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Fish Gun edition
Previous thread: >>537071178

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.
>>
>>537604963
>crashed
What?
>>
>>537605391
Gleba crashed.
>>
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found this game while taking a break from FtD
pretty cool, probably not eggy enough?
>>
>>537606693
I think it definitely belongs here. It's a better /egg/ than it is a strategy game.
>>
>>537606223
Elaborate.
>>
I asked this last thread but nobody responded. Has anyone here tried microtopia? It's basically what if circuitry but ant colony automation routines.
>>
>>537607143
Narp
>>
>>537606885
honestly the game feels very simple
the number of components is rather limited, the strategy part of the game is not that in-depth
also the irony is not lost on me, taking a break from one vehicle design autismo to another
>>
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>>537573576
If the mod I requested causes any pain, feel free to remove it. My main reason for it is just to track shit that breaks, that might require a fix. I'll go back to my Obsidian if needed.

>>537557039
I should be on in 4-5 hours. I Must be actually retarded because I didn't think we had the recipe unlocked at all, I would've used instead of creating a whole new quartz mine.
>>
>Airships: Conquer the Skies mentioned
>>537606693
Based. I love the game, but I'm pretty bad at it because all the choices filter me and that makes me sad. Would love to effectively design airships sometime but the choices and options overwhelm my autism.
>>
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>>537610990
>Forgot to actually attach my pic
>>
>>537607143
i fell off microtopia once i realized the solution was just path splitters to each factory, since i couldn't limit paths based on carrying items.
>>
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>>537614961
I don't know how long ago you played but there are logic gates now that function based on if you are/aren't carrying any specific item/any item at all. As well as Caste gates for directing specific tiers of ants to differing paths. How far did you reach before stopping? My biggest problem is there's no way to make a gate read the proceeding gate as a pseudo chain signal.
>>
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>>537615243
>tfw no autoloading 125mm cannon
>>
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IhaterequestbasedtrainlogisticihaterequestbasedtrainlogisticihatereQUESTBASEDTRAINLOGISTIC

1 unloading station for 4 trains that each carry a specific item, it all work as intended until i add another unloading station in the same group that also request its own set of supplies in parallel, leading to the trains reserving the wrong fucking station
Naming the stations separately would require a copypasted interrupt each time, making a huge ass logic circuit that filter out signals and enable/disable stops based on priority and assigned train stop ID or mods that would rectify this behavior by themselves, all 3 options being the complete opposite of what i try to achieve

This is driving me insane, why can't these steel beasts behave
>>
>Factorio
New run ideas.
1. Death world megaphone. Never tried it.
2. Real world map. Might be fun?
3. Voidblock.
4. Start at other planets?
>>
>>537615243
I've seen so much webm on /k/ that make me wonder if is this really a good idea
>>
>>537618174
set a maximum map size in one dimension, so it's like a long ribbon
>>
>>537617895
It should just work with the first setup, no idea how you are fucking it up, impossible to tell from the message. Perhaps post a picture.
>>
>>537617895
Yi Sang wrote this post.
>>
>>537618393
The real design flaw with russian autoloaders is not keeping all of your explosive ammo in an armored container separate from the crew compartment and instead just having it sitting underneath your turret in a pile. They fixed this with the armata, but none of those tanks got made so we will continue to see funny turret flips.
>>
>>537618807
Ah ribbon world. I am more a production guy than logistics one.
>>
>>536225228
Did you stick with it? I'm getting big ones too, managed to rush Tank tech and the Cannon Turret after it which fires tank shells. Seems like it'll keep me safe until behemoth, pretty much oneshotting anything even if damage upgrades are very far away.
>>
>>537611116
looks like an extremely questionable design
the maintenance is clearly too high
i feel like the game hates having you spam smaller vessels with how bad the maintenance is
>>
>>537622206
Not that guy but if the goal is a mini carrier that seems like a pretty reasonable design to me. The game probably should penalize small crafts if for nothing else than to reward bigger ships because they are more exiting, typically the problem with games like this is precisely that the meta is some minimal design that's far too effective for it's cost and just not that interesting to build.
>>
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>>537622206
Yeah, I did small there because keeping it to a few pieces would help me reduce the odds of me fucking it up. I want to do reasonably priced for what I get medium sized carriers and gunboats as those are what interest me the most, but I can't figure out how to do them well.
>>
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>>537626437
meanwhile, this is my first carrier design
>>
I might be retarded, I've been testing fusion generators and I can't quite understand them
>the plasma fluidbox must be connected on all of them, since you can't use pipes, and then you connect up the fluoroketone externally, is that right?
>do they distribute plasma production equally, or is there a bias towards the ones closest to the turbine output connection?
>if plasma is naturally balanced, that just means I just need to make sure the fuel insetion inserters are clocked together to get all the neighbour bonuses, right? if it's not though then how the fuck do you handle it?
>>
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>>537626797
Yeah I try to avoid going over a certain size, so if I lose a ship that one loss doesn't completely cripple me. The ships I designed never really got much larger than this.
>>
>>537627058
I get not wanting to read the wiki for stuff you want to solve yourself, but once you're asking for solutions you might as well read the already provided ones first.

