Fish Gun editionPrevious thread: >>537071178This 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>TrailmakersAerospace>Chode - Children of a Dead Earth>Flyout>Kerbal Space ProgramLogistics and factory management>Autonauts>Captain of Industry>Dyson Sphere Program>Factorio>Factory town>Infinifactory>Oxygen not Included>Satisfactory>Shapez>Workers and Resources: Soviet RepublicProgramming puzzles>Exapunks>Last Call BBS>Nandgame>Opus Magnum>Shenzhen I/O>SpaceChem>TIS-100>Turing CompleteThe 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/e6SPFz8VSRmpV91t8bmkWwhttps://fromthedepthsgame.com/Games that are not /egg/:>MinecraftOP pad for new threadhttps://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rAWebM for physicians: argorar.github.io/WebMConverterReminder: /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>crashedWhat?
>>537605391Gleba crashed.
found this game while taking a break from FtDpretty cool, probably not eggy enough?
>>537606693I think it definitely belongs here. It's a better /egg/ than it is a strategy game.
>>537606223Elaborate.
I asked this last thread but nobody responded. Has anyone here tried microtopia? It's basically what if circuitry but ant colony automation routines.
>>537607143Narp
>>537606885honestly the game feels very simplethe number of components is rather limited, the strategy part of the game is not that in-depthalso the irony is not lost on me, taking a break from one vehicle design autismo to another
>>537573576If 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.>>537557039I 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>>537606693Based. 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.
>>537610990>Forgot to actually attach my pic
>>537607143i 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.
>>537614961I 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.
>>537615243>tfw no autoloading 125mm cannon
IhaterequestbasedtrainlogisticihaterequestbasedtrainlogisticihatereQUESTBASEDTRAINLOGISTIC1 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 stationNaming 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 achieveThis is driving me insane, why can't these steel beasts behave
>FactorioNew run ideas. 1. Death world megaphone. Never tried it.2. Real world map. Might be fun?3. Voidblock.4. Start at other planets?
>>537615243I've seen so much webm on /k/ that make me wonder if is this really a good idea
>>537618174set a maximum map size in one dimension, so it's like a long ribbon
>>537617895It 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.
>>537617895Yi Sang wrote this post.
>>537618393The 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.
>>537618807Ah ribbon world. I am more a production guy than logistics one.
>>536225228Did 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.
>>537611116looks like an extremely questionable designthe maintenance is clearly too highi feel like the game hates having you spam smaller vessels with how bad the maintenance is
>>537622206Not 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.
>>537622206Yeah, 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.
>>537626437meanwhile, 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?
>>537626797Yeah 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.
>>537627058I 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.
>>537627058If 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.
>>537628228I 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.>>537628324That 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
>>537628324That'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.
>>537628856Only 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.
>>537619690It 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 stressThe 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
>>537630696Weird, I wonder if that was changed at some point or I already misunderstood way back then.
>>537630768I 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
>>537630696I 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.
>>537634027Fuel cells are ridiculously cheap for their power density, the neighbor bonus is only for autists to care about.
>>537634218The entire reason fusion reactors have this autistic fuel port layout is for neighbourbonusmaxxing, the game wants me to be autistic and I will oblige
>>537634345You 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.
>>537633614yeah, I got trolled too
>>537634762Given the aforementioned premise that I am autistic, I also don't make mixed quality builds.
>>537630768Ye 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.
>>537635010but you'll be wasting fuel
>>537634762using quality reactors is gayhaving 100 reactors powering your base looks much cooler
>>537636013Not within my capabilitiesAs I scale up building quality stuff I will also upgrade my reactorsBut 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
>>537634027If 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.
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
>>537639920it's a good post>>537640551reddit pasting is better and obvious at least
>>537640551ai posts use a lot of em dashes and type like reddit anyways
>>537635583>No idea why you send the signals away from the stationsThose 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 behaviorIt 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
>>537640551would you prefer I post AI porn of satisfactory-chan
>>537643069yes
>>537641167You 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 backPlease, I just want to finish my factory.
>>537644296What design is paralysing you
>>537640551Correction. An AI is spamming copypastes from reddit (made by AI in reddit)
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.
>>537645948nuclear 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.
>>537645948It 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
>>537645948fuel 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
>>537646301never mind I'm illiterate, ignore this
Stone bros... it's so over... the moss-chan... shes dead...
>>537646272NTA 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>>537646283those answers make no sense>>537645948maybe your fuel station is not reachable so the train instantly goes to the normal schedule?
>>537645948I'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.
>>537657346It'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
>>537657681one 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 2.0Gents. Time to get hyped.
>>537657548fun fact, this was the interrupt I used in my last big baseI 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
>>537657346but he uses less or equal
>>537659387>https://mods.factorio.com/mod/lambent-nil/changelogSorry about that.
