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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.
>>
Does the artillery barrel retracting on recoil have any basis in reality or did wube just add it to look cooler
>>
>>537713969
https://en.wikipedia.org/wiki/Recoil_operation#Long_recoil
>>
>>537714053
That's pretty cool, I'm guessing it was just never used in artillery
>>
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>>537713969
>>537714053
youtube.com/shorts/MNN4YzIoG7g
>>537714753
I'm pretty sure it is.
See .gif.
>>
>>537714919
Ok in this case I must be a retard because I've never noticed this on artillery videos. Case closed then
>>
>>537715053
It's a little more subtle sometimes, I looked for the most obvious one I could find to make sure I'm not just seeing things.
>>
>>537714053
What's it called when you learn about a new thing and suddenly start seeing it everywhere? I actually just recently learned the difference between short and long recoil after watching Brandon Herrera's Kurt Cobain video.

If you're wondering why it's relevant, Cobain's body was found with his hand wrapped around the barrel of the shotgun that killed him, despite the fact that it was an Auto-5, which is long-recoil.
>>
>>537716439
>What's it called when you learn about a new thing and suddenly start seeing it everywhere?
the Baader-Meinhof Effect
>>
how much shit do you need to produce to make it to the end of space age? and how much shit do you need to produce to get the CHEEVO for getting super close to the shattered planet or whatever?

for example, I'm planning on trying to feed rockets to export juice from gleba using 2 platforms. with something like 40 processor fabs and similar volume of fuel and structures. is this the kind of scale you need or do I need to buckle up and go bigger?
>>
>>537694579
just copy stuff. you may learn to diverge from there
>>
>>537717558
anon posted a game-winning platform that just had a narrow profile and lots of walls. I'm not sure it even had a railgun.
>>
>>537718118
Lets say I do it the hard way and make some kind of expensive abomination
>>
>>537717558
not much, just producing all the sciences and whatever exclusive materials, and the infrastructure of platforms and pads to move it all around. You could make stuff at a snails pace because it takes so long to ship things around the planets that it accumulates by the next pickup. I have 2 (two) foundries making metal science and there's always 1k ready when my ship runs out and goes back for more
>>
>>537717558
you really don't need much science at all.
>>
>>537717558
that's plenty
>>
just realised that electro science is the only science that uses fluid ingredients
and why isn't chemical science made in a chemical plant?
>>
>>537719590
Are you sure
>>
>>537719756
ye unless there's some other sciences I don't know about
>>
>>537680370
This pleases my brain in ways normies might never comprehend.
>>
>>537719878
3 of the 6 SA sciences use liquids brother
>>
>>537719878
Have you checked all of them
literally half of the SA sciences do
>>
>>537720117
Promethium science uses blended biter eggs as fluid intake.
>>
>>537690604
for you
>>
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fucking FINALLY done securing my base and some extra resources. my ship's been waiting to take me to vulcanus forever.
>>
>>537715053
>never noticed that sexy retraction of the barrel
how
>>
>>537729526
/k/ pls
>>
>>537729628
pretty much any media that features some artillery will have it just because it's badass
>>
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I will now go to Gleba

Second space platform ever, what do you think? I have a few ideas for a better 3rd platform such as spacing out different production in the sushi and using direct insertion for multimachine processes where possible
>>
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>>537731196
>all that pre-gleba
holy shit dude
>>
>>537731196
>what do you think?
Shit's fucking huge my gleba platform was a cobbled together thing with one thruster, 2-3 collectors and 4-6 turrets.
The pyramid shape does look pretty cool though.
>>
>>537718118
>anon posted a game-winning platform that just had a narrow profile and lots of walls. I'm not sure it even had a railgun.
it didn't have any turrets at all
>>
>>537731196
There's no way you can go full speed with that. How many bullet damage upgrades do you have?
>>
>>537731196
Well that's fuckhueg. Are you doing sushi just cause? It seems like that would have adverse effects on your turret uptime.

