for each rarity
UGH.
>>
>>537265663
Just stop making quality calcite. The only thing it makes that isn't a liquid is arty shells and cliff explosives, and neither of those are even really worth making quality.
>>
>>537265919
>he is not genociding biters with legendary shells
ngmi
>>
>>537265919
>The only thing it makes that isn't a liquid is arty shells and cliff explosives
I want legendary stone, for legendary rails, for legendary purple science. The process is turning out to be more annoying than I'd hoped.
>>
>>537265919
these shells are gucci
>>
>>537266224
>>537266313
Normal shells genocide just fine. It's not really worth the effort to make them all legendary when you just shooting more is way easier.
>>
>>537265919
>stop having fun
*heavy voice* NO
>>
https://mods.factorio.com/mod/Todo-List
To the anon running the Py server, would you be able to add in this at all? I'm currently tracking all my to-do stuff in Obsidian & while its not the end of the world, it would be nice to share it with others in case they're interested.

>>537260028
Im not sure if they fixed it or it was me being retarded, but those Nixie tubes hurt UPS pretty hard back in 1.1
>>
>>537277468
I hate that mod
>>
>>537277468
>Im not sure if they fixed it or it was me being retarded, but those Nixie tubes hurt UPS pretty hard back in 1.1
I placed over a hundred (each patch had its own monitor) and I was still at 60UPS by the end, so they weren't too bad.
>>
>>537266224
>willingly reducing the smount of shells you shoot
low T
>>
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>Alien biomes has a dirt color the same color as the rails in remote view
Excellent work as always.
Unrelated but is there a good mod to recolor rails?
>>
>>537283007
https://mods.factorio.com/mod/custom-map-colors
>>
>>537277468
they made like 3 nixie tube offshoot mods that each advertised their UPS friendliness. it's probably fine now for any realistic use case.
>>
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the worst thing to legendarify so far
>>
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>>537286413
I believe you
>>
>legendary arithmetic combinator
>+4 to all signals
>>
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>>537247289
So, like this?
>>
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>>537288098
>>
>>537288098
Yeah, I had a constant combinator outputting 50 and a decider outputting -25 (although a stack combinator is better)
>>
Other than balancers or furnace stacks what other blueprints do you always default to when you need to slap something down? I'm not asking for blueprint strings more of a "I always use an all in one rocket part blueprint when I'm rushing to get to space for the first time." Or a "I always use a circuit condition blueprint that does X". Every single playthrough I do I always default to afk'ing to reach certain things and I've about had it and want to go big. But then I always take forever to motivate myself to put shit together because I crave perfection. I wanna make some books (other than the one you're reading) that just speeds up transitional periods like switching from electric furnaces to foundries or setups that get away with bulk inserters vs ones that REQUIRE stack inserters. Thanks for reading my blog anon.
>>
>>537295719
I built a rail book with intersections that's grid-aligned. Having it is such a godsend for getting rails off of the ground.
>>
>build my spaghetti on aquilo
>make sure I have an ice surplus
>add extra cryochambers making it above what I'd normally need
>spend oil making rocket fuel from the ammonia and voiding it in a heat tower just to make sure it always produces ice
>have an excess of chemplants melting the ice that are able to cope with any power demand
>add water tanks as a buffer just in case there's fluctuation somehow, turn on more ammonia voiding to speed up ice production if the tanks go below almost-full
>works just fine for 5+ hours with no signs of water running low
...
>suddenly check aquilo and water ran out so turbine power blacked out

I mega mega fucking fuming. Now I have to ship in more water barrels and make a dedicated solar power network to unbarrel them and hope I can wrangle them into kickstarting the rest of the factory, maybe I'll even need a buffer tank so the chemplants have time to start working in a positive feedback loop again.
But worse is the fact that apparently my aquilo is not actually stable and something is STILL fucking wrong.

How the absolute fuck are you supposed to balance aquilo, I HATE the fact that you need power to make water to generate power so much
>>
>>537295719
Rail book basically
Everything else is pretty simple, you might be overcomplicating it. Like a furnace stack is literally two belts, furnaces between them, assemblers going belt-furnace-belt. Mirror it if you're doing a double-sided stack, maybe with some splitter sideloading at the bottom for mixed coal and ore if you're doing that design.
Shit like foundries is equally easy or even easier. One belt of calcite going past everything, belt your ore in, inserters to add both to the foundries (e.g. long inserters for calcite), pipes going out with molten metal. You can blueprint it for scale but it takes 5 minutes to throw together by hand, if it's blocking you from progressing it's some kind of mental block that you really should work to get past, it'll make the game much more enjoyable if you're able to actually just go ahead and build simple things rather than, like, not building them for some reason.

I might consider making blueprints for shit like legendary rolling or asteroid shuffling but I haven't really perfected my designs for this yet. But the shit you're describing is really simple to build by hand.
>>
the fulgora base is eating up my ups :(
>>
>>537301385
ammonia -> solid fuel -> heating towers or recyclers
>>
>>537304270
is that why you got the downs
>>
>>537304548
That's what I'm DOING. The base still somehow ran out of water and deadlocked after running fine for hours
>>
>>537305718
yes
>>
>>537305741
you only run out of water if your ice production is too little, your solid fuel voiding is too slow, or your solid fuel production is capped by your oil
>>
>made a huge schizo build
>tight as fuck
>feels good man
>forgot that water is an ingredient
oh nononono.....
>>
anyone else play quantumpulse?
>>
>>537287943
>Upgrade combinator to uncommon
>All the signal network is now off by 1
>>
>>537310425
no
>>
>>537310425
Why would I play worse TIS100?
>>
New trains game.

TF1 is the best trains game I've played. TF2 was a letdown imo. Maybe lucky number 3? It looks like they fleshed out the modular approach better than TF2, which felt incomplete and I should not have paid for.

https://www.youtube.com/watch?v=uhXYyctqpiE
>>
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How the fuck?
Hard mode: No bots.
>>
>>537315026
trains, duh
>>
>>537236839
fug forgot about rear turrets
>>
bros I wanna tour vulcanis but the bugs on nauvis are getting more prickly, anything I can do to keep my base safe while unattended
>>
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Do I need buffers for train stations?
I remember my train network getting jammed repeatedly by multiple trains waiting to fill up a single station, despite the train limit being set to 1.
Don't know if that was something I did wrong, or you really do just need these big unwieldy things.
>>
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i have so much legendary copper im throwing it into lava
>>
>>537316878
Set up some remote-drive tanks with roboports.
Make sure they are able to do *everything* you need, so that your personal presence is unnecessary.
>>
>>537316878
Flamethrowers behind two single rows of walls, staffed by a separate roboport bot net and give them a bunch of repair packs.
You are now safe basically forever.
>>
>>537317074
if you don't like it then just stop cheating
>>
>>537316878
couple ideas