Anyway, it's trivial. The reactor stops burning fuel when there is no demand, so even synchronizing inserters in unnecessary. And plasma behaves the same way steam does in engines/turbines.
>>
>>537627058
If you want full neighbor bonuses for fusion, you have to control fuel insertion like with fission, except using accumulator percentage instead of heat or steam.
>>
>>537628228
I did actually go read the wiki but it doesn't make things clear.
>And plasma behaves the same way steam does in engines/turbines.
I've never checked if 2.0 fluids actually distribute perfectly evenly or not, because for steam it doesn't matter if the first turbine is running faster than the last one or if they're all running at an average speed.

>>537628324
That sounds very gay considering the reactor doesn't support circuits. And you can't store plasma in tanks either, am I seriously gonna need to build gigajoules worth of accumulator capacity just to smooth out fusion spikes
>>
>>537628324
That's only true if you're not using enough power. In the case of 2 reactors you'd have to use at least 1.001 of one reactor's output to get the full neighbor bonus.
>>
>>537628856
Only reactors running at full capacity give 100% neighbor bonus.
In the case if 2 reactors, if the plasma outputs are separate, load is distributed equally across all the generators and thus the reactors. The reactors operating at A capacity means (1+A) times energy from fuel, resulting in 2 * A * (1 + A) * 100MW energy production. If you draw 200 MW, then you get 2 * A * (1 + A) = 2, so A is the golden ratio, about 0.618.
If the plasma is connected, then the closest reactor operates at 100% plasma, but the furthest reactor does not. If the further reactor operates at A capacity, the total energy generated is (1+A) * 100MW + 2 * A * 100 MW. If you draw 200 MW, then you get 1 + 3 A = 2, so A is about .333.
Either case, you aren't getting full neighbor bonuses on the reactors.
>>
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>>537619690
It does work flawlessly as long as only one station lit up, if multiple stations want resupply the trains are being confused which make it a problem if i want to scale up the system or it is under heavy stress
The everything/anything combinator is just a test to see if funneling request per station to one at a time and separating the signal to enable the stop would help, don't get distracted by it
>>
>>537630696
Weird, I wonder if that was changed at some point or I already misunderstood way back then.
>>
>>537630768
I was trying to understand what kind of shitpost mod made trains small and lamps huge until I realized it was two screenshots with different zoom levels slapped together
>>
>>537630696
I see, so the optimal way is to try to separate the reactors to give them their own generators as much as possible, thus letting the electric network balance the load equally across the generators therefore balancing the plasma consumption.
That's kinda gay but I guess it's workable especially for small setups. But this means that large tileable setups will always be inefficient. Which I suppose doesn't matter too much once you're building huge fusion grids, since you probably have basically infinite fusion cell production, but still.
>>
>>537634027
Fuel cells are ridiculously cheap for their power density, the neighbor bonus is only for autists to care about.
>>
>>537634218
The entire reason fusion reactors have this autistic fuel port layout is for neighbourbonusmaxxing, the game wants me to be autistic and I will oblige
>>
>>537634345
You should also put quality on the reactor with the most neighbor connections, and leave the other ones common. That way its neighbor benefit is multiplied by burning through fuel faster.
>>
>>537633614
yeah, I got trolled too
>>
>>537634762
Given the aforementioned premise that I am autistic, I also don't make mixed quality builds.
>>
>>537630768
Ye I can see why it would break. No idea why you send the signals away from the stations. Just hook it up to the station and use that to control the train limit. Set to 0 when it's full and set to 1 when it's not and let the train do the work.
>>
>>537635010
but you'll be wasting fuel
>>
>>537634762
using quality reactors is gay
having 100 reactors powering your base looks much cooler
>>
>>537636013
Not within my capabilities
As I scale up building quality stuff I will also upgrade my reactors
But if I can only build a couple reactors of a given quality and not actually reliably produce them, they don't count as a material I can actually freely use for building
>>
>>537634027
If you only care about fuel cell consumption, the optimal way is to use accumulators to store excess energy, always run the reactors at full capacity, and control fuel cell insertion.
>>
As a non-space age player, seeing the posts on this general is such an experience.