I suppose, given the scale of that platform, you could have a very significant number of ammo upgrades.
>>
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>>537731392
Yeah this was my first platform. It is more than one thruster and 4-6 turrets but not much for how hard my friend and I worked it while I was euphorically rolling in trash on Fulgora and he was losing it at how free everything is on Vulcanus

We just came into the game after our Space Exploration run stalled out at Space Elevator tech
>>
>>537731196
>4 nukes
>beacons
jaysus
>>
>>537731990
10 and they're rare turrets.
It can't do donuts but it can go full speed from fulgora to vulcanus and be restocked from asteroids before vulcanus can fill its cargo
>>
>>537732229
Doesn't quality on turrets just give range? I suppose the inner system is more forgiving on ammo consumption
>>
>>537731990
>Are you doing sushi just cause? It seems like that would have adverse effects on your turret uptime.
I kinda am and it does. I was hoping turbo belts would help with that and was under the impression the non-sushi way would be significantly harder but after building it I realize (full) sushi was a mistake
>>
>>537732475
personally, I only do asteroid sushi
with a couple combinators that filter the grabbers so that there's never too much of any one chunk type
>>
>>537732697
Yeah I need to embrace the fact that you can just eject excess into the void/recyclers/lava now.
I'm so used to there not being was to get rid of forced excess since it never existed
>>
>>537731196
That's utterly insane, I wish you the best of luck.
>>
Sciences, chemicals and propellents in Dyson sphere should be storable in tanks instead of depots. They're basically weird gels.
>>
>>537733814
Thanks. I heard rumors about Gleba being a hell where your items turn into bugs and have a massive chip on my shoulder over a world I lost to biter asteroids once.

Whatever I need to crush any Glebian uprisings the Great Dorito will provide
>>
>>537731378
the things a man will do to avoid dealing with gleba
>>
If I fired a bolt of lightning from a lightning gun in the vacuum of space, would it gravitate towards the closest body (mine), fizzle instantly and disperse or (other)
>>
>>537734525
It's far easier to handle than biter asteroids.
Heating towers at the end of a belt make spawning bugs mostly avoidable.
Tesla Turrets make short work of any spawned bugs.
IIRC, nests destroyed by artillery only send the little easy bugs, not the big nasty ones.
>>
>>537734921
>Heating towers at the end of a belt make spawning bugs mostly avoidable.
Thanks I'll keep that in mind
I've also been stockpiling tesla turrets. I just had a feeling I'd want them there
>>
>log into serb to see the sights
>hmm, rail blueprints
>neat little 4-way intersection with no room for signals, so the whole intersection may as well be a single block
>same thing, but with an elevated roundabout that literally is a single block pasted on top
Be honest, you don't even care about throughput. It's a summoning thing, isn't it?
>>
>yes comrade the road is fine
How does that even happen holy fuck.
>>
>>537731196
i keep seeing people building these huge ships, but they don't do anything special and barely have cargo bays, so what's the point?
what max speed do you get?
>>
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>inline u-turn
good?
bad?
ugly?
>>
>>537735980
sealing, not summoning
we need them to keep all the creatures from growing worse
>>
>>537738346
250 km/s
I don't really have any reference for speed.
I could pack more cargo bays on to it if I wanted but it would ruin the `aesthetic`
>>
>>537738920
you could make it more compact, but it's functional
though I'd never use something like this now that we have elevated rails
>>
>>537739484
that feels actually decent for such few common thrusters
>>
>>537739661
they are rare thrusters
>>
>>537739716
you should add some more then
I guess the benefit of such a big ship is that you have the space to redesign when you unlock the new tech
>>
>>537739871
agreed
I've always been a proponent of saving space (and power) for the future. The image posted actually has had several additions that were slotted in after the initial design
>>
>>537731196
>what do you think?
Extremely fucking silly.
>>
>>537743227
how dare you call my giant early game dorito silly
>>
>>537731196
How did you even get this mammothine construct of absolute ridiculousness off the surface of a planet with gravitational pull
>>
>>537745632
You build it piecemeal in orbit. It's space age, not space exploration.
>>
Anyway, 28 years in, and things are finally looking up. With domestic coal production and electronics manufacturing in full swing I no longer feel like I'm actively fighting for my life, I even repaid half my loans within a single year. Not much space left to grow this city so I'll commit to a giant fuckoff modded university building then start construction on a new town closer to the mountains to facilitate steel production.
>>
>>537717558
On the planets you really need surprisingly little infrastructure. It's like they decided that the challenge of getting to the planet, learning how to build a base there in the first place, and then setting up the interplanetary logistics for shipping the science back were enough, so they don't make you build at any sort of scale on the planet itself.
>>
>>537720086
>>537720117
Wait am I being gaslit? I can only think of pink (for the holmium sludge) and cold (the fluoroketone coolant).
>>
>>537748765
Vulcanus also needs molten copper
>>
>>537748186
>With domestic coal production and electronics manufacturing in full swing I no longer feel like I'm actively fighting for my life, I even repaid half my loans within a single year.
what drives someone to play a game like this
>>
>>537751482
Indomitable autism and desire to challenge oneself. Next time I won't be playing in a siberian snow wasteland though.
>>
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>new movie comes out
>scored by Danny ELFman instead of Urist McDORFman
>>
>summer vacation ends
>thread become dead as fuck
so most of you were little kids, huh
>>
>>537754405
With coworkers back I actually need to work
>>
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>>537754405
I can blogpost about my run of that exotic space industries port, if you want.