Shut it all down so it doesn't pollute.
Push out walls far enough away that pollution can't reach outside.
Cover all defense lines with roboports so that you can repair and reinforce.
Make a tank and get enough radar coverage so you can drive remotely to where it's needed.
>>
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>>537315026
Tadaa. I win your sister's hand in marriage.
>>
>>537316980
I've never had trains ignore train limits and I don't use stackers.
>>
>>537317305
>cheating
its only cheating when you use mods that make things easier, like bottleneck. ore farming is pure core factorio and 100% intended by developers, otherwise they wouldnt put it in
>>
>>537316980
>Do I need buffers for train stations?
Probably not, especially if you have to ask. And ye that was something you did wrong or didn't understand how the mechanic works.
Just set a reasonable train limit, 2 is good enough for most stations so long as the second train can wait without blocking the main line. Maybe 3 in ore outposts.
If you have so much traffic that you need more than 2 or 3 trains waiting at a station you really need another station and adding buffers and more trains waiting likely won't help. Maybe if you play on big rail world and 3 trains just can't get to a smelter in time you need a buffer and higher train limit.
>>
>>537317684
I was assuming you were doing the lds shuffle, which is not intended and is probably going to be patched soon.
>>
>>537317854
oh yeah i forgot my copper is not from ore farming. anyway, lds shuffle is here to stay. making lds recycle into 25% lds would be against the core principle of recycling and would be very bad for the community
>>
I am simply not going to update if 2.1 patches the fun quality mechanics but doesn't actually fix the rest of it or add anything to replace them
No I am not building five copies of every single factory just because kovarex threw a hissy fit
>>
>>537318401
What if quality castables recycle into common solids?
>>
>>537314095
it plays pretty differently from tis-100, you gotta fuck around with synchronizing the chips way more than in zach's games
>>
>>537318894
then i only need 1 assembler with quality modules instead of 5. every product thats not legendary goes into lava
>>
>>537317754
Does it work with a train limit of 1 and no buffer?
Fewer buffers is hardly any more compact, unless I'm missing a better way to do this.
>>
>>537318627
I'm sure there will be a mod within a few days
>>
>>537318894
What if quality recipes took exponentially more fluid input for each tier? Instead of having quality fluids.
>>
>>537318894
what will probably happen is that recipes with fluid inputs won't have higher quality versions.
>>
>>537320605
that would change the number of pumps at train stations and literally nothing else
>>
TRVKE: LDS should be made in a chemical plant so it can't be recycled
>>
>>537316980
i have 1 train for each stop, but a single 'wait' stop before the station.
so if i have 20 iron mines, and one drop off, ill have 21 trains, and the dropoff has a limit of 2, with a waiting station behind it.
only time it deadlocks is when a mine runs dry, and i forget to remove the train before deleting the stop
>>
>>537321032
thats racist
>>
>>537320994
What do you think people are referring to when they talk about "LDS shuffle"? It's casting legendary LDS out of legendary plastic and then recycling to get legendary copper and steel.
Also, requiring more resources to make legendary quality items is the entire point of quality.
>>
>>537322917
80 molten iron or 80000 molten iron means nothing when fluid throughput is infinite. all you need is more pumps
>>
>>537317176
>remote-drive tanks
whuhuuuuuuuh?
>it's real
thefuuuuuuuuh? can you get them to follow and support you too?
>>537317228
>>537317315
ty ty
>>
>>537327053
>can you get them to follow and support you too?
Unfortunately no.
Only drive one tank at a time, no auto-firing the turret.
You can use their roboports for turret creep though.
Or slap a ton of PLDs and use them as turret creep.
>>
someone set up a new cyanic acid build on the right side of the base but the only place it was going to had a pump going the wrong direction at the other end
i flipped it so it'd actually reach batteries (is that what it was for?) and prevented it from overflowing, so adjust it if that's fucked up from what you wanted
>>
Is there a non-Py version of caravans?
They sound super useful.
>>
>>537320605
it is now impossible to make quality electric engines
>>
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What a mess
>>
>>537335369
looks fine anon. what's the problem?
>>
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>>
>bz lead installed
>why no repair bots
>why no batteries
>fix sulfuric acid
>https://www.youtube.com/watch?v=PWAyMOpUPfc
>acid made out of lead
>ammunition made out of lead
>>
thinking of trying out spengies since it is free this weekend
what am i in for
>>537310425
they had a demo in some nextfes and I tried it but wasn't impressed
>>
>first time on gleba
>hmm okay I wonder what I need to get iron and copper here

>.....
>.....

>imports iron and copper instead
>>
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Did I signal this correctly?
The top rail is the main rail line.
(leads to/from junctions and everything else)
>3 buffer spots
Had multiple trains reserving a station before, might happen again.
>bypass lane in case a buffering train needs to be redirected
>dummy stations so the bypass lane is avoided
>>
>>537344309
switch the signal before the station to regular, switch the signal on the left of the main line to chain
>>
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>>537345104
>switch the signal before the station to regular
Right, forgot that. Would have seen it when I stamp down a regular station.
>switch the signal on the left of the main line to chain
Like this?
>>
>>537345427
>like this?
unless you want something parking on the mainline, yeah
which i guess might be okay if it's just waiting for the station train to leave? it depends how you have your rails set up. maybe it's fine
>>
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>>537345673
You're probably right.
The exits of junctions I use have rail signals though, so I feel like this would happen anyway?
>it depends how you have your rails set up
I guess like a cityblock?
Everything needs to connect to everything and loop around again, so every train can go everywhere.
Not sure if it's better to use the junction (no u-turns) or the roundabout.
Last time I looked at this, I couldn't figure out a good design that adds u-turns to the junction without making it huge or gutting the good signalling going on.
>>
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>>537347307
This seems like it might technically work, but will the trains just use the roundabout section as a "shortcut" when not necessary, and undo all of the nice independent signalling going on?
>>
why design non-elevated interchanges? seems like pointlessly gimping yourself.
unless you have 5000 hours in MS rail signal and you don't want the skills you learned to go to waste
>>
>>537350150
I guess I should bite the bullet and make refined concrete.
I used a big inventory mod and super hand crafting speed to make stuff, so I can skip to the train base part.
All I have set up right now are manual labs and burner miners with furnaces.
>>
>>537335369
>>537350398
I knew something was amiss when I saw centrifuges but not a single area that resembled a mall. Come on, anon, you're better than this
>>
>>537350527
That's another anon.
>>
>>537350398
that shit's gay anyway
>nuclear reactors and rocket silos take normal concrete
>foundries and rail supports take the fancy stuff
reficrete being a crafting ingredient was a mistake. should have been kept a pavement option only.
>>
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posting my first attempt at building something in gleba, trying to figure out everything mostly by myself

I sure hope 4 ag towers per fruit piping fruit down and seeds back up will somehow be enough to feed this

I can see the artificial soil recipe so I guess if that doesn't work the next step is to hop in my tank and go out on a fruit tree genocide to get more seeds
>>
>>537071178
>>
>>537356368
What an absolute chad
>>
What ratio of Titanium Carbide and Titanium Plates do you typically need in a game?
>>
so in py when you're making phytoplankton, you can either use tin chunks or meat jerky
except you can turn meat into tin and then process it down into chunk
it takes something like a fifth as much meat to produce phytoplankton from tin as compared to feeding them jerky directly
this is very stupid
>>
>>537357973
>you can turn meat into tin
doesn't sound very realistic
>>
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>see https://mods.factorio.com/mod/lambent-nil?from=updated
>"nullius addon"
>why did someone update a nullius addon for 2.0
>The latest version (3.1.1) is a pre-alpha release for Factorio 2.0, requiring a development version of Nullius.
>a development version of Nullius.
IT'S HAPPENING
>>
>>537329712
yeah, we call them trains.
>>
>>537358656
You have to set track, signals, intersections...
Caravans just *go*, don't they?
>>
>>537357973
>this is very stupid
Why? Jerky is usually something you turn your excess meat into. You swim in meat to the point it clogs your system, you always get that as a byproduct and need to burn it like everything else. I find it highly unlikely you'd get to the point you would want to use *less* of it. And as it stands the "cheaper" recipe is really just an added process that'st throughput limited by your atomic reconstructor in the first place, which costs extra materials, space and energy instead of using a byproduct.
It makes sense to me.
>>537358817
>tracks signals and intersections
abloo bloo bloo
caravans outside of py are an abomination unto godde. Stop thinking such evil thoughts or he will smite you.
>>
>>537359125
>abloo bloo bloo
It wouldn't be so annoying if the rail curves didn't take up so much space.
>are an abomination
Why?
>>
>>537359336
you will tren.
And you WILL like it.
>>
>>537359468
Give me smaller rail curves.
>>
>>537359607
Okay, but in exchange if your train goes more than 10mph around them the train derails destroying the train, everything it was carrying, and everything on the outside of that curve.
>>
>>537359827
NO, FUCK YOU
I WANT COMPACT AND CONVENIENT
>>
SHUT THE FUCK UP THERE'S A DEVELOPMENT VERSION OF NULLIUS OUT RIGHT NOW AND I DON'T KNOW WHERE
>>
IT'S HERE
IT'S HERE
FUCK
https://github.com/S3BA-pl/nullius-2.0/tree/update_dev
>>
oh wait they had a discord for it the whole time https://discord.gg/tZY2Rkte8Y
>>
>>537361327
you can't fool me
it says right there in the thread op that all discord links are tranny psyops
>>
>>537357853
Anyone? If I do a full Vulcanus base and so on and do everything that's reasonably needed to be done, as well as turbo belting everything, roughly how much Carbide am I expected to need vs what amount of plates? Not just relative to each other, but relative to the entire factory.
>>
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py stellar expedition alpha test started yesterday.
>>
>>537363801
>nullius and PySEX alpha builds out
do these fuckers not know what time it is
I am supposed to study
>>
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>>537363947
As someone that played the beta of pyae, I highly suggest not playing until it's fully out. The amount of updates that straight up broke everything was not fun. Either way, go study, nerd!
>>
>>537364173
it'll probable be a few years until py in spess is in a good state to play and it will have changed so much over that time it will not even remotely resemble the version 6 months previous
That's how py usually works, it's nice to see they're refining their product over time with the sandpaper of sheer autism
>>
does the third fluid input on ralesia plantations show up on one of the cardinals like the first two or somewhere else?
>>
>>537090772
>glance at the sky, do a doubletake
The best part about DSP
>>
>>537127324
>Didn't realize people actually left nauvis before getting all the science, even though in theory you can.
It's kind of a fun challenge actually. You get a barebones base on nauvis, hook it to a nuclear+centrifuge and then bring back big mining drills and EM plants so you can plan for your real base.
>>
>>537356368
you get to fuck her in the end?
I should finish the game
>>
>>537365869
it's an edit.
>>
>>537360259
>updated last week
old news
>>
>>537363947
this game is not for high school/college kids
>>
>>537366198
postgrad you fuck
>>
>>537365869
>>537366016
It's not an edit, it's from the chapter 1 puzzle where you have to make viagra because they think Frederick is going to get married. Lem would be the one in charge of arranging a party for a wedding.
>>
>>537367243
Amazing.
>>
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>watch some guy's Fulgora playthrough
>He does this thing where recyclers output into a chest and stack inserters are circuited to pick up only things with over 16 items
>try it
>chest fills up, filter list is the biggest five items, forever
>after some experimenting, turns out it works better with no chest since recyclers conveniently keep only one stack of each item.
This is nice
>>
>>537368007
or you could limit the chest to number of outputs+1. works better for quality outputs since you can store all qualities
>>
>>537368007
You only need the chest if you're using quality mods.
>>
>>537365869
No.
>>537367243
This, it's fucking hilarious.
>>
>maybe i should set up a ralesia block for ulrics since i still haven't done those and we're about to get the next recipe
>the one for mice is producing two full belts of flowers with mk2s and three of seeds
y'know maybe i'll just pull off those instead
>>
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is it possible to weld the top part to the base?
>>
>>537327053
There's a mod for that too, AAI Automated Vehicles. Basically turns the game into RTS-lite, with excavators, hauler trucks and combat vehicles all remotely or circuit controlled.
>>
>>537363801
Maybe I'll finish a third of regular Py by the time it releases next year.
>>
>>537370698
yes
>>
>>537371742
how? no combination I tried works
>>
>>537371807
welder at the bottom facing up
welder at the side of the top part
both hugging the cube they're welding, no gap
>>
>>537371934
>welder at the bottom facing up
no such block exists
maybe it get unlocked later on, but I don't have it at this point
>>
>>537372002
you're fucked then
>>
>>537372123
yeah, I had to redo it a bit, but it turned out decent
>>
>>537363947
>PySex Alpha
Am I clinically retarded? I cannot find this, I see mentions of it but nothing actually linking to it. If someone can spoonfeed the baby, I'd appreciate it.
>>
>>537374150
You have to request access in the pymods discord.
>>
>>537368007
you don't need a decider for this
>>
>>537374150
You need to have sex to see it.
>>
Redpill me on Captain of Industry.
>>
>>537375541
constant looming threat of death spirals
resources are a pain to acquire after a point
deformable terrain allows you to build absolutely crazy things
gameplay wise think factorio but with z-levels for belts and pipes and logi bots unlocked from the start
overall a fun game, and a lot of the hard parts can be significantly mitigated through the difficulty settings
>>
>>537375541
You know that feeling in Factorio, when you transition entirely to nuclear power and realize if anything goes wrong in uranium processing the whole base will die and be a huge pain to restart.