I have 350 hours on the base game, but %50 because it was expensive, and %50 because it seemed a tad bit too complicated, I passed on Space Age. Now whenever I see posts on here I always have a laugh cuz it always sounds like this:

''Hey guys, did anyone else brongle their Gleba vorpers before researching the Brolper?

''Can someone share a blueprint for the Vulcanus calcite krangler?''

''How can I upcycle my tricycle?''

So funny.
>>
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Reddit post again
>>
It's 2025, the age of AI slop, and the point where even free local models that can run on average consumer hardware are good enough to produce coherent text that you can easily tune to use whatever style you like and avoiding sounding like chatgpt, blending in to wherever you like.
And yet the type of spam we get is someone copy-pasting from reddit
>>
>>537639920
it's a good post
>>537640551
reddit pasting is better and obvious at least
>>
>>537640551
ai posts use a lot of em dashes and type like reddit anyways
>>
>>537635583
>No idea why you send the signals away from the stations
Those signals are what decide which train get called and those specifically need to be connected with the train stops back at base or else they wouldn't be aware one of the ammunition depot requested a resupply
>Just hook it up to the station and use that to control the train limit.
Tried that before, no change in behavior
It seem to be a flaw that only exist because of how i want it to work on my end, with multiple single-cargo trains looking for a specific signal coming from a specific station within a subgroup of stations all sharing the same name in an attempt to have a modular and scalable defense perimeter configuration without me having to finagle with schedules
>>
>>537640551
would you prefer I post AI porn of satisfactory-chan
>>
>>537643069
yes
>>
>>537641167
You could have modular and scalable defense perimeter configuration without having to finagle with schedules if you just used a single name and set the train limit to 0 or 1
>>
>Design paralysis is back
Please, I just want to finish my factory.
>>
>>537644296
What design is paralysing you
>>
>>537640551
Correction. An AI is spamming copypastes from reddit (made by AI in reddit)
>>
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Is there something I am missing here? I have a train that ran out of fuel despite having a fuel interrupt. Fuel is nuclear fuel, so its not like it would have ran out on the way there.
>>
>>537645948
nuclear fuel only stacks to 1 and wildcards only search for non-zero signals.
so your refueling interrupt is only activating when your train is fully fueled.
>>
>>537645948
It checks that only at stations and since you put it at equal or less than 1 it will leave the last station with 1 fuel and run out before it gets to the refuel stop. Put it to like 10
>>
>>537645948
fuel being burned counts as fuel for the purposes of logic checks. You're asking it to only stop for fuel after it already runs out
>>
>>537646301
never mind I'm illiterate, ignore this
>>
Stone bros... it's so over... the moss-chan... shes dead...
>>
>>537646272
NTA but that's really weird with the fuel wildcard specifically. It makes sense for everything else, but train fuel should really be specifically checking the 3 refuelling slots, given that "fuel is 0" is a very normal condition to have.