I like how it slowly eases you into megabasing, I've never done that before. Every time you finish a research topic all others become slightly more expensive. So the early game didn't feel overwhelming or make me build at insane scale without construction bots. But now I'm about to start researching modules and each one costs 2.5K, against my feeble 180spm. Starting to untangle the initial spaghetti and change to a bus approach so everything's expandable.

It also doesn't rebalance combat at all, if anything moves a bunch of damage upgrades later than they should have been. So I had to push my walls really far out and now I can't supply the turrets properly. Gonna have to spend like two hours dragging a rail around the perimeter to carry tank shells and oil.
>>
>>537639920
deep substrate foliated krangled calcite
>>
>>537757620
activated jellynuts
>>
>>537748186
>Not much space left to grow this city
I've never played this game, what's limiting you?
>modded university building
Gay, I'm not gonna say cheating but if you're playing a challenging game for the sake of overcoming the challenge but then adding cheat mods it just feels wrong
>>
>>537754405
you think I can shitpost from my 9 to 5
>>
>>537759632
>I've never played this game, what's limiting you?
Mostly pollution from my waste incinerators in the northwest, heating and electronics industry in the north, chemical plants in the east and heating and power production in the south. I could expand northeast or southwest though.

>Gay, I'm not gonna say cheating but if you're playing a challenging game for the sake of overcoming the challenge but then adding cheat mods it just feels wrong
Building it is the challenge, silly. Just the main building (out of the 15 or so) requires more resources and manpower than a vanilla nuclear reactor. And the only way I could ever get enough students to fully utilize it would be by playing this save for another IRL year or so. But that's what I did last time, so why the hell not?
>>
>>537761691
you could in summertime
>>
>>537762507
>>537754405
There really was a huge drop in activity across the site. But why now and not on Monday?
>>
>>537763105
it was the same on monday if you ask me
>>
>>537754405
I'm just kind of waiting on mods, currently I'm doing most of my posting in another general!!
>>
>>537754405
I actually just re-started playing Factorio again after a break of a few months
For some reason I got the itch to build a large factory which I've never had the motivation for before, so I've picked up my old almost-complete SA save and I've launched into scalification projects
>>
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>>537754405
I'm just playing not really egg games
>>
>>537764441
>scaliefication
sounds dangerously furry
>>
>>537764695
>having to google d23-qp shield generator cause he didn't say which game
>turns out I've had it on Steam for years and never even installed
>>
>>537764936
endless sky is free, so no surprise there
it's fun, like a poor man's starsector
>>
>>537764792
If anything it would literally be scalie
But no it's not any more furry than kovarex has gotten since hiring earendel
>>
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>>537765063
don't know if I believe you
>>
>>537765063
how's starsector nowadays compared to say 5 years ago?
it has ship building so it's /egg/ enough
>>
>>537766253
No building, you just fill weapon slots with guns and then put leftover points into bonuses.