CoI took that and built their whole game around such mechanics, only intertwined. They call it the death spiral, where you run out of say diesel so you can't mine coal anymore so you can't smelt so you don't have parts to maintain machines, conveyor belts break down so food starts running out, then you don't have enough workers, etc. You have multiple constant resource sinks that you must fill and that get worse as you expand.
>>
>>537376137
>>537376186
And there's no biter evolution or other time pressure, so all challenge is self-imposed through expanding. It's actually trivial to win while staying small, just fast-forward a couple hundred hours.
>>
>>537376186
>You know that feeling in Factorio, when you transition entirely to nuclear power and realize if anything goes wrong in uranium processing the whole base will die and be a huge pain to restart.
does this happen to people? I've had uranium industries clog up but by the time they do I always have so much fuel saved up that I would have to not notice for literally like 200 hours for it to create a problem
>>
>>537377328
>>537376186
I still haven't got to the point where I've needed more than one or two reactors. That alone gives so much fucking power. Maybe this current run I'm on will be different.
>>
>>537376186
Bro, your solar bootstrapper?
>>
>>537374150
Not worth it right now, wait for a public release
like regular SEx.
>>
>>537071178
All the mostly positive slop should be removed from the OP, or maybe in a pastebin so the good games don't get lost in the clutter.
>>
>>537377328
I only had it happen in multiplayer because someone made a whoopsie daisy while everyone else was asleep. He also stayed afk on the server the entire night
>>
>>537316980
It depends on how often you need trains there/how much you're taking out of the train. If you're pulling like a belt or two out, you shouldn't need a stacker/waiting area/anything other than train limit 1. If you're pulling out a lot continuously, you will want one.
>>
On the server Vrauks are now online and as a result so are Arqads. I also set up Vrauk mk3 breeding using bots, it has an alarm that blares when there's 2 to seed the faster process.

It's so satisfying to watch when factory roars to life, truly the plan came together once again.
>>
before I try, can an adequate supply of volcanus oil be acquired without beacons and modules
>>
>>537387378
you can get enough for launching rockets, especially once you get coal liquefaction unlocked.
I do have to ask though, why not use beacons and modules?
>>
https://www.youtube.com/watch?v=2ENY4AjjdqE
it's UPS autism time
>>
>>537295719
So you want ideas? Here are the ones I always use, but bear in mind I just love making blueprints so I'm a bit biased :
- 48 miner with relative snap to grid, same with furnaces
- nuclear power with relative snap to grid
- Chunk-aligned laser turret creep
- Kovarex with circuit to avoid u235 storage
- Elevated chunk-aligned rail+power+radar block

Future plans, not yet made or fully tested :
- Interrupt train stops + generic cargo/liquid trains
- Bot omni-mall with smart train stop input and builder train output
- Nauvis landing pad area
- Generic bulk rocket launch
- Generic early and endgame platform
- If possible, generic full monty mall bp
- Nauvis tree farm
- Planet-specific production like all the sciences, compact Fulgora mining, Vulcanus deworming, Gleba rocket fuel power, etc
>>
>>537388254
I don't have any, don't have EM plants yet and my nauvis factory has one yellow belt of copper feeding the whole thing. This is why I'm scaling up volcanus
>>
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>>537390254
When I made my vulcanus oil build, I did it with t2 beacons/modules in mind but didn't actually build them until I was crafting them on vulcanus.
Modules are pretty cheap on vulcanus once you have plastic (and you can get a more than adequate supply without them - it will just use more coal), and especially once you have EM plants. I do recommend taking a small stop to fuggora to get them - you don't even need to make science to get them, and just having a few is amazing. Building modules with EM plants and foundries makes them legit over 10x cheaper
>>
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>space age logistic network embargo
you fuckers lied to me this isn't easy at all
even the fucking mall>rocket belt needs a million combinators to keep the rocket from getting polluted with two different items (it won't launch even if both are requested, you need to design a computer to handle them one by one)
also blue circuits are fucking impossible I guess
>>
>>537393638
easy, just make a new silo for each item.
>>
>>537379285
So all vehicle builders?
>>
>>537393638
Skill issue, just put items in silo by hand like a normal person
>>
>>537393638
Silos are requester chests be themselves
>>
I think my favorite part of Space Age is finishing Vulcanus and replacing all of my furnace stacks with foundries and realizing how hard that 4 crafting speed and 50% base productivity mogs steel furnaces
>>
>>537398335
For me it's just working with molten metals, for some reason it feels so much nicer.
>>
>>537393638
tanks can request items
>>
>>537398335
the space age machines are so insane that if they were in a 1.1 mod, people would have laughed at how comically op and ridiculous they are.
>>
>>537399006
yeah they're absurd, especially the fact that they let you apply the inherent productivity to recipes that can't have productivity modules applied to them
>you wouldn't download a blue belt

>>537398642
that also makes them more fun, the fluid changes meaning you have infinite throughput on your supply is nice too
>>
What do I fill random gaps in my base with? Solar panels and accumulators? I like it when everything looks packed.
>>
>>537400125
storage chests for logi
>>
>>537400125
landmines
>>
>>537400125
lightning rods
>>
>/egg/ is still 99% factorio
Never change. But remember /indie/ is always hungry.
>>
could someone tell me how to make a circuit that gets rid of an excess on a space platform. i get it that i should set whitelist on a inserter, but i don't understand the logic
>>
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>>537404621
>check /indie/
>cheatmod guy is still posting his factory
>>
>>537404621
go back /indie/schizo
>>
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just discovered you can zoom out the minimap
>>
>>537405102
decider combinator
Each >= number, output each
set filters on the inserter with the output.
>>
Confession time: I find Factorio too hard and never finished it.

I think I more or less around oil I had to make a long supply chain and I just couldn't.