Also, interestingly, does this mean that "not greater than" is not the same thing as "less than or equal" in Factorio? If you could negate conditions on combinators, then "not fuel(any) > 1" would actually work when there's no fuel signals.
>>
>>537646272
>>537646283
those answers make no sense
>>537645948
maybe your fuel station is not reachable so the train instantly goes to the normal schedule?
>>
>>537645948
I've been experimenting because this interested me, it's definitely something weird because of the wild card and because it has problems when there is no fuel at all. I think it's probably easier to just use the nuclear fuel proper in the interrupt.
>>
>>537657346
>I think it's probably easier to just use the nuclear fuel proper in the interrupt.
Yeah that's what I ended up doing and its working perfectly fine now.
>>
>>537657346
It's cause the any fuel doesn't consider empty slots. When the fuel runs out entirely it just runs out. You need to tune the number up to 2 so there's still "some" fuel there when it runs out or just check for nuclear fuel instead of wildcard.
>>
what does a 'big' volcanus factory look like
>>
>>537657681
one legendary machine surrounded by legendary beacons and 6 stacked belts coming out of it
>>
https://mods.factorio.com/mod/lambent-nil/change-log

> A Nullius extension that integrates phosphorus chemistry and extends the electronics production chain. Phosphorus is mined from phosphorite and used in electronics and biochemistry. This mod follows Nullius's style of richly interacting intermediates, byproducts, and alternative recipes.
> -----------------------------------------------
> Version: 3.1.1
> Date: 2025.08.30
>
> Changes:
> - Compatibility with Factorio 2.0


> A Nullius extension
> [..]
> Compatibility with Factorio 2.0
Gents. Time to get hyped.
>>
>>537657548
fun fact, this was the interrupt I used in my last big base
I made the blueprint for the trains in a save where I was experimenting with mixed quality nuclear fuel at stations, and didn't bother changing it for the save with no quality.
>>
>>537659093
>404 - Page not found
>>
>>537657346
but he uses less or equal
>>
>>537659387
>https://mods.factorio.com/mod/lambent-nil/changelog

Sorry about that.
>>
>>537659093
huh, i didn't know there were nullius addons like that. that's cool
>>
>>537659093
I quite literally talked about this yesterday you MORON
I even posted the nullius2 grubhub link
>>
>>537640945
It abuses "—" and frequently two to a sentence for multiple sentences.
>>
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>>537667401
>>
>>537666193
Nobody cares about yesterday bub
>>
>>537640945
That's mostly just chatgpt
>>
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>>537643069
You could commission it instead
>>
File deleted.
>>537669409
I was joking, but it is a thing apparently
>>
>>537670605
This is a blue board pal
>>
>>537670716
what did you expect to see under the spoiler
>>
>>537670795
a bunch of post it notes
>>
https://mods.factorio.com/mod/heating_tower_in_space
Should you not be able to use heating towers on a platform? You can use heat pipes and heat exchangers on one anyway and carbon has a pitiful 2 MJ of power on top of being a gleba unlock.
>>537670605
back to the dungeon dimensions with you for actually posting it
>>
Am I the only one that thinks the satisfactory player model is actually pretty unattractive? Like she has thick thighs, but her torso is stumpy and boxy, it feels less like she's thick, and more like she's just fat.
>>
>>537671296
It's the unflattering coveralls methinks
>>
>>537668167
zoomer-kun...
>>
>>537671296
I wouldn't know. I never played it and I'm not going to. Seems like a really bad game from what I've seen everyone say about it here.
>>
>>537671296
it's kinda supposed to be, if you look at who made the game. I think it was also started around the time of peak unattractive female lead characters.
I don't really care because I'm deeply closeted and you don't really see the character often, but it is what it is
>>
>>537671163
There's no oxygen to burn the stuff with
>>
>>537617046
The story of NATO always being a disaster, mostly.