They added like 20 hours of actual story quests, and some endgame enemies. Replicators, warp demons, etc.
>>
>>537605225
What is the point of this tube in the unedited video ?
>>
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>>537748186
How did you deal with track building?
Setting up/ extending a one-directional rail network made me drop the game as the track builders required constant management.
Even something simple as pic related didn't work.
>>
>>537767637
get fish from one area to another, I think there was a man-made obstruction of a natural migration pattern or something.
>>
>>537768362
Thats awesome
>>
>>537768042
They can be a pain in the ass, yeah, Not sure I can give any specific advice other than building this kind of interchange (possibly by micromanaging them, sending them home with ctrl+H if they get confused) then letting them do their thing, sending any stuck ones home manually if you get a notification.
>>
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Slavs update.
>Logistic Packs were completely fucked. The TLDR was simple circuit boards completely bottled it.
>I am sorry to the anon who set up the simple circuit board factory, but I had to jump start it with a caravan shipment so Logi packs can actually be set up. I can tell the obvious solution was trains but we don't have battery factory online.
>Set up a blood to Urea factory. The research isn't finished but the idea is that we can plug the blood onto the trains and it'll start dumping Urea.
>Started the very beginning on Electric Motors. Did Strators, Rotors are next. Feel free to take over, otherwise will set it up tomorrow night.
>>
>>537772152
I don't like that I recognize this as py. I need to find someone to harass into playing py with me.
>>
>>537772642
I've been playing on Py on Slavs for the last week, even though the anons are 445 hours in there is still so much to do. Misery loves company.
>>
>>537773027
I assume slavs is the serb?
>>
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>>537773078
I assume as such. I live on the other side of the world so I dont get to speak to the anons that much. Most interaction is through this thread.
>>
>>537735980
Where were going we don't need throughput

>>537772642
Join us on the server friend, it's certified fun™

>>537773078
Yes it's slav server is the one that's hosting PY at the moment.
>>
>>537735980
kek
what noobs
>>
>>537773231
Which country, anon?
>>
>>537775562
Brazil
>>
>>537775378
The blueprints come with signals I think, not sure what that guy actually means
>>
>>537776172
But that should be the same timezone as NA...
>>
>>537776554
Most other anons are from europe
>>
>>537734695
wouldn't fire. exact same reason you can't fire a sonic boom from a sound gun in space.
>>
>>537734695
>If I fired a bolt of lightning
not how it works, lightning is not a bullet but a connection between 2 places and if theres nothing in between it wont connect
>>
>>537605225
as someone starting an electrician course is this game any good for learning purposes? I would also appreciate if anyone has beginner materials
>>
>>537776824
Rip
>>
>>537773027 >>537773078 >>537776172
Should call it the BRICServer or something then.
>>
>>537778374
I don't get the reference
>>
>>537777194
>>537778275
could you shoot a jet of air or something at the same time to make it fire?
>>
>>537778374
slovakia is not in brics
>>
I am doing a formation to drive train
>>
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Is this solution dumb or something? I feel like I'm missing something obvious.
>>
>>537778508
plasma with an opposing charge, ideally

Check out some slo-mo vids of lightning strikes, explains pretty well what's happening. It spreads these tendrils in all directions, just biased towards the vague direction of a charge gradient. And whichever tendril touches ground first will carry the discharge, while the others wink out. But even with so much charged air attracting the lightning downwards it still sometimes hits horizontally or curves back upwards. Outside of a storm the air is mostly neutral and so those tendrils would spread in all directions, hitting you or the ground.

It's much easier to fire a harpoon trailing wire, run the discharge through it
>>
>>537780336
Increase the feed rate
>>
>>537781802
I'm not talking about scores. Just the design itself.
>>
>>537782417
Production rate is the design. The design is to produce.
>>
>>537780336
No rotators? No bueno.
>>
>>537671296
>Am I the only one that thinks the satisfactory player model is actually pretty unattractive?
They de-sexed her for the 1.0 release
>>
>>537671296
there are mods for that
i refuse to play games that don't have big tiddy mods
>>
>>537768362
Insane, why was the guy loading in the fish manually (did they expect to hand-migrate all the fish one by one or something)? Why is the tube barely as wide as the fish, can they even swim inside to get to the other side? Sounds dystopian
>>
>>537671296
I'll be honest, I had no idea the satisfactory character was a woman.
>>
>>537772642
I have never played pY and I recognise it, pY is pretty distinctive. Especially around the early/mid game, maybe I wouldn't recognise some of the late game technobabble I dunno
>>
>>537778508
Afaik IRL lightning guns work this way, you shoot a jet of plasma first and then discharge through that
>>
>>537785326
It's a pneumatic tube, so the fish are kind of forced through it. IIRC it's hand-fed because it's more of a proof-of-concept, but the plan was to make the fish able to swim into it.
idk though, the last time I saw it was many years ago.
>>
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>>537785613
What do you mean you don't recognize when you need quantum antelopes to breed helium so you your Chorkoks don't starve so you can keep making Zungors?
>>
>>537784641
what for
well, I use them here at least
>>
>tutorial tells me I can flip building inputs/outputs on Aquilo
Wow thanks, a little late huh?
>>
>>537786590
Ok see breeding retarded aliens automatically means it's pY so that's way too easy.
>>
>>537788292
isn't that also nullius endgame?
>>
>>537785613
I got 60 hours in and was rebuilding my base to only be on rails then quit after a bit.
>>
>>537788532
I've never finished nullius but if it has alien breeding I've never heard of it
I know it has biter engineering/breeding, you know for the whole terraforming aspect, but that's obviously not what I'm talking about when saying aliens
>>
>>537772152
>Electric Motors. Did Strators, Rotors are next.
I started looking at this (new to Py), couldn't figure out how big to build (8 stator factories, but not enough copper wire factories to feed even 2 of them?)
So instead of making any progress towards rotors, I beefed up the wire for stators, now it eats 2 belts of copper and outputs 4 belts of wire, enough to feed 3 stator factories. (And redid inserters on the first 3 machines to consume all 4 belts.)