Gave the game a break and when I went back it was like looking to an alien language and I could not even figure how I created it.
>>
>>537406896
And other /egg/ games are not too hard for you?
>>
>>537406896
>more or less around oil
anon that's like the 4th our of the game, and that's coming from a casual
>>
>>537406896
I have like 500+ hours of Factorio and I have never launched a rocket.
I don't even know how I have so many hours of playtime. I guess is because of those two times I tried Py and that other mod about terraforming.
>>
>>537406172
i got it, thanks anon
i was trying with a math combinator and i'm too smoothbrained to do it
tonikaku, is there a way to prevent a space platform from sending down stuff that's requested by a planet, while it's parked at that planet? i want one specific platform to not send some stuff down.
>>
what possesses people to copy reddit posts and pretend they wrote them
>>
>>537408287
uncheck "allow unload" or whatever it's called in the schedule for that planet on that platform
>>
>>537408481
It works.
>>
>>537408506
problem is, i want it to be able to unload science
>>
>>537405194
>Play with self imposed restrictions
>Retard on /egg/ complains it's cheating
Never change.
>>
>>537409736
>self imposed restrictions
>massive cheat mods
>>
>>537409876
they're for ups optimization, bro
>>
>>537409876
Yes, and I have self imposed restrictions that go with those mods, you fucking moron. That's what it means.
>>
>>537393638
All those anons that said robots were cheating never actually beat the game anon. Kovarex will never fix rockets either so get building.
>>
>>537414824
If you haven't completed PY without bots you simply have not beaten the game
>>
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>>537352821
>yellow blets
you're using the non-Nauvis start mod, right? right?
>>
>>537421443
or not realizing you can drop stuff down from orbit
took me until Aquilo to figure that one out
>>
>>537421794
>or not realizing you can drop stuff down from orbit
How?
>>
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>>537421881
not him, but I was under impression you had to do every planet until the cargo landing pad from scratch
turns out even John Wube can be merciful in his ways
>>
>>537421881
happens
i saw a few reddit posts about that
>>
daily reminder to disable clouds
>>
2.1 when
>>
>>537423931
Tomorrow
>>
>>537423643
I wouldn't HAVE TO if EARENDEL didn't FUCK THEM UP for 2.0!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>>
>>537421881
Because the tutorial for the first space science you make is worded in a way that makes you think you need a landing pad to drop things from orbit. It is explained that this isn't the case in a different unrelated tutorial which some people probably glossed over.
>>
>>537423643
>>537425605
QRD?
>>
>>537425746
game looks better without them
>>
>>537425746
clouds looked more voluminous and spaced out before 2.0
now it's god's shittiest noise algorithm
>>
>>537425830
>>537426386
I don't even notice clouds unless I have my camera zoomed all the way out while standing over empty concrete
>>
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this shit looks so ass
>>
how large is the typical megabase in chunks? like across, on the longest dimension.
>>
>>537405194
Good
he's quarantined there among its ilk
>>
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>>537426948
word
>>
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>>537432778
Excuse me, are these horror beyond comprehension man made?
>>
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>>537432778
>>
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>>537071178
I've been playing Timberborn and it's a really nice survival egg. You play as the beavers in a world where humans went extinct, and you have to engineer your way into civilization.

Has anybody else tried it? What did you think?
>>
>>537433582
It's not /egg/
>>
>>537433582
bober kurwa
>>
>>537430726
Something like 100 chunks I guess
>>
>>537432778
Kek
>>
has biter battles been updated for SA yet?
the same formula but with pentapods could be interesting given gleba's production chain
>>
>>537436049
pods completely disregard walls, and no flamers
first team to drop any science wins
>>
>>537405659
the fuck how?
>>
>>537437602
shift alt scroll
>>
>>537437897
duuuuuuuuuuuuuude
>>
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>>537421443
I didn't realize you could use drop pods at first

still haven't gotten gleba going. im not sure im intelligent enough to figure out this planet
>>
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Did some fixes here and there on the server, added proper ralesia build. I think we may need a separate arqad honey build. The current one is only scaled to fuel the arqads themselves not actually provide much spare for the science and stuff, it does flow into science when the arqads back up but better to double it up. I did shore it up with more Ulricks but it's still not enough.
>>
Captain of Industry is on sale, and I still can't decide if I want to pull the trigger or nah.
>>
>>537439894
Did you try it with a 5 finger discount first
>>
>>537440030
But Anon, I can barely fit three fingers in there.
>>
>>537440030
No I don't trust the "steamclient_loader.exe" that you need to run to play the "free demo".
>>
>>537440371
https://www.youtube.com/watch?v=iqMV1Mdm8ZA
>>
>>537371249
nta
I tried that, but the haulers would bump into each other and create a big clump.
>>
>>537380756
If I end up with multiple trains queuing up at train limit 1, what's the most likely mistake I made?
I don't have the old base on hand to look at, but it happened twice.
>>
>>537405659
no use case
>>
>>537438473
want some tips?
>>
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>>537433582
It's pretty fun, biggest drawback by far is still performance though.
>>
>>537407938
>never launched a rocket.
>tried Py
what in tarnation
>>
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>>537433582
call me when there's an anime girl mod
>>
>>537442609
>performance
the eternal curse of /egg/s
>>
>>537439894
I'd wait for the full release
>>
>>537364173
>HW3
What's the ratio of funny-shitty, frustrating-shitty, and boring-shitty?
>>
I setup a "everywhere" mall that allows me to request any item from an ILS from anywhere in the cluster however when i try to request small quantities by setting up the minimum allowed to request on an ILS (100 assemblers mkIV) the order arrives with a much bigger quantity (1000+)

How do i fix this?

Also what's the post endgame? Do i just keep building layers on my starter star's dyson sphere and then switch to another star while scaling up solar sail and rocket production indefinetely? I'm on layer 5 alteady btw.
>>
>>537440521
why? do you not use windows defender??
>>
>>537442609
Had to abandon the game when 400 beavers slowed it to a crawl. Something is horribly wrong with their pathfinder.
>>
>>537444332
>how do I fix this.

It's probably a ui bug. If you set the max amount on both ends to 100 it still might say it's delivering 1k even if that's impossible.
>>
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>>537442596
If you see anything that looks disastrous sure.

I think the main thing I want to know is how many ag towers I want to start with since it's such a pain in the ass to set them up without seed for soil

My rough plan is to try to get this small bit of copper and iron started so I feel like I accomplished fucking anything here, then start expanding flux farms to the South to feed more materials, and hopefully at some point have enough surplus seed to get soil and start proper farming in the SW/SE arrayed around the flux farms and my factory
>>
>>537446003
You'll probably be fine with 6 red fruit and 3 purple fruit towers for starters
>>
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>>537445698
My man is swimming in beavers
He just cannot stop getting beavers
>>
>>537442609
I feel like it's missing some really important keybindings, like "path" or "basic block"

It prioritizes its own resource systems over ease of play, and so you can't easily build blocks or break them without automatic the resources first. And even then, the damn beavers are slow builders.

I would have prefered a much faster building system and compensate that with more complexity in the game mechanics

Still fun tho
>>
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>>537446413
really? okay that's not so bad, I thought it would be much worse. what if I add this to the equation?
>>
>>537447284
bioflux is the biggest fruit consumer, but i doubt you'll manage to use so much of it
>>
>>537446685
It's a colony sim at heart, so it's kind of a given they'd prioritise it. Being able to just put things down and build them instantly would completely trivialise and defeat the point of trying to keep the beavers alive

>>537445698
Their district system is a sign that they don't really know how to deal with the awful pathfinding, it directly says "Yo this path is too long, maybe you should put down another district haha" to make the player solve the problem instead of themselves. There's a mod that says it optimises the pathfinding so they could just start by stealing that
>>
>>537448698
Aw fuck never ind, it was housing optimisation not pathfinding (puts beavers in homes near their workplace at the beginning of each day). Then again that's a similar thing that should be in the game already
>>
>>537447818
use that much fruit or that much bioflux?
>>
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How much damage could (you) with the Green Lantern's powers?
>>
>>537433582
There are a couple people playing it at any one point. Seemed well received.
>>
>>537449359
Wrong board bot, you're not on /co/
>>
>>537449359
Are there limits to pressure (force per square-inch) and precision?
Or just power and energy?
I'm thinking nuclear - perhaps pure fusion since it would probably be simpler to acquire - shaped charge.
>>
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>>537439161
I had to re-feed it with honeycombs to get it going again last night, looked somewhat okay but I do agree that any extra pressure on it will cause it to collapse / not be enough.

If I get time tonight after getting aramid fibre set up, Urea is something that needs to be looked at. All of the Ammonia is reliant on it and its just hanging on right now. Also Red belts are so close, I can't imagine it'll be easy to get mass production but holy shit the throughput.
>>
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I STARTED THE FACTORY

WHAT THE FUCK IS HAPPENING

GOD HELP ME
>>
>>537454460
>Urea is something that needs to be looked at
there's an atomizer recipe to turn blood into urea in just a handful of techs, so i've sort of been holding out hope that the current urea supply lasts until then since we have never not had essentially infinite surplus blood
>>
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evil mod
>>
>>537439161
proper ulric block is something for today, now that we have the new recipe for them and more ralesias
anything it should be exporting aside from adults and slaughter products, you think?
>>
>>537454572
something, not sure what
if it's what you intended then great, well done
>>
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>>537460827
Copper and iron are being produced. I spent an hour of pure panic duct taping issues with my design. The only problem that's left is a couple of inputs get clogged with spoilage now and then, and I need to double my jellynut farming. Problems for another day
>>
>>537445698
>>537448698
>Their district system is a sign that they don't really know how to deal with the awful pathfinding
I have to mention it though, the district system was originally mandatory, meaning you had a hard on how far beavers could go, and had to build new districts and trade to explore further
since then they removed that restriction, so you can explore freely, but actually expanding further out, using districts is pretty much required, specially if you consider the beavers efficiency
>>
am I the only one who enjoys spending a lot of time in a custom editor, creating, testing, and refining blueprints? I was getting into nuclear for the first time and just finished after a full day.