>>537618393
The particular implementation of an autoloading system might be a problem, but the advantages of decreasing void spaces are undeniable.

As for ammo rack/autoloader design, autoloading designs can decrease the crews risk from ammo cook-offs, by lowering the time a blast door between a rack and the gun needs to be open.

>>537659249
Big train. 3-xx-2?
>>
>>537672556
SOMETHING causes the space drag
>>
>>537671664
It gets deservedly shit on because 3D Factorio is inherently just going to be worse and less ergonomic, it's missing a lot quality of life features, and it had a lot of potential that was ultimately squandered, but at the end of the day it is one of the best /egg/ games. Probably worth a casual playthrough if you like /egg/s.
>>
>>537672556
If only platforms had a fuel and oxidizer on them.

That's an OK mod idea.
>>
>>537672556
Hmm.
Okay no, you have a point.

>>537672124
>I'm a g(ay) btw
>>
>>537672124
I always thought it was a wimpy guy t bh
>>
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>>537610990
>>537627937
>>537622206
Just mod it. Airships is very fun.
>>
>>537673030
Reminds me of a boss from Jets&Guns
>>
>>537671296
At least she always wears a helmet, right? Be glad it's not subnautica tier
>>
>>537672556
Aren't stone/steel furnaces placeable on space platforms?
>>
>>537674170
Would that prove oxygen in space?
>>
>>537673030
>>537673803
Heh, it does look like a shoot 'em up boss!
>>
>>537670605
I'll be sticking to human made ones
>>
>>537674871
It proves you can burn stuff in space, at least. Whether due to oxygen or otherwise.
>>
>>537674170
Can you?
>>537674871
I mean, it would mean you are literally initiating a combustion in the vacuum of space. That would imply the existence of an oxidizer.
>>
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>>537674170
No, you can't.
https://wiki.factorio.com/Burner_devices
Furnaces and boilers count.
>>
>>537675976
Oh, neat, I don't have the game open but I checked the wiki and it didn't list any surface restrictions. Ok cool then
>>
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>>537673803
>>537675095
Its my Ork battlegroup.
>it does look like a shoot 'em up boss!
https://www.youtube.com/watch?v=P1vskAf64Mw
>>
>>537676889
that's cute.
>>
>>537671521
zoomers are like 30 now
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>>537678228
they're 28 at most
>>
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>>537657681
>>
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>>537678228
>the 30 year old zoomer
>>
>>537680417
I wish I looked like that
>>
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my gleba base just died. it worked for 300 something hours and now its dead
>>
>>537680729
time to build a new one
>>
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>>537680417
I'm just bald at 28
>>
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>>537680847
nah i just need to eliminate the weak link and restart it
>>
Oh speaking of I managed to fix my fucking aquilo random deadlock that happened after a few hours
I had inserters voiding solid fuel (from ammonia) set on a circuit condition only if rocket fuel was backed up (to have a stockpile for rocket launches), but I had the condition set to "less than" rather than "greater or equal to". So they would actually void continuously as long as I was using rocket fuel and keeping it NOT backed up, which let the base run for several hours, but then at one point it did back up and shut down the voiding inserters for long enough for the solid fuel to also back up, ice to stop being produced, the melting chemplants to run out, and my water tank to run out thus killing power.