If we actually want 8x stators, 8x rotors, 16x electric engine units, that's 6 belts of copper input, so we probably need more input stations.
>>
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>>537754405
I never posted much but just didn't stop by for a bit. Finally untangled (most of) my base and got onto green science. Ran into hydrogen issues until I put two dozen orbital collectors on my gas giant. Thought I was hamstrung by organic crystals until I saw you can just mine them on faraway planets. And started my sphere, been feeling good about my progress.

I'm starting to run into logistics issues more than anything else which is a fun new problem to solve. One fully fed belt can only supply so many assemblers it seems.
>>
>>537791278
Welcome to the server enjoy your stay.
>6 belts of copper input, so we probably need more input stations.
We would need more copper, we are making 2 belts of that, probably barely 2.
>>
>>537793192
I wish they would allow more buildings to stack.
>>
>play the counter block tutorial level
>can't find a single use for the counter
wtf
>>
>have bobs modules
>have bobs electronics
>producing 10k/m copper wire isn't enough for my module needs because each t5 module needs 20+ of each tier of circuit
>modules have essentially drained most of my copper input (12m out of 24m)
>go into modules mod and change electronic-circuit = 10 to 5
>entire base has enough circuits for everything now
I hate upscaleniggers so fucking much.
>>
>>537780336
>>
>>537795676
I never belt construction blocks like that. Too much time spent to trial and error the proper timings.
>>
>>537795607
The trick is to put bob's mod's into the buildings
>>
>>537795607
skill issue
>>
>Spend 2 hours designing a Gleba base
>It doesn't work
>Need to clean up 20 000 spoilage
This planet is suffering
>>
>>537797119
a real nigga always designs in editor first
>>
>>537795607
>just a qol setting for a qol mod
>>
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My modlist broke :(
I was enjoying the playthrough, too
>>
>>537778374
Serbs are always serbs
don't be stupid
>>
>>537797119
I spent time designing one block which carries me through the whole planet, except microbes, nutrients and science, but everything else uses the same design with tweaks for multiple input belts and fluids
I'm just like that, I get one thing to work and stick with it forever
>>
>>537796392
You could just never use loose blocks
>>
>>537731196
Based
>>
| <|
>>
>>537805272
what does this mean
>>
>>537805334
I is lesser than l
>>
>>537805515
that doesn't make sense
>>
>>537805515
Source?
>>
>>537796392
Then you're gonna love this one.
>>
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>>537805660
Faust's dick.
>>
>>537772152
>The TLDR was simple circuit boards completely bottled it.
yeah so uh
i upgraded py1 production by just pulling out basic substrate and glassware to somewhere else to assemble more packs
but this turned out to use way more activated petri dishes than we actually produce, which killed substrate supply to plasmids
which killed sarcophaguses
which killed logi packs
>>
>>537793308
>>537791278
we are currently making one belt of copper
technically we have the casting stations for two but not the liquid production or the rest of processing between grade 1 and finish
>>
>>537808317
https://www.youtube.com/watch?v=St8FBRiGkYA
>>
>>537808776
I think copper is pretty fucked ye, the stainless steel eats it up and the various new small parts should also take lots.
>>
>>537793964
this, considering how high belts can go, makes no sense that you can't stack assemblers
>>
i wanted to make a tileable ore farming platform but after trying out few variants i think this shit has no future
>>
>>537738920
a simple roundabout is superior to this. why are people so hesitant to use roundabouts? its 2025 ffs
>>
>>537811974
I was told that roundabouts are bad for throughput
I guess this is even worse
>>
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>>537811609
>>
>>537812068
roundabouts being bad for throughput is a lie invented by actual retards who think using intersections that make trains do hundreds if not thousands of kilometers around the base more is better than actually doing a working U turn in place. never listen to these people
>>
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>>537812068
if you care about train throughput you do a block based base. consider this, if you have a grid of blocks then wherever the starting and the finish point is the train will always go in basically a straight line. and you also have so much tracks that the throughput is almost infinite. people will say blocks have no le soul but productivity is not about the soul, it is about productivity
>>
>>537814501
Is an offset 3-way better than an aligned 4-way?
>>
>>537814641
i have no idea what these words mean
>>
>>537814747
The squares aren't lined up in that image.
>>
>>537814501
the only things making full use of the space is the solar panels
I can't allocate a full cell to, say, 2 chem plants making sulphur. It's just a waste of space for the sake of wasting it somewhere else too
>>
>>537814501
at this scale blocks are the roundabouts
>>
>>537811974
>>537812068
I think it's because of that tool that measures train throughput via simulation
>>
>>537811974
That's literally just a roundabout with two extra through lanes for straight traffic.
>>
>>537816668
roundabout is 1 circle. that image is 1.5 circles
>>
>>537814501
If you exclude everything except the factory parts, it's actually a pretty small base
And way too much solar
>>
>>537816852
If you count entrance and exit curves, the standard 4-way roundabout is 2 circles.
>>
>>537797119
>>537802482
The only problem I'm having with gleba is that occasionally lines will get clogged with spoilage. I'm trying to have inputs all loop into themselves with a splitter spitting out spoilage, but they still get clogged sometimes if the outputs are full which is often