>>537109853
I found this vid quite entertaining
https://youtu.be/P-xsAZ1m7O0?si=GGIZd4iTYrrll8S1
>>
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I just think it looks neat
>>
>>537471063
>wings
>in space
wait wait wait
>all those collectors
kekkaroo
>>
>>537471471
wings make it go faster just like red paint makes your car faster
>>
>>537471063
>>
>>537471914
>t.
>>
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>>537471063
>>537471471
mmm nyes
>>
>>537472178
BATTLECRUISER OPERATIONAL
>>
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>>537432778
>>
>>537433126
>And here we have a penis reacclimated to the wild after its previous owner removed it.
>>
>>537449359
>monoatomic blades
>solar-powered optical systems
>light bombs
>kugelblitz black hole generation
…and that's how you get the piss lantern's ring and things REALLY take off.
>>
>>537472178
nice. is this modded? the solar panels look modded
>>
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>>537472613
Caught me off guard. Fucking hell anon.
>>
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Damn this shit is cool. Wish I had more than one in my entire universe
>>
What is presorting for trains?
>>
>>537443858
It's incredibly bad. It's a shitty self-insert character story now from the woman they put in charge after sacking the dev team mid development. Gearbox basically bait and switched. The gameplay is absolute trash unlike hw1 and it's just all around bad. If you search on /vst/ for this webm you'll find the threads. Boring, shitty, and frustrating sounds about right. An equal amount of all of that without humor.
>>
>>537473381
Yeah its Factorio+. Those are the t3 panels that put out a little over a mW.
>>
>>537449359
If I wanted to do damage I'd realign hundreds of stars and their systems to spell a NIGGER so big you can see it outside the galaxy.
>>
>>537472178
>autism game
>next to impossible to center or align things
>>537475475
>NTR
shit fetish
>>
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>>537481141
>instantly jumps to shit fetish
>doesn't associate NTR with rocketry
You need a vacation from gooning fren.
>>
>>537481457
how does that apply when it's the name of your destination and not your engine
>>
>>537458630
I think Ulrics only use the adults and the slaughter products and really it's just the bone mean and brains I think that are important. I don't know if the cubs are used anywhere else (maybe some mk2 production later?). I dunno if the food is used by anything else though. Probably most important to set up the adults to be turned into honey and second priority to kill them to make bone meal since we can make bones out of other things too.
Regarding slaughtering I'm not sure if it would be best to slaughter things in a common area. On one hand lot of the slaughter products are linked so it would make sense to centralize those but on the other hand it would have to be built separately and future proofed.
>>
I want to get a better grasp of train throughput.
>city block
>2-4 coal-powered trains
>2.0 generic cargo interrupt
>steel furnaces
>no prod modules
>no prod research
>no space stuff
>intersection score of 46 (trains per minute? probably less with coal trains)
>assume worst-case network design: all trains must go through the same intersection
About how much Nauvis SPM do you expect?
>>
>>537481728
NTR for Neutron

>>537485393
Build it and see, until then it would be 0
>>
i do not understand how that is a meaningful measure of anything
what kind of network is this where every train must go through a single intersection

the limiting factors on train throughput are loading and acceleration/braking,
whereas the design of the network itself is flexible

i just dont understand the question
>>
>>537486032
But I want to understand the system before I use it and run into any deficiencies.
I guess I'll figure out an approximation using Factorio Calculator and train wagon size.
>>537486224
I'm just assuming ahead of time that I'm a big dumb idiot who doesn't know how to design the base overall to spread traffic over multiple intersections.
>>
also
>2.0 generic cargo interrupt
okay but what are you putting on trains?
ores? plates? oil? intermediates? other fluids?

the point of generic interrupts is flexibility more than throughput, the advantage of the system is that you can just slap your provider and requester stations down and stuff will get where it needs to go.
i normally use big dedicated trains for ore and crude, and 1-1 trains with the wagon in front for generic cargo, as most intermediates have large stack sizes, and small stations are nice

as for network design idk i just add trains to the network till it gets slow
then i add bypasses and new routes until its not
>>
>>537487189
>bypasses and new routes
please give examples on what that looks like
>>
>>537487278
if you see too many trains trying to get through a particular path on the network, add another path they can use

normally when i start getting into trains i'll just make a big loop around my starter base and run lines in from that
a when i set up new production i'll do so on the outsides of the loop
then loop around those bits and keep expanding and eventually you get elevated rails which makes it easier

just leave yourself space and you'll be fine desu
>>
also this has some good advice for making bad networks
https://www.youtube.com/watch?v=wjHyK3KTR_o
>>
>>537449213
bioflux
it's mostly used for nutrients, so don't produce too much of that in the beginning
>>
>>537462189
I think you shouldn't belt processed fruit since it spoils really fast, resulting in much faster spoiling of everything. The ratio are perfect for direct insertion.
>inputs get clogged with spoilage
I solved that by (local) looping all spoiling inputs
>>
>>537486467
I did the math (perhaps incorrectly)
600 SPM takes about 120 wagons per minute
I should be fine to build a big dumb base that launches lots of rockets and supplies everything I will want on other planets
>>
>>537488349
hello anon

I turned on my monstrosity >>537454572
and yeah there's some extra flux to play with. but anyway everything seems to mostly work, there's a couple small issues to work out but I have some ideas. it was very fun running around duct taping problems I didn't notice while everything started circulating
>>
>>537489417
you'll probably experience random machines/sections/whole base getting stuck because of spoilage later on, but you'll get a better feel of the mechanic and manage to create unblockable designs
>>
>>537488975
I don't think you can math that. At most measure it over a long period of time and average it out.
>>
>>537489940
yeah that's a lot of what I was fixing. putting filtered splitters to make sure spoilage gets sent to recycling chambers was my initial solution and a lot of the bandaids were slapping those on spots I missed

even with that though the mash started clogging. I think next time I play I'll just let any mash the flux chambers don't grab go straight to the incinerator
>>
>>537487798
thanks
>>
>>537490528
>I'll just let any mash the flux chambers don't grab go straight to the incinerator
you'll need many more agri towers if you're taking this path
just do this >>537488898
at least the looping part, as it wouldn't be a big redesign
>>
>>537482793
i'm perfectly happy just setting up separate butchery spaces and warehousing products if necessary
skin and guts are both important for a bunch of things, although we could shift a lot of our hcl reliance over to borax lines. it's basically just shipping in salt and washed borax to wherever and a bit of water electrolysis
there's a few things that only want chlorine and not hcl like zinc chloride, so those're probably good points to focus guts use
lard has a bunch of things where it's an important ingredient and blood is about to be a source for infinite urea. it's kind of just meat that's not critical anywhere, and even then we can blow through as much of it as we make with plankton
>>
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>>537490989
you mean something like this? but with a gap between them so nutrients can reach the middle?

and what do you mean by local looping? just making the mash belt longer and feeding back into itself?
>>
>>537492478
>you mean something like this?
yes
you can have it more compact if you put all fruit processing on the same row and distance the bioflux a bit
>just making the mash belt longer and feeding back into itself?
yeah, just feed it back into itself so it's always spoilage free
from my experience, you cannot easily make sure the spoilage level is always sorted, but I may be wrong about that
>>
>>537492856
Im struggling to see how to put them in one row and still direct insert. Daisy chain inserters?

And if I lengthen the belt wouldn't that just delay the problem? I would think if one side isn't getting enough fruit it'll back up no matter what.

