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Nobody made a new thread ahead of time edition
Previous thread: >>538988656

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.
>>
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>>539656167
Empyrion is janky as fuck but I enjoyed it. I can't enjoy spengies because I need an objective and not just space lego. Empyrion isn't as mechanically deep but at least it's an actual game.

My question is, now that No Mans Sky has base and ship building, is it basically a better Empyrion?
>>
>>539673045
What I hate most about spengies is that I have to place every single block individually. i really do enjoy the building styles like in Subnautica where you can build functional stuff with prefabs. Sadly it didnt have any vehicle construction.
>>
>>539673720
I realized that made me sound like a scrub. I dislike that style of building because everything needs to be built from scrap and mechanical stuff doesnt necessarily work. I want to focus on the functional part of a design
I like KSP, despite it also having jank simply because shape implied functionality and stuff didnt need to look good because you knew what it was. With 500 types of sloped armour blocks, theres always this feeling of inadequacy when your stuff looks a bit blocky.
>>
Give me a quick rundown on the new Spengies update.
>>
>>539674695
Plants, so like, weed and stuff lmao
>>
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>cannot enter precise numerical values
There has never been a single engineer involved in the making of this game
>>
>>539675759
Cunt roll click.
>>
https://mods.factorio.com/mod/vatbrain-no-talking
>>
>>539674591
Frames with modular interiors would be nice.
Imagine engine modules with a set aesthetic but you can upgrade the interiors and tweak it for speed n shit.
Would be nice.
>>
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>>539676331
Cunt roll click? You mean like mousewheel while clicking? doesnt really work? Mousewheen just makes the window scroll, not the bar.
>>
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>>539679369
I think he means the catarl key.
>>
>train gets stuck in and end station adjacent to a repair station because it's "looking for a repair station" and "start or end building is not connected with road"
>spend a good half an hour trying different stuff to fix this without "selling" (paying a shitload of money to get rid of) an expensive-ass train
>finally stumble on a solution which to order to get replaced manually in the auto-replacement tab while set to take from depots and send to scrapyards, with the target type of locomotive sitting in a depot with the same type of wagon attached, which teleported the stuck train to the depot (holy fuck)
>save and try to send it to repairs again
>starts creating new repair orders ad infinitum
At least it's not stuck again. However it's not staying for the repairs either. This FUCKING game.
>>
On a brighter note, I finally paid off all my denbts and completed my steel mill almost simultaneously. Now to get enough workers there, I guess.
>>
>>539680884
How did you manage to build walkways under those loose material chutes? I always have to dig a tunnel.
>>
>>539681331
Most buildings have at least one aggregate input-output which is sufficiently elevated to establish a connection on even ground that allows roads or pathways to pass under, provided the conveyor is long enough to have sufficient space between supports. If you want to connect a low input to a high output, terrain elevation is your friend.
>>
found an old screenshot
you can just do things
>>
gods i was strong then
>>
Which /egg/ was the longest trains?

I was just thinking, real-world cargo trains pull a hundred wagons easily but in factory games the number seems to be very limited. In factorio most people use 2-3 wagons because more is a pain to load/unload and the whole station would take too much space. OI has more intelligent loading/unloading so you don't need a dedicated "dock" for every wagon, but each wagon eats maintenance comparable to that of a truck. So you don't get any of those savings at scale. Satisfactory is just...no. Using two is already awful.
>>
>>539680034
Oh that helps, thanks.
Gonna order myself a tab.
>>
>>539678414
Spengies already has the corridor block. if we could, instead of placing specific ones, just upgrade a generic one to stuff like door, sleeping bunk, intersection, t-junktion, etc, all of which would be airtight, that would do a lot for spaceship design.
>>
>>539684435
In factorio I think the average is 1:4
>>
just noticed that fluid caravans exist
this woulda saved me so much trouble, how long have i failed to realize they were available?
>>
>>539684435
Try an actual train game if you want more train realism like I dunno OpenTTD or simutrans or something.
>>
When's the satisfactory vid, d*sh
>>
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>>539684435
This one is coming soon
>>
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>>539683764
CAVED IN HIS BREASTPLATE
>>
>>539694315
dont know dont care
ever since jace left it was questionable, and ever since hipster faggot joined the videos have been unwatchable
>>
>>539699207
what do you mean
This isn't a video being made by the Satisfactory team (of whom I'm sure are insufferable, as they work at coffee stain), I'm talking about a video of me (dosh) making a video playing the game.
Dosh btw
>>
>>539699467
oh dosh right I knew that
>>
The next VGL friendlies' dates have been put up, and are open for booking! Who should we ask for a duel this time?
We get 3 max but teams are often fully booked or not playing when asked sometimes the general is dead so give any suggestions and I'll see who's around.