It's an annoying mess to manage but it 95% works and being able to copy paste to expand raw material production is fun.

I don't expect the place to work on its own so I'll just babysit it until I'm mostly done with ag science stuff then let it rot. Huge props to anons that figured out something more sustainable longterm
>>
>>537797119
>>537817593
Also anon it took me fucking 40 hours of playtime just to really get stuff started on gleba. It's not easy, it's an endgame challenge
>>
>>537817328
roundabouts have 4 inputs and 4 outputs. that image doesnt, neither any other intersection
>>
>>537817802
If a roundabout has to have 4 inputs and 4 outputs, feel free to explain how "a simple roundabout is superior to this".
>>
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>>537818117
a simple roundabout has more inputs/outputs than that image, uses less materials and has the same throughput. that guy didnt even signal it properly. like how is this even a question?
>>
>>537818876
having inputs and outputs that don't lead to anything isn't a benefit.
throughput is worse for the roundabout for non-turning traffic.
the signals are perfectly fine outside of not using rail signals on the exits.
>>
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>>537805272
>>
>>537819291
there absolutely is a benefit in U turns. every time a train leaves a station it can use it to turn back. simple as. otherwise it needs an intersection which is a huge penalty for a station, or do an unnecessary distance around the factory which is the most of the cases from anti roundabouts haters
>>
>>537819291
How is throughput worse? Opposing traffic won't affect each other at all for either design.
>>
>>537821059
that's cool, but still doesn't make a roundabout superior to what was posted.
>>
>>537821723
it literally does. a roundabout uses less space. that alone is a BETTER. are you fucking retarded?
>>
>>537821641
increasing route length reduces throughput.
>>537821870
saving space is one of the least important factors in factorio, and there are ways in which a roundabout is worse. you should ask yourself that question.
>>
>>537822259
>there are ways in which a roundabout is worse
nta
elaborate
>>
>>537822259
space is infinite but not the train speed. more distance means more travel = worse performance
>>
>>537822259
Okay first of all the increase in distance increases travel time by like 2 or 3 _frames_, when train travel time in a big base is measured in minutes. Like what the fuck are you even talking about?

Second, longer routes don't reduce throughput at all, they increase latency, which mostly doesn't matter.