Maybe circuitry would be a good solution? I could tell the splitter to simply turn on and eject everything if the belt has more than a couple spoilages, that'd be a simple constant combinator thing right?
>>
>>537493918
>Im struggling to see how to put them in one row and still direct insert
put the jellynut biochamber between the yumako
>And if I lengthen the belt wouldn't that just delay the problem?
wdym
just loop it so it's forever spinning
>Maybe circuitry would be a good solution?
I use it for pentapod eggs and bacteria, but nothing else spoilage related
>>
>>537494258
If the mash loops itll just get replaced by more mash until the loop fills up, is the problem with that. But yeah I see what you're saying about direct insert. Thats a much better solution. It will use up less fruit and anything that spoils can be long arm tossed onto the nutrient belt, which is already designed to send spoilage to recycling
>>
>>537494653
>If the mash loops itll just get replaced by more mash until the loop fills up, is the problem with that.
the point of the loop is that since it always spins, the spoilage is almost instantly removed, so the biochambers always have input
>>
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For quality is better to break down items in bulks (for example 100 gun turrets and 100 tesla towers) instead of breaking down Scrap and hoping you get a high quality right?
>>
>>537494736
Oh, I get it now. Alright that makes sense. Ill make sure I work that into my inputs
>>
I mean, the companion drones mod was always supposed to be this silly broken aah mod but after the thing broke for 2.0 (requiring a single sprite change) some other guy really went full ham and decided to completely overhaul it and adds a bunch of shit to it like giving the drones dialogue lines and whatnot

https://mods.factorio.com/mod/companion-drones-mjlfix

weird
>>
>>537486032
hey, there's nothing to be ashamed of, if NTR looked like that then I might be attracted to it too
also neutron stars are officially shortened to NS, DSP dev a confirmed NTRcuck
>>
>>537496925
What's the strongest / best way to deal with asteroids between planets? My asteroids are tougher than normal and it's giving me a rough time.
>>
>>537495045
The best way I've found is making armour. Light armour is 40 plates and Heavy is 100 Copper and 50 steel, so mine the best quality ore you can, smelt it for further quality plates and steel (or do that first step with Foundrys and quality Calcite), then make the crappier results into light or heavy armour that has a further roll before finally recycling the result. Feed the plates at the end that have failed every roll so far back into the loop.
Just do something similar with other items too, or optionally abuse the recycling of LDS.
>>
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why do i have to play as a thicc woman with large hips in satisfactory...
>>
>>537504403
Is there not a male option?
>>
>>537504589
i cant find it
>>
>>537504403
egg game, please transition.
>>
>>537363801
If you start in space, does that mean the animal stuff will be removed? Or moved to later stages when you manage to land.

I'm glad it's looking like a proper overhaul at least, so many mods are afraid to change the vanilla planets and only add little things to them. Sick of having to spaghetti Fulgora for the seventh time.
>>
>>537504403
women can be engineers too, chud
>>
>>537504403
satisfactory was supposed to be a factory nukige
>>
>>537504589
The only option is undefined in a loose-fitting full-body suit...with ass, for some reason.
>>
Space engineers was on sale for 5 bucks
No friends to play it with because they'd rather play cs2,lol, or valorant
Kms
>>
>>537505579
I'm not sure, apparently the test goes up to py2 for now. I won't be requesting access to it this time. I'd imagine the animal stuff would be on other planets, who knows.
>>
>ESI mod updated
>mandatory dependency on an assembler reskin
are you fucking kidding me
>>
>>537507834
I'm not surprised considering it isn't the original author of the pre-expansion mod. Most of these modders seem retarded.
>>
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>>537504403
Shut up it's factorio's girlfriend. They're in a couple, i've shipped them it's a done deal. Marriage and baby throughput.
>>
>>537507834
stupid games, stupid prizes
>>
>>537508539
Shipped them where?
>>
>>537508717
to Gleba
>>
>Factorio mods have been reduced to OP planets and Escape from Tarkov wannabes
grim
>>
>>537508104
Yeah I'm just reading through his forum posts on the mod now. One guy complained about not having early tools to deal with biters, so in the next update he just cut all science costs globally to 1/8th.
People were asking about why you can electrify your roboports at the end of steam age but have to keep all the logistic chests steam powered until way way later (so there's no point in electrifying roboports either), he called it a "novel gameplay loop".

Shame cause the thing is still pretty fun underneath.
>>
>>537508948
>and Escape from Tarkov wannabes
Which mod anon?
>>
>>537509153
any of the myriad "warp your platform from randomized planet to randomized planet looking for resources then go back to your platform" mods
>>
>>537509263
isn't it just the one warptorio offshoot
>>
>>537509042
Best part is how you can mine uranium and build reactors, but the centrifuge is locked by another science pack 50 hours away.
>>
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>>537509534
Spinning uranium incredibly fast is unrealistic, it will get dizzy if you do that!
>>
>>537508948
It's been less than a year.
>>
Any new lore about the Gleba hole?
>>
>>537511280
Glebussy is mystery to all engineers
>>
>>537510472
how will you cope next month?
>>
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>>537511376
I asked Google what the glebussy do and got it to reveal it's internal logic, jej.
>>
>>537511376
Just travel north far enough to enter it
>>
Is there any multiplayer mod that lets you all start on different planets?
>>
>>537478757
even mandalore, as merciful as he usually is, dunked on the game
>>
>>537515193
I haven't been able to look at a single gigantess without thinking of him shitting on that scene.

That ass was fat though.
>>
>>537514710
There is one but, once again, i'm not telling.
>>
factorio is incredibly stressful for me because it reminds me of programming

the game is made by programmer for programmers, but i'm not sure how good of a thing that is, because the feeling is the same

you spend hours building a scalable system, modular if possible, having to solve little problems in the middle of the way, tie everything together in a way that is good otherwise you will have to refactor a bunch of stuff and you will cry, and when you think you got everything solve you notice you need to add a new feature (for example, when you unlock a new research), the whole codebase starts to become impossible to grasp in your working memory because they are so many little pieces working individually, there is even bugs! both the ones you make yourself and the ones who eat your supply lines

i remember seeing that my furnace array was made in a way that cause a small bug... i mean issue, and that i would have to either remake the whole thing (including parts of the factory) or just leave it there, since leaving it there was unacceptable (both for perfectionism reasons and because it was wrecking my supply line of iron) i would have to remake a bunch of stuff

the feeling of dread i felt at that moment was something i have only felt while coding
i think it wouldn't be so bad if i had drones (i'm not very far into the game, but i played for a few hours) time building stuff by hand is an incredible timesink
>>
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>>537519901
brazilian hands typed this
>>
>>537521386
proof?
>>
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>>537521717
it was spoken to me, I could sense it.
>>
>>537521717
Ook Ook? What? Ook? What are you saying?
>>
>>537522325
Receipts shown, shitter told.
>>
>>537433582
The game desperately needs to implement the mod that makes beavers live close to where they work. Messing with districts is awful and just wastes beavers time hauling shit. It would maybe be acceptable if you could float supplies down the river that could be picked up automatically. At least then you wouldn't need a stupid amount of district haulers for your upstream district.

Right now you have to build centralized commie blocks so you don't have beavers running across the entire map to a farm only to work for six seconds before running home to sleep.
>>
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>>537519901
>>
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>>537501781
Anyone? What's the final solution to the asteroid question?
>>
>>537501781
>>537523890
use a gun
>>
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>>537492043
>>537482793
FYI Glassware absolutely fucking died. I hooked up some additional molten glass, I didn't have enough time to expand the full glass set up because its in a rough/tight spot. Due to this science was nil for a while.