>>537659093huh, i didn't know there were nullius addons like that. that's cool
>>537659093I quite literally talked about this yesterday you MORONI even posted the nullius2 grubhub link
>>537640945It abuses "—" and frequently two to a sentence for multiple sentences.
>>537667401
>>537666193Nobody cares about yesterday bub
>>537640945That's mostly just chatgpt
>>537643069You could commission it instead
>>537669409I was joking, but it is a thing apparently
>>537670605This is a blue board pal
>>537670716what did you expect to see under the spoiler
>>537670795a bunch of post it notes
https://mods.factorio.com/mod/heating_tower_in_spaceShould 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.>>537670605back 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.
>>537671296It's the unflattering coveralls methinks
>>537668167zoomer-kun...
>>537671296I 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.
>>537671296it'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
>>537671163There's no oxygen to burn the stuff with
>>537617046The story of NATO always being a disaster, mostly.>>537618393The 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.>>537659249Big train. 3-xx-2?
>>537672556SOMETHING causes the space drag
>>537671664It 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.
>>537672556If only platforms had a fuel and oxidizer on them.That's an OK mod idea.
>>537672556Hmm.Okay no, you have a point.>>537672124>I'm a g(ay) btw
>>537672124I always thought it was a wimpy guy t bh
>>537610990>>537627937>>537622206Just mod it. Airships is very fun.
>>537673030Reminds me of a boss from Jets&Guns
>>537671296At least she always wears a helmet, right? Be glad it's not subnautica tier
>>537672556Aren't stone/steel furnaces placeable on space platforms?
>>537674170Would that prove oxygen in space?
>>537673030>>537673803Heh, it does look like a shoot 'em up boss!
>>537670605I'll be sticking to human made ones
>>537674871It proves you can burn stuff in space, at least. Whether due to oxygen or otherwise.
>>537674170Can you?>>537674871I mean, it would mean you are literally initiating a combustion in the vacuum of space. That would imply the existence of an oxidizer.
>>537674170No, you can't.https://wiki.factorio.com/Burner_devicesFurnaces and boilers count.
>>537675976Oh, neat, I don't have the game open but I checked the wiki and it didn't list any surface restrictions. Ok cool then
>>537673803>>537675095Its my Ork battlegroup.>it does look like a shoot 'em up boss!https://www.youtube.com/watch?v=P1vskAf64Mw
>>537676889that's cute.
>>537671521zoomers are like 30 now
>>537678228they're 28 at most
>>537657681
>>537678228>the 30 year old zoomer
>>537680417I wish I looked like that
my gleba base just died. it worked for 300 something hours and now its dead
>>537680729time to build a new one
>>537680417I'm just bald at 28
>>537680847nah 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 hoursI 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.
>>537680729why
>>537666193>grubhub linkhehehe
Is there no puzzle game general? We talk about zachlikes here, but I assume a new mystlike would be out of scope.
>>537685226yeah, indie.
>>537685313ty anon
>>537669409>commissioning porn instead of automating it
>>537686603>automating HIGH ART
>>537682217no 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
>>537680370I assume this is producing more than just orange science and is acting as the main factory for all planets, right?
>>537688392>picreminds me of this
>>537688986No. Why?
>>537689130I thought anon was gonna go for this
>>537688986He's doing a full monty of all the sciences iircAlso I was taking the piss it's a huge fucking base
>>537688986That's just for gears
>>537689509
>>537689930That's a lot of gears.
>>537688392This is why I have been afraid to do much with trains on gleba, and have stuck to belts + bots
>>537680370zero scalability
>>537690874trains 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
>>537676889Based!
>>537680370Those are some really long belts!
>>537688392Do 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 colonyliving on differing gravity levels is unrealisticMAYBE with a very fast spinning sleep chamber you could keep the low-g health problems at baybut that's still iffy
>>537692683did you drop in from another thread or somethingyes a colony is retarded
>>537692757uh yeahthough I think it is also an /egg/ game>>537692350
>>537692631i dont need trains, i want trains. trains are the pinnacle of transportation. if you use bots for production you are gay. simple as
>>537693180
>>537673030>>537676889Those 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.
>>537692856Then go bump /civ4xg/. I have nothing to bump it with and it gonna die.
>>537696505well deservedshouldn't have given paradox so much money
>>537696505we dont want anything to do with it. colonyscopy games belong in some rimworld threads
>>537693180I use belts
>>537692683>all the health issues of low gravity and poor radiation shielding>none of the benefit of being in orbitI'm a little surprised DSP doesn't have comets or asteroids.
I'm a little surprised DVP doesn't have cum or ass.
More powerI 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.
>>537706783It does, in Centrebrain.You were exiled for a crime and contributing power and matrices is your restitution. What was your crime?
>>537707019Is this a work in progress? How do water wheels in a dead end channel make power?
>>537707216it goes like this, I might add more zigzags if this works out.
>>537707516NeatMay your water wheels run many mills.
>>537707516Doing this obliterated my framerate (top right) and killed my run.