I found this by just rigging a speaker to the water tank to alert me of low water levels, which was fantastic and the first time a speaker genuinely helped me react to a problem and fix an issue I would probably not have managed to figure out otherwise.
It's now running fine and shows no sign of ever running low on water, as I can actually keep up ice production indefinitely now (unless the oil patch runs out lmao)
>>
Server now has rubber to last a lifetime (or at least till the next science). Did some fixes here and these too. Urea from blood soon will help with shortages of that material.
Vrauk gamba keeps failing, send thoughts and prayers for the god of dice.
>>
>>537680729
why
>>
>>537666193
>grubhub link
hehehe
>>
Is there no puzzle game general? We talk about zachlikes here, but I assume a new mystlike would be out of scope.
>>
>>537685226
yeah, indie.
>>
>>537685313
ty anon
>>
>>537669409
>commissioning porn instead of automating it
>>
>>537686603
>automating HIGH ART
>>
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>>537682217
no seeds in agri towers.
i blamed bots (i hate bots) at first because no seeds were delivered, but after a deep analyze, the problem was a new, small factory that had no build-in cleaning up of spoilage. train station had too much jellynut, train couldnt unload and eventually all the cargo turned into shit. that for some reason blocked all other trains. the loading station on the other hand has a cleaning process so if something spoiled it was removed. the problem is agri towers were constantly requesting seeds but none of the jellynuts were processed and no new seeds were ever created, so it all died. all of this is still speculative and could be wrong though, i havent fixed or tested anything of it yet
>>
>>537680370
I assume this is producing more than just orange science and is acting as the main factory for all planets, right?
>>
>>537688392
>pic
reminds me of this
>>
>>537688986
No. Why?
>>
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>>537689130
I thought anon was gonna go for this
>>
>>537688986
He's doing a full monty of all the sciences iirc
Also I was taking the piss it's a huge fucking base
>>
>>537688986
That's just for gears
>>
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>>537689509
>>
>>537689930
That's a lot of gears.
>>
>>537688392
This is why I have been afraid to do much with trains on gleba, and have stuck to belts + bots
>>
>>537680370
zero scalability
>>
>>537690874
trains are not the problem. the same shit would happen if you had no spoilage sink at the end of belts. bots give you an easy mode "trash unrequested" thing but without it you would be doomed
>>
>>537676889
Based!
>>
>>537680370
Those are some really long belts!
>>
>>537688392
Do you really need trains? Most gleba tiles can be made into farmable land.
Also I don't use them on aquilo since everything is imported anyway except liquids.
>>
>le mars colony
living on differing gravity levels is unrealistic
MAYBE with a very fast spinning sleep chamber you could keep the low-g health problems at bay
but that's still iffy
>>
>>537692683
did you drop in from another thread or something
yes a colony is retarded
>>
>>537692757
uh yeah
though I think it is also an /egg/ game
>>537692350
>>
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>>537692631
i dont need trains, i want trains. trains are the pinnacle of transportation. if you use bots for production you are gay. simple as
>>
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>>537693180
>>
>>537673030
>>537676889
Those ships are fantastic, I'd use them in a heartbeat and love every minute of it. I don't have even 1% of your designing skill.
>>
>>537692856
Then go bump /civ4xg/. I have nothing to bump it with and it gonna die.
>>
>>537696505
well deserved
shouldn't have given paradox so much money
>>
>>537696505
we dont want anything to do with it. colonyscopy games belong in some rimworld threads
>>
>>537693180
I use belts
>>
>>537692683
>all the health issues of low gravity and poor radiation shielding
>none of the benefit of being in orbit

I'm a little surprised DSP doesn't have comets or asteroids.
>>
I'm a little surprised DVP doesn't have cum or ass.
>>
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More power
I wish the keyboard interface to timberborn was better, it is tedious clicking around the menus. They should at least have a hotkey for demolish building, and path building.
>>
>>537706783
It does, in Centrebrain.

You were exiled for a crime and contributing power and matrices is your restitution. What was your crime?
>>
>>537707019
Is this a work in progress? How do water wheels in a dead end channel make power?
>>
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>>537707216
it goes like this, I might add more zigzags if this works out.
>>
>>537707516
Neat
May your water wheels run many mills.
>>
>>537707516
Doing this obliterated my framerate (top right) and killed my run.



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