Also Liquid Manure was somewhat borked. This is due to Aramid Fibre actually being online and just consuming it all, if its a problem feel free to gate the Fibre. Thanks as well for adding the to-do list, its not as beautiful as I remember it but it will do.
>>
>>537523890
Damage upgrades. Nothing else really matters.
>>
nice
>>
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>>537522325
>>
>>537519901
Factorio is comfy for me because there's no time pressure, I can just drift from trying to solve one problem to another without having to worry
t. adhd dumbass
>>
>>537525834
If you were to play slower you'd feel the constraints. Ore's running out, biters' evolving. 10hours to set up a mining outpost, 200hours to find an oil patch.
>>
>>537526237
you can quite literally pause the game (Esc(or research tab))
>>
>>537526237
>ores running out
Not a problem if everything including science has gotten so backlogged the factory grinds to a halt while I get sidetracked by something
>biters' evolving
Not a problem when I've already gotten sidetracked by overdesigning a defensive perimeter I haven't even seen get used because artillery is basically the final solution to the biter question anyway
>>
>>537526530
My brain stops running if i pause the game.
>>
>>537522325
this proves nothing
looks like italian or spanish anyway
>>
I'm pretty just but sure to check; putting production modules in recyclers gets you back more materials more often than you would have done, right?
>>
>>537529803
Why don't you try to see what happens? The result may surprise you.
>>
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>>537528246
Fascinating observation
Guess what language kind of 'looks like Italian or Spanish' you fucking dweeb
>>
is it just me, or is the elevated rails planner kinda bugged when used with bots?
>>
>>537530627
Maybe he's from Portugal
>>
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>>537531090
Maybe he's not
>>
I thought this would be doing a little better
I don't think a satellite will cut it, even if it's fucking huge. It's gotta be a ship, which means fuel, and turrets, and at that point why not just pick up the calcite from volcanus
>>
>>537531189
ok, you got me :(
>>
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>>537531289
Just make it way wider. Asteroid prod 7 but you get the idea
>>
Refueling myself with dinner consisting of an ice cream, salmon soup, imperial stout dark as sin and irish cream... yep... it's factorio time
>>
>>537376186
>You know that feeling in Factorio, when you transition entirely to nuclear power and realize if anything goes wrong in uranium processing the whole base will die and be a huge pain to restart.
No I don't, why would nuclear be bad specifically?
All blackouts are annoying but you just unplug 90% of your factory and kickstart it back up. If anything nuclear is when I stop even thinking about blackouts because I usually have 3x more power generation than I'm ever using and a big enough stockpile of fuel to afk for dozens of hours
>>
>>537388643
Oh yeah let's go, two more hours of upskino
>>
>>537393638
Wait isn't the achievement just for launching one rocket now
Also in 1.0 the restriction was building requester, buffer or active provider chests, not on building logibots, wasn't it? Or am I going schizophrenic? Assuming I'm not, you can still supply your silo automatically
>>
>>537436256
mines are the gleba flamers
>>
>>537388643
>optimizing the fun out of the game
I guess it's all right if you don't actually play it
>>
What's the nuclear centrifuge / kovarex setup like? I just got to it
Looking at the ratio it's like 8 normal processing all going into 1 kovarex enrichment, then have that kovarex enrichment looping into itself forever?
>>
Is shapez 1 good? Doesn't look very fun and I hear it runs on a javascript engine.
>>
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>>537537153
>>
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>Cut off a large area with a wall
>Explore and find out its waterlocked
>>
>>537537153
don't worry about ratios too much, just make two separate setups.
This setup was way overbuilt and had like 10% of the machines active to power a constant 12GW and 600 trains powered with nuclear fuel. Nuclear is so efficient it's almost comical.
>>
>>537538209
>be's me
>be's Hadrian
>surely these savages continue forever, let's just build a wall right here and be done with it
>>
>>537537153
>What's the nuclear centrifuge / kovarex setup like?
1 centrifuge = 1 lik
>>
>>537538004
It's somewhat enjoyable, though did run kinda poorly by the end, when I was going absolutely insane with making my builds as compact as possible
>>
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>>537537153
>>
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>>537535527
thats so lame tho
>logistics network embargo
>you can use the logistics network for space logistics
makes sense tho with how much they dropped the ball with the no-bot rocket silo implementation, might as well cuck the achievement in the process
>>
>>537540347
You could use the logistics network for feeding yourself for the OG achievement as well though, are you sure you're not just complaining for the sake of complaining?
>>
>>537540619
putting stuff on your person isn't automation though
>>
>>537540347
>sharp eye bow using elf needs glasses
that's not how evolution works
>>
>>537540347
Yes all the rocket-related achievements got heavily nerfed in SA since it's so much easier to launch a rocket, and the only one still tied to finishing the game is the timed one that they bumped to 40 hours or whatever. It's pretty garbage IMO.
To be fair yeah like you said they fucked some other things too, and as another example you physically cannot bootstrap most surfaces without solar. But still, it would've been neat if they had added some way to do it (make unbarelling water require no power?), or added new ones, or something. Logistic embargo on fulgora+gleba would've been kino, honestly, the rocket silo can just be an exception just like personal logistics used to be.

I suppose maybe since the entire game takes 40-60+ hours now, maybe they felt like you'd either be forced to do an all-achievements run or it'd be extremely grindy.
>>
>>537540880
they don't have lenses, he just wears them because he's a slut
>>
>>537540880
she has a staff tho, clearly she's a magic user not an archer
and/or they're just for aesthetics because she's a vapid bitch, as is her whole species
>>
>went to gleba as my first planet
>with only 2 iron mines and 2 copper mines operating on nauvis, barely enough to feed 5 processor fabs and 7 low density fabs
>have to get dripfed imports
I should probably just restart this save right? I'm 70 hours in
>>
>>537541959
did nauvis explode?
no? then just go back and expand you mouthbreather
>>
>>537540880
She has a walking stick, she's probably 6000 years old.
>>
>>537541959
The game does a hard save the first time you go to a new planet, so in worst case you can revert to that save and go beef up Nauvis.
>>
>>537524287
yeah the rail network's been having problems due to blockings that i have absolutely not wanted to fuck with, and since that's the only feed for glassware things stopped
>>
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>>537542421
I refuse.

Instead, I'm going to make Gleba my main manufacturing center.
>>
>>537449359
My first thought was blocking critical infrastructure like rail and autobahns, but that would quickly get me on a list. Seems to me like that power isn't great for villain stuff.
>be meme arrow man
>glow like a fed every time I use my power
>5eyes quickly get involved with my shit
>...
>cry
>>
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>>537469591
I'm >>537390020, it's great. Then I usually start a new world and try to ramp up as quickly as possible using my cool new blueprints, it's strangely addictive.
Also when you start using programming to solve your factorio problems it's too late. I'm trash at it but I will not stop. Maybe you'd like it.
>>
>>537475545
What do you mean?
>>
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so im making my legendary science on vulcanus because of le infinite resources thing. targeting 10k, so far only red and green but now i realized i will have to transport 60k of science to nauvis every minute. im starting to think making vulcanus a main science production planet is a noob trap. resources on nauvis are also basically infinite. i think ill move it back to nauvis
>>
>>537546098
just scale up your rocket and platform quantities using your infinite resources
>>
>>537475475
>>537481141
>>537481457
>>537481728
>>537486032
I lost braincells you absolute legends
>>
>>537546098
if you're at the point where you're doing 60k SPM (120K eSPM) then you're at a point where tens of levels of mining prod and calcite from space make all resources infinite
>>
>>537485393
Sorry m8 I can't give you an exact number but it's safe to assume you can get around 10kspm if you don't move dumb shit (plates, wire, sticks, stone, and stone accessories) and you use nuclear fuel. Consider :
1. Making purple science right next to a big stone patch.
2. Using longer trains too, like 1:8, unless the (kino) coal trains are a hard requirement.
>46 trains per minute?
Yeah, but I think they assume you have nuclear fuel. With coal your acceleration will be lower so the time to clear the intersection will be higher.
>>
>>537546098
Scaling vulcanus is not so much a noob trap as it's a temporary solution before you have infinite mining productivity. I'm planning on building my first big base on vulc, getting to mining prod at least 1000 or so and then building my final base on nauvis.

Transporting 60k science is really not that bad. Just add more cargo bays to your spaceship. If you have the infrastructure to feed turrets with ammo at the front and engines with fuel at the back and somewhere to make power, then on most ship designs it's not that hard to just find a place where you can stretch the ship loooooooong and just fit a billion extra cargo bays.
>>
>>537549220
>getting to mining prod at least 1000 or so
fucking lol
>>
>>537549282
probably meant %
>>
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>>537519901
Yeah it's one of the most painful but rewarding game to learn out there.
I don't miss the confusion and hatred of my own factory from my first few games.
>>
>>537549495
Why are you responding to a reddit post
>>
>>537549643
Because I typed it without scrolling and now I'm full of shame and regret.
I will learn nothing from this.
>>
>>537515193
>"This is total nonsense"
He says while nearly losing his mind