And if you really cared so much, you could just run straight rails through the standard roundabout and it would still be better than noob anon's silly design.
>>
>>537822490
as long as you aren't spreading out wider than your resource patches, the increases in total train distance are negligible. you would benefit much more from planning factory locations making sure resources flow as much as possible in single directions, but that defeats one of the main points of a unified train system, convenience in placing down factories wherever you want.
>>
>>537823598
>just run straight rails through the standard roundabout
which is topologically equivalent to what the noob anon did, which is my original point.
>>
train sperg stuff confuses and dismays me. I just have a single line going out that leads in to each node and then out to the returning rail line
>>
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never listen to these people
>>
>>537824304
thats nice. we all did 60 spm in our times
>>
I can't even fathom the networking, signal placement and usability of having more than one train. That shit just renders as a fuzzy blur in my mind.
>>
>>537825029
Actually I shoot for more like 100 spm
>>
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>>537825549
>>
>>537825331
If you create a 4-way intersection that works, you've done all of the work you need for a highly functional rail network. You can still improve it with other stuff, but making one intersection that you blueprint is all the thinking you'll ever need to do.
>>
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>>537826996
>a 4-way intersection
>cant output in 4 directions
>>
>>537827684
who did you think I was replying to when you posted a facebook-tier reaction gif?
>>
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>>537828028
a 4chan user
>>
>>537822259
>increasing route length reduces throughput.
No, it increases latency. Throughput is affected by block length, but since the straight path through the double U-turn is signaled as one block, and is longer than the equivalent path through the roundabout, that actually makes the roundabout better for throughput.

Pedantically, I think you could break the outer U-turn parts in half with a chain signal, and put rail signals on the straight paths inside, to end up with smaller block size, and thus slightly faster throughput (in the case where no trains actually want to make U-turns) than the roundabout.

In reality, you really have to work at it to make block size on straightaways matter at all for throughput, since straightaways lead to intersection that normally have much lower throughput.
>>
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its really amazing. redditors really believe they own this place, and they call everyone who doesnt support their mental illness redditors
>>
>>537825331
signaling is surprisingly simple once you make some rules in your head
>separate colored sections to allow trains to move when other trains are out of the way (like when a train is stopped at a station that diverts off the main line)
>chain signals to have your trains wait for clear way (instead of stopping in the middle of intersections or long stretches outside your defense perimeter)
>enable signals on map and check for new setups causing problems
take the train pill anon, we all love the choo choo
>>
hey
when you're designing a setup in factorio for power generation, especially a complex one: figure out how you'll start it with zero power
otherwise you'll have to figure that out later at a time when you really, really don't want that problem
accidentally depowered the pump for high distillates and the entire system ate shit while i scrambled for an hour
>>
>>537768042
>>537769509
imo W&R has a more realistic approach to laying out train tracks, specially when building them,
just think of traditional track networks, have lots of switches, use a single bidirectional track where you can, use by passes and similar,
when extending a dual track, have a X switch before the section you're building
>>
should I restart my 85 hour space age save
>>
>>537836296
yes
>>
>>537836296
no
>>
>>537836296
maybe
>>
>>537836296
I don't know. Can you repeat the question?
>>
>>537836296
why
>>
>>537836296
(the answer to this question is left as an exercise to the poster)
>>
>>537838965
Altitis
>>
File: yes no maybe.webm (2.11 MB, 704x480)
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YOU'RE NOT THE BOSS OF ME NOW
YOU'RE NOT THE BOSS OF ME NOW
>>
>>537842126
me when I see a woman
>>
>>537842126
me when I run up to someone in the rain and slash them then smile like a devious fella
>>
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>>537775562
I'll make this into a fun GeoGussr for /egg/.

>>537810195
>>537791278
>>537808776
I'd like to start looking at beefing up some of our plate factories, aluminum, titanium and copper I suspect are going to start getting hammered once we start cranking some of the factories. I'm in the same boat as 78 anon, I'm at best taking educated guesses on whats going to be a problem. Appreciate you taking a look at electrical engines.

>>537808317
This explains a lot, I had to go back like 5-6 steps in the production stage to see what actually died. Didnt realise this was the change that killed it.
>>
>>537842126
Me when I live in england
>>537842951
>I'll make this into a fun GeoGussr for /egg/.
UAE
>>
Anybody play the Cerys planet (moon) mod? The start of it feels like a waste of time with how many of the repair packs I need to make.
>>
>captain of industry has pre-built starts only rather than random seeds
Ew.
>>
>>537778325
U = R*I
P = U*I
>>
>>537805881
Huh. Encoding commands, pretty clever. Maybe it'd be cool to start with a template and then each piece copies from the piece ahead of it.



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