Wiki if you need your memory jogged on who we have grudges with: https://implyingrigged.info/wiki//egg/
>>
>>539700662
>Who should we ask for a duel this time?
/indie/ make spiderfag suffer
/bag/ make the students cry
/mmcg/ if they still are alive in VGL if not /rlg/.
>>
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Server now has vatbrains installed and fully online.
The system has 2 layers of checks and double protection against accidents.
It checks if a science input belt has moved recently and that there are enough cartridges on the belt. If there are it toggles the master power switch which turns everything on. All inserters are also wired to the same signal just in case power gets connected by accident trough unauthorized power pole. Control trough the power switch is preferred since it ensures that the vatbrains don't waste 20 seconds worth of cartridges every time the signal flicks on an off. It also means that labs don't operate when there is science but no cartridges which saves science bottles.
There's one unrestricted lab to ensure to create a trickle of science draw so that the clock signal eventually trips if science is active and there is enough to go around. That prevents the set up from locking up from the belts filling up when the master switch is off and demand is 0 (when power is off the draw would always be 0).

The whole thing: just works™, though the sushi belt may need some tuning on the amounts of packs it contains (and it would work better with faster belts), namely the fuller it is the better but there should be enough space to work with as well. If the total science production isn't fast enough with just this many labs then we can copy paste the design down without the control machinery and just rerouting the sushi belt and cartridge belt. Lab research speed is pretty good research now since labs suddenly have +300% productivity. There's enough cartidge production to sustain 40 vatbrain chiefs but this one uses 48 so it's supposed to turn off every now and then, more now than then though since turning science on immediately obliterated silver and fetal serum. But for one brilliant moment the base made over 100 science per minute!
There may be some bugs or oversight I failed to account for and the thing needs tiling decorations as well.
>>
>Check Fulgora Base after hours on other planets
>See this
Oops
>>
>>539711793
Best I can do is a Legendary Tier 3 prod module
>>
vaguely egg-core that I don't know where else to post

people like to smash together Star Wars/Star Trek ships in power levels
a lot of debate about numbers which didn't have a whole lot of thought behind them and are thus meaningless
but much more interesting to me is their differences in exploration and travel speed
in Star Wars, exploring uncharted systems and new routes is very difficult, time-consuming, and dangerous
but in charted space, the speed is incredible
in Star Trek, the difficulty is generally lower (although there is still the occasional negative-space-wedgie of the week)
but their warp travel is much slower
unless hyperspace tech or star charts crosses lines, both would have extremely slow progress simply making their way through the other's space, even if they had a convenient inter-galactic wormhole
>>
>>539715923
Probably more a question for /civ4xg/. You're talking military asset deployment.
>>
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>>539716978
oh yeah didn't think to post there
less of a question and more of a thought I felt like sharing
>fierce debate over who wins
>actually, neither
>>
>>539715923
I can't remember who but someone I follow made an unexpected video on Star Trek ships and why the only purpose-built battleship was the worst one. Anyway, what turned out far more interesting was his points on why ST ships are like they are:
>ST universe is largely at peace outside of a few factions
>Most time is spent looking for new uncontacted worlds to link back to the collective civilisations, bring them up to speed technologically etc.
>Result: ships are gigantic and carry vast numbers of people
So: why no battleships?
Answer: their civilisation has reached a point where they can carry torpedoes that can obliterate planets in a single shot. They simply DO NOT NEED battleships, because they're so far advanced that very few forces have enough firepower to combat even a fucking exploration colony ship.

Staw Wars has advanced civilisations, but not the same tier of advanced. Shit like the Star Forge was a one-off creation that had to be powered by the souls of the damned, but that's probably an average shipyard in Star Trek.
>>
>>539716978
Logistics isn't necessarily military and logistics is definitely up our alley. And there isn't a question.

But this isn't game-related and both star trek and star wars are really terrible settings if you want your sci-fi to actually make sense and affect the setting in rational ways.

Hard sci-fi requires the tech not be blatant magic, like it is in both SW and ST. You can have significant conceits, but those settings are both more science fantasy than science fiction.
>>
>>539717834
>They simply DO NOT NEED battleships
sounds familiar
>>
>>539717834
>obliterate planets in a single shot
seriously?
I watched some TNG but never saw that
>>
>>539718029
The most 'realistic' comparison I can think of is if modern cargo ships or cruise liners carried CIWS to deter pirates

>>539718189
Powerlevels kind of go all over the place but I'm pretty sure it happened at least once
I'd find something to back up my claims but I just looked at a wiki page on photon torpedoes and god damn it's an entire weapons development history course in there
>>
>>539717879
Yeah, Star Trek is really bad at keeping speed and travel time consistent.
>>
Is Dosh going to play Arknights Endfield? Has he made a public (or private) statement regarding the game?
>>
>>539719394
If you need his contact for a sponsor email just go ask him
>>
>>539718704
I really don't like to take the highest or lowest outlier of the powerlevels displayed.
I know there was a planet-destroying superweapon, but it was a huge ship just like some of the SW EU ships that did the same thing.
The overall tech level is definitely higher, but hyperspace puts a wrinkle in it, so I question whether that extends to weapons.
A Star Destroyer can glass a planet, but not destroy it.
>>
>>539719586
What? No. I just want to watch him yap about waifus/gacha games for an hour and that seems like a good excuse.
>>
>>539715923
Probably 4X yeah.

I like the way Sword of the Stars did it, they had 6 factions and each used a different mode of FTL travel. Hyperlanes, warp drive, teleportation gates (so you have to travel everywhere at sublight first), etc. And it also affected their ships in combat. Node rings are huge and fragile, warp nacelles block your turrets' firing arcs, the gate guys' have much better sublight engines but only for forward thrust, etc. One of the races is a fish, their ships have insane mass cause they're full of water so they use a micro-teleport that ignores momentum, and they don't have any thrusters.
>>
>>539718704
and when the Federation went to war, they built Defiant. But, it's a shallow setting, so mostly it was still cargoship captains getting butchered by Jem'Hadar.
>>
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bros... fulgora was actually quite fun once I embraced more waste (followed by thinking of how to reduce wastage).

I'm actually kinda sad to leave it behind. see, I started playing /egg/s to challenge myself with something I'm not comfortable doing. Now I'm concerned with another aspect I'd like to challenge: setting my own goals and pursuing them.
the only reason I've gotten so far is because the game has some semblance of objectives, but once I "win", my tendency would be to discard all thoughts of unprompted expanding and experimenting; move on to the next game.

does anyone have anything they'd like to say that might make me amicable to the idea, or otherwise nudge me in its direction? /blog, even just writing this up might help me.
>>
>>539723072
setting an SPM goal is something tangible to work towards.
I personally preferred it in vanilla, but it's probably good in space age.
There's also some great overhaul mods, although they're mostly on 1.1 for now. SE is coming to 2.0 soon(tm) though, and despite its faults it's still quite good.
>>
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>>539715923
Reposting the classic, it's a funny joke but not actually true as Star Wars actually does have energy shields.

Yes Star Wars can travel the entire galaxy in a perfectly reasonable amount of time, so long as the route has been mapped, whereas Star Trek at conservative estimates takes 100 years to go from one side to the other.
An important thing to consider is that both of these settings are intragalactic. They cannot leave their respective galaxy. The ability to leave one galaxy and travel to the next is much less common in sci fi than you'd maybe think as it is orders of magnitude more difficult than operating within one. Mass Effect Andromeda is the only example I can think of in which it was actually done and it took a multi-generation cryo-sleep ship to do it.

Tangent, the biggest technological divide between trek and wars is that trek has matter/energy conversion. You can turn dirt into energy and then turn that energy into a ham sandwich. or turn you into energy and then back into you a hundred thousand miles away on a moving planet. Star Wars doesn't even approach teleporters or replicators because it's fucking busted, but their travel speed is much faster and the level of their weapons is much stronger.
Laser Pig talked up Phaser technology a lot but he neglected to mention that the strongest weapons in Trek merely cause suns to go supernova in order to destroy planets rather than just directly destroying planets.

Did you know that X-wings can shoot nuclear bombs? because a photon torpedo is the same as a proton torpedo which is the same as a quantum torpedo.
>>
>>539725104
Stargate has intergalactic ships. Built by humans, even! They just need magical alien crystal doodads as a power source, is all.
Also Trek has transwarp conduits which allow for much faster long-distance travel but I think only the Borg use those?
>>
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>>539723072
>That much contiguous landmass
what the fuck, that's a continent, I never had an island half that size
>>
>>539729223
I've had that much but it was long and skinny

Fugg is the one planet where it really pays to scout around before you put down roots. It's not like there's anything stopping you from doing it since they didn't add enemies to Fugg for some reason
>>
>>539731256
too hard for smoothbrains
>>
>>539695237
This is what I learned from your mother.
>>
>>539729223
it was frustrating spending day after day running around, running out of energy for my exoskeletons, spending that down time doing stuff on other planets. made me wish there was some kinda telescope or scanner on my ship. I ended up finding it on my sixth concentric circle around the landing spot.
>>
>>539738541
>running out of energy
No nuke power? Living on the edge.

It's worth bringing a tank, though the ruins on Fulgora are very, very tough. Don't ram them.
>>
>>539738948
of course I've got a portable reactor, but it only takes 8 exos so far with 2 batteries
>>
>not using Aircraft
>>
does anyone know how well empyrion runs on integrated graphics? intel iris plus if it matters.
I've given up on building gaming pc's, I refuse to give into post-scalper prices, even used.
>>
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>>539725104
replicator tech has always been a huge turnoff for me
"everything is free and infinite" tech just kinda makes the whole setting feel pointless and stupid to me
>>
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Aquilo spaghetti is the best kind of spaghetti. The type that warms you up on a cold day.
>>
>>539744608
Two fucking Spage runs and I always crap out just before I finish upgrading Nauvis for Aquilo

I need to just bootleg my ass there instead of trying to increase production after unlocking all the other planetary goodies
>>
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>>539744881
I finished spage with my nauvis base still exclusively using steel furnaces
>>
>>539725104
that's cute an everything but we're here literlaly shitting ourselves in our atmosphere with both man-made farts beyond our understanding and man-made trash beyond our grasp to capture that will eventually blanket LEO
>>
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>>539725104
>making a sun go supernova
Bad idea.
>>
>>539747272
I mean, it's the easiest way to wipe a system
>>
>>539747328
Yes, however https://www.youtube.com/watch?v=E5YBEdFSow8
>>
>>539747510
all my knowledge of marathon is from binge watching a couple of man, the lore so I don't know what this is about
>>
>>539747634
Blow up the sun, demon god gets unleashed and takes a shit on the laws of physics, universe dies.

Also SprintWalkRaceFar is free on Steam.
>>
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>>539747802
>demon god gets unleashed and takes a shit on the laws of physics
I see clearly that I will never understand marathon
>>
>>539748039
It's quite simple really.
CLANG
>>
>>539748039
>40k's c'tan also in stars
what is with reality-breaking things hidden inside stars
>>
>>539749651
Humanity has been worshipping the sun as various gods forever, not a huge leap from there to "what if that god was bad"
>>
>youtube recommends factorio stream
>they have kinda a starter base
>half of it doesn't work
>standing next to some broken belts
>one of the belts next to them has belts on it
>run around their whole base trying to find a chest with some belts in it
>walk back to the broken belts and replace them
>a minute later they pick up a bunch of coal from a belt so they do know how to do it
>>
>>539750407
>vtuber is retarded
to be expected
>>
>>539750407
tell youtube recommends to fuck itself and fuck you for clicking that retard shit
>>
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>>539701430
Had a good stare at this arvo, its a cool design anon. Gw. I'm sure we'll break it somehow later. Something I've been battling on Slavs as a note over the last day or so is blood. I built out Xyhiphoes for art blood, but blood meal pretty fell over / is my main restriction and I'm really not putting that much pain on it.

Another anon mentioned building out I believe Ulrics to fix this? Sorry if I misremembered this. however looking at Mukmoux slaughter seems like a more efficient solution. They give way more blood and other ingredients when slaughtered. I started building the beginnings of this today, but if anyone has any ideas on this, would be happy to hear them.
>>
>>539752807
statements dreamed up by the utterly deranged
>>
>>539753113
that's Py Alien Life for you
>>
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>>539753113
>>539753175
The names of some of the aliens/creatures could be a little bit easier to pronounce. However as I've found out with Py's, simplicity is not something you should expect at anytime.

>>539750407
I mean its your fault for watching, but I cant blame people being retarded when starting to play an automation games for the first time. It is a genuinely fun experience to me, to see people create spaghetti bases and just patch shit together.
>>
huge progress today

>>539752807
>however looking at Mukmoux slaughter seems like a more efficient solution
yeah, muks give more blood per but i wanted bonemeal specifically for other reasons so ulrics was my plan
no reason not to do muks if you want though, they're a good source for plenty of things and more meat processing never hurts
>>
>>539755802
To make an apple pie you must first genetically engineer tubers from scratch
>>
>>539671143
The Weave..
>>
>>539695237
I remain perpetually fucking furious that voxel tycoon STILL hasn't implemented railway crossings. THEY PROMISED THAT LIKE A DECADE AGO
>>
>>539725104
I hope when our sun goes super nova, something like this starts playing galaxy wide. https://youtu.be/WVGlXbApOCs
>>
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>>539747510
oh.
Oh...
>>
>>539747510
I misread the title preview as "growler" and assumed it was the heatseeking missile, thinking that supernovas *attract* something bad
>>
>>539744608
this is so unscalable it's almost impressive
>>
>>539749651
Stars are big, truly unknowable and impossible to comprehend at a base level of intelligence (which is most people)
>>
>>539759042
it's just a really large campfire
>>
>>539742747
Replicators aren't free and infinite though. They run off of some kind of black sludge 'neutral matter' which is partially replenished by reclamation systems connected to sanitation. (So yeah; Picard's evening earl grey was someone's morning BM.)

It's efficient, but not lossless.
Same for the warp reactor tech. Efficient, but not lossless.
>>
>>539759121
Nice try Nasa, I'm not falling for that this time
>>
>>539759042
idk they're just kind of nuclear furnaces
>>
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hmm yes quite pungent my dear
>>
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>>539742747
The main thing about replicators is they use a LOT of power. On a starfleet ship with a warp core, they have all the power they need. Space saved from carrying food and clothes can be used to carry fuel for the warp core.
For new colonies, they grow good because they don't yet have a reactor powerful enough to run full replicators all the time. Starfleet can do it in Federation space because refuelling is free and easy, and ships are top priority. A planetary colony can grow food, mine resources and make things, so why waste fuel just so they can have an antimatter reactor to make them tea.

It's just little details that different writers drop here and there, which the series was always willing to ignore if it was convenient for the story.
Replicators were "balanced" by still requiring power, which means power plants, which means favourable locations, fuel consumption, maintenance and manpower.

Biggest issue with Star Trek has always been the autistic nerds who take it too seriously and try to explain everything rather than just suspend their disbelief and enjoy the ride.
>>
>>539762813
Does the antimatter reactor boil water too?
>>
>>539752807
One thing to note is that the cartridge production block and it's dependencies represents the same value as the entire rest of the base x3 (roughly speaking) in terms of science production. Of course some of the rest of the base makes things like materials for new buildings and such but most builds are immediately less drained now that the science is multiplied. As a result brain drain will vastly overproduce blood in terms of blood needed to make any other science ingredient so you may not have to worry about it for too much longer so long any animal is being killed for brains (that gives blood anyhow). I think lot of the brains came from Vrauks right now so adding Ulrics or Mukmoux or even just more Auogs would help that. Just pick one you like honestly, it's all good in the hood for every of these "optional" animals. Only the ones that have unique science parts are mandatory.
>>
>>539763097
it boils anti-water
>>
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>>539747272
>***INCOMING MESSAGE FROM DURANDAL***

>Give me a D.
>Give me a U.
>Give me an R.
>Give me an A.
>Give me an N.
>Give me a D.
>Give me an A.
>Give me an L.

>What does it spell?

>Durandal?
>No.

>Durandal?
>No.
>T-R-O-U-B-L-E.

>T-Minus 15.193792102158E+9 years until the universe closes!

>***END OF MESSAGE***

I love this guy
>>
>>539764014
you forgot the *DING*
>>
>>539764014
GoodAI making Durandal for Spengies when?
>>
>>539725104
>The ability to leave one galaxy and travel to the next is much less common in sci fi than you'd maybe think as it is orders of magnitude more difficult than operating within one.
The irony here is that with relativistic sublight travel, the difference between travelling across the galaxy and travelling to another galaxy isn't even that much. It takes millions of years, yes, but you're not gonna feel it if you're already frozen in time.
>>
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>>539764014
randal?
>>
>>539727521
Stargate started to get a bit silly. They could fly to the nearest galaxy in 2 weeks.
Humanity only had 2 colonies: An emergency base, in case Earth got invaded, and the colony in the floating ancient city-ship in another galaxy.
The US Air force was building battlecruisers that could travel between galaxies and engage in intergalactic wars, meanwhile we didn't even have a moonbase and the rest of mankind were still kept in the dark about the existence of any aliens, even allied aliens.
>>
>>539764704
Wouldn't it still take a stupid amount of energy to get to the kind of speeds needed to time dilate the trip to less than a decade? Like a year of a dyson sphere's total output kind of stupid amounts of energy.
>>
>>539761835
>it's his own ass
>>
>>539762813
>Replicators were "balanced" by still requiring power, which means power plants, which means favourable locations, fuel consumption, maintenance and manpower.
yeah sorry how can you not "replicate" fuel
>>
this shaping up to be gud
>>
>>
>>539767078
Yep, you don't need more.
>>
>>539766058
Because thermodynamics n shit.
>>
>>539767696
>I can assemble an apple pie from scratch
>ugh no I can't give you a coal lump because... I just can't okay?
>>
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[Kills you in spanish]
>>
>>539767580
what about a roof to actually seal the ship from the vacuum of outer space?
>>
>>539767839
Bloat
It looks like sims gameplay where roofs disappear to let you build
>>
>>539767829
short but girthy
>>
roof is optional
>>
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See you there tonight?
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>>539767829
How do you even use that thing?
It has short range, it is slow, it doesn't have armor, it doesn't protect the crew, it's turn rate is horrible.
I think it was added to the game as a meme.
>>
>>539768083
>hydroponics
>mess hall
>no kitchen
Just raw salads every day?
>>
>>539768229
replicators son
>>
>>
>>539767696
>>539767759
Assuming Einstein's equation of mass-energy equivalence still holds, it would take as much energy to produce a sandwhich as it would a chunk of plutonium of the same mass; and the power you could theoretically get out if it is at most at much as you put into making it in the first place.

Which would mean either replicators can bypass E=mc^2 but only for some materials, or their reactor fuel exists outside of these rules and is somehow far more energy dense.
>>
>>
>>
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>>539768880
pfhor looking mf
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>>539768697
This is all a bit much for my smooth brain.
But maybe uhh molecular bonds and atomic weights or something? The more bonds the more energy to combine them? There's not as much energy in kilogram of hamburger meat as there is in a kilogram of plutonium?
Spess magic?
>>
>>539769215
empyrion devs are bipolar with what to imitate, this game feels like orville the game
>>
CLANG is a W'rkncacnter.
>>
>>539758083
Our sun is not big enough to go supernova.
>>
>>539769332
Funnily enough the energy of chemical bonds is also "stored" as mass in the molecule, that Law of conservation of mass you learn in middleschool chemistry is a lie. Only, it's such a tiny amount of energy as to be negligible.
>>
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Does anyone have any experience with Microtopia? I'm having haul flags disappear under odious circumstances. That middle line should have a flag but when I connect it to the exit line it disappears.
>>
>>539765502
Oh, absolutely. We're just trading one piece of sci-fi magitech for another. You'd need something that could push a constant 1g thrust for 10 to 30 years.
>>
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WE NEED MOAR RICE
https://youtu.be/ytKzWZp__Gs
>>
today in py adventures
there was no rubber
because there were no vrauks
because there was no vrauk food
because there was no fish oil
because there were no fish
because there were no lamps
because there was no glass
because there was no syngas
because there was no duralumin
because there was no copper
because a copper mine ran out
>>
>>539773683
>not having multiple mines
bruh
>>
>>539773898
well, no, there was a functional copper setup running
it's just that duralumin was only feeding off the single old setup
>>
>>539773683
smelting glass using syngas sound questionable, even more so if you have to use a metal catalyst to produce it
>>
>>539774998
>smelting glass using syngas sound questionable
I haven't touched py in forever but syngas is just a coal gas byproduct innit?
>>
>>539774998
you don't actually need a catalyst to produce it, it's just that the good duralumin source running dry meant the bad source kicked in, and the bad source also used syngas as a burner fluid
which meant there wasn't any for glass
but yeah syngas is not a good choice for a liquid fuel, that's a very old setup at this point
>>
>>539768136
>Ban appeals are done through the Discord linked on the right.
lmao tranny room fuck off
>>
>>539775245
It's coal gas + water, but there are many other recipes. Took a guess at how duralumin could be involved.
>>
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Attention server residents:
Since we are using Kerosene instead of Gasoline as mk2 train fuel, I have taken the executive decision to swap the personal fuel to also be kerosene, that way you can fuel up a train as you make it with what you request for your armor anyways. You will need to switch your gasoline request over to kerosene request as a result. I repeat, switch over to kerosene canisters as your personal fuel request.
Thank you for your attention!
>>
>>539775889
Imagine being autistic enough to get banned from a fucking 4chan event
The nigger would be made from pure autismium only found in the deepest Moria mines
>>
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>>539776674
>>
>>539768083
This just looks like Space Haven but not pixelated and with z-levels
And probably without ayys that facehug your crew
>>
>>539769215
>>539764014
what is this?
>>
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I realized why I tend to gravitate more to DSP than Factorio when I feel that automation itch:
DSP just does so much more to streamline the simplest tasks. You dont need to worry about placing the right colour arm in order to sort the things correctly, you just use the standard sorter that can span 1, 2 or 3 square. You also dont need to construct that bowtie-looking thing to equalize two belts, theres a building for that. You can just focus on creating factory complexes, supply lines and specialize your planets as resource availability changes.
Some might say it's making it too easy and especially logistics hubs simplify a ton of stuff compared to trains in Factorio that require actual planning, but overall, DSP just does things more smoothly.
Plus, there's an actual goal to strive for that you can see take shape in the sky.
I do like the rugged style of Factorio more though, the feeling of a vast landscape it gives, which gives huge factory complexes all the more weight.
>>
>>539784476
Is Space Haven good?
Only having one level makes it seem like you'll have to build a big ugly fat flat spaceship.
>>
>>539787271
I think it goes too far with the logistics stations. Lategame you can basically just drop down an ILS anywhere, request 1-3 materials and space warpers, supply the end product, then drop down a blueprint of smelters or assemblers. In Factorio you'd at least have to stop and think about how to connect this new block to the train network without slowing other things