Man you could just tell something was fucked with development between the early teaser of the girl who would be Imogen and her actual finished design in 3. Purely from her character design
>>
>>537550153
How was it not immediately obvious?
>>
>>537549282
it's only 500M gross science, or 125M with prod moduled biolabs
easily achievable with 50k spm and some research productivity research, AND you only need four sciences
>>
>>537550501
Do you want me to answer seriously? are you that bored?
>>
>>537551845
Yes, you haven't finished your humiliation ritual yet
>>
Arqad Honey now flows independently, powering science with it's delectable flavor. The space horses and their whistling though...
>>
>>537551930
I'm already using windows, I've suffered enough.
>>
Has anyone here played Microtopia before? I'm kind of lost in how to make this function without getting very messy with gates. There's no way to make a gate read the information of a proceeding gate like a chain signal so I don't know how to make this clean and simple.
>>
I forgot to upload the image.
>>
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Another one bites the dust. Looked like a neat take on automation too.
>>
>>537549220
>getting to mining prod at least 1000
my save is like 250 hours and I'm only at mining productivity 694
>>
>>537553383
I dunno if your reading comprehension just sucks but they aren't cancelling the game.
>>
Server went down, slav is the internet stuttering again?
>>
>>537554358
They don't believe their game is good enough to survive in early access when going up against a fucking platformer. Shits fucked
>>
Who ever logs into the server next should take a look at the south glass, I was in the middle of swapping it over to using the pure sand recipe since glass was pretty low. It's likely that the thing is totally stopped since I was interrupted by the server going down. There may or may not be some of it already set up and it may just need hooking up depending on where the last autosave actually was. I'd recommend finishing the sand build in any case.
>>
>>537556196
More likely that they secured enough money to finish the game but also think that their marketing failed and that they would benefit more from a soft relaunch at the game release than trying to maintain an EA version while developing to low number of additional sales.
>>
>tfw brainlet and all the circuitry stuff is too complicated for me, so I just build everything caveman style
>>
I knew fucking with quality was going to kill my enthusiasm for Factorio. I didn't listen and now I barely want to finish my run.
>>
>>537504403
Why do you think the pod crashlanded?
>>
>>537558483
>blaming quality because you're you're bored
>>
>>537508850
you monster
>>
What's the best way to get legendary eggs? Is it recycling prod3s or biolabs?
>>
>>537560875
Is just recycling the eggs the best? They're so cheap.
Prod3s are crafted in a building with 50% prod, so that's the best way in theory - the components might be a bottleneck though, depending on your infrastructure.
>>
>>537560875
What >>537561250 said, once you have 5 eggs you have 5000 eggs.
>>
How well does factorio play on a deck?
I may have to spend large amounts of time in a hospital for reason undisclosed and I need my fix
>>
>>537561773
Perfectly fine. Even with a mid game Py factory.
>>
>>537558051
programming factorio circuits is worse than real programming
no shame in not being able to figure it out
>>
>>537515193
I never watched his review but I played through that shitshow of a game on release.
>>537550252
They admitted that they threw everything out mid-development and put some pink haired girl in charge, firing the HW2 staff.
>>
>>537562545
How well does it control
>>
>>537558051
I feel ya bruv, it took a bit of advice from friendly /egg/heads just to graduate from using only deciders (note this is the equivalent of those women programming memes where they check if a number is odd by creating a separate IF condition for each individual number).
I'm not much better now but it's been fun making layouts slicker, keeping sushi belts from getting clogged, managing kovarex enrichment. my fav recent level-up is learning to control input/output by disabling belts at splitters,rather than using inserts.
>>
>>537558051
I'm a programmer and don't find circuits difficult, and I still only ever use them for balancing oil products. Using them is just a pain in the ass and not really worth the effort.
>>
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To the anon who posted about Sintopia, thanks for the recc. I picked up the demo. I'm expecting something like those "build your own medical facility but every case is wacky and silly" kind of game.
>>
anyone using helmod? I can't get it to start for some reason
>>
>>537567016
aren't they basically mandatory on space shuttles? lets you toss out overproduced asteroid junk
>>
>>537571070
I just use priority splitters
>>
>>537316980
how far away are the other stations?
how long does the train stay here?
if a new train takes longer to arrive than it stays here, it may be wise to increase the train limit, so there's always at least 1 train ready
>>
>>537571070
Not really. You can always just toss over the rocks the make it to the end of the belt. It's not as efficient but it still works fine. Some of the dev ships work that way in the fff
>>
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>>537554589
i added >>537277468 and then the game crashed, it's up again
>>
>>537469591
>?si=GGIZd4iTYrrll8S1
thank you glownigger-kun
>>
>>537487798
>3:30
>rail signals leading into both ends of both lanes of the passing place
unless i'm retarded, this can cause a deadlock
>>
>>537575295
if more trains try to use the passing place than lanes are available, then yes, it will deadlock
>>
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first run, no blueprints, limited outside advice. how bad is it looking fellas?
>>
>>537576027
you should put radars directly on your perimeter wall so you can see your defenses
>>
>>537576027
it looks good, anon. Keep it up, and keep us updated
>>
>>537576027
fubar
>>
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>>537577220
do you like my favela mall?
>>
>>537577731
>Single yellow belt of copper
its over
>>
>>537577731
sovl...
>>
>>537578616
I'd go as far as to say that it had never begun
>>
any smart ways to keep bots from dying to flamer fires?

>>537574435
every FUCKING time I say Imma delete it and forget
>>
>>537579050
Get ClearURLs.
>>
>>537579050
kill the biters before they reach your walls.
>>
>>537579980
But your landmines?
>>
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>>537578616
I actually just learned how to easily upgrade belts, so I'll be fixing that. Rest assured that this piddly belt only feeds the favela mall and some legacy production... THIS is where the real action's at
>>
>>537576027
that's a real big factory with real big trains for a first run
>>
>>537580051
if you use both mines and flamethowers then you have to eat the bot losses.
>>
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>>537560502
Well... yeah? He's blaming the thing that made him bored
>>
anyone heard of a mod that leaves run animation and sfx speed the same no matter how much speed bonus you have?
>>
>>537437897
>resets whenever you open map or tech tree
>>
>>537577731
It's like looking at the wiring job done by a belligerent worker who tried to make sure he was impossible to fire but the higher ups didn't understand that so they fired him anyway. If you know the basics you can follow the grand design but the intricacies will make you stand there and say "What the fuck is going on there"
And I think that's the most magical experience you can get with Factorio.
>>
ran out of rockets
how long before the biters reclaim the territory?
>>
>>537586961
I dunno, about 10 hours?
>>
>>537586961
soon
>>
>>537586961
Do biters even expand without pollution? I would think with that distance your braps wouldn't hit them.
>>
>>537587558
>Do biters even expand without pollution?
Yes, pollution does not affect expansion.
>>
>>537587558
Yes for that reason to breathe the braps.
>>
>played for 4 hours today
>did absolutely nothing of note
I hate it reeeeeeeeeeeee what am I supposed to DO
>>
>>537588110
did you spend it thinking about stuff or just staring at belts
>>
>>537588369
Mostly just doing a billion small bits of busywork
I suppose they were probably useful but I didn't get anything built that I actually wanted to
>>
>>537588110
>getting ready to start building my Aquilo ship
>realize my Gleba base has locked up because I screwed up one spot of spoilage removal
>drop what I'm doing and hop on the next flight to Gleba
>unfuck it
>lost all will to keep playing for today
>>
>>537588537
that's fine
all of that is shit that you'd need to deal with at some point in the future and when it does become a problem you'd have groaned and not wanted to think about it at all
>>
>>537588762
>didn't set up remote building and supply lines
>>
>just spent the last thirty hours playing a robotic ant farm sim and then another five to seven hours playing sintopia demo
>feeling uber burned out on sim/management/factory games now
What is wrong with me that surgery couldn't fix
>>
>>537588825
I dunno. I'm at the point of the game where I need to scale up, so adding a dozen bandaids on my current semi-starter factories is meh
Problem is I have decision paralysis because there's so much stuff to do now to scale up, and all of it benefits from each other so I don't fucking know what to do first. In 1.0 this is where you'd just build your module factory, it'd self-bootstrap as it starts to run, and then you'd be ready to start on your megabase. But now in space age I gotta work on quality rolling, science scaling, and the prometheum ship, basically all at once, and they are all extremely expensive, so I can maybe do some intermediate builds but it feels like a waste, and I still can't decide on what to build first. Do I just build like 1000-2000spm with common modules just to churn prod researches in the background while setting up my legendary infrastructure? Do I rush a giant asteroid shuffle ship for legendary while the rest of my factory is still crawling along and doing nothing of use? Do I rush a prometheum ship first so I can get some levels of science productivity? But the prometheum ship will benefit hugely from legendary components, so whatever I build now will have to be massively upgraded anyway. But maybe science productivity is powerful enough that even if I only have some initial levels it'll be worth it. But I fucking hate spaceship design so I'm putting it off forever.
>>
>>537589382
>just build like 1000-2000spm with common modules just to churn prod researches in the background
then
>a giant asteroid shuffle ship for legendary
>>
>>537589579
You know what, you're probably right
For some reason I was feeling like common modules are basically worthless but they're really not

I think I'll still power through and shit out a prom ship first, both so I can actually get the victory screen and for at least a couple of levels of research prod, and then do exactly what you're suggesting, 2k spm should do just fine

Hmm I wonder if I should set up foundry recycling for legendary tungsten first just for the big drills before going all-in on scaling the rest...
>>
>>537589964
>legendary tungsten first just for the big drills
Nah, save that for later.
>>
Anyone have a screenshot showing a super basic memory cell for storing a single type?
>>
>>537590146
what do you mean? in factorio? have an arithmetic combinator that outputs into itself. to reset, break the line from output to input for a tick
>>
>>537590126
Fiiiiine
I'll do it as the first thing I set up legendary then (I got a tiny asteroid shuffle ship right now so it'll probably bank up enough base materials to build my drills by the time I'm done with the 2kspm build and build the foundry recycling afterwards)
>>
My problem with quality is that I don't feel like it's worth doing before unlocking legendary which means I struggle with my platforms, aquillo and fulgora until well past the point where I care about a save.
Locking epic and legendary so late doesn't feel right.
>>
my problem with legendary is that upcycling is conceptually retarded and the other method sucks ass
>>
>>537505982
what even is the point of that game, I gave it a shot but there isn't anything to build towards, just pure sandbox
>>
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>>537586780
I am also glebaposter from earlier in the thread. Proof that favela dwellers can go to space
>>
>>537592074
yeah basically just ignore quality until the postgame
quality armor/equipment is cool but even then it's such a hassle that it's barely worth it, unless you're bored of the rest of your factory and want to take some time off and just mess around with the minigame on fulgora
>>
>>537593198
There isn't one. It's a pile of shit.
>>
>Gleba crashed
>So did biter nests on Nauvis
And thank god they did. Now I can stop worrying about Gleba.
>>
>>537605225
>>537605225
>>537605225
New Thread
>>
>>537594810
that was my take on it too, shame because I really love the space sim aspect
like when subnautica came out, I hated that you can't roll or flip like in spengies, apparently there's a mod for that now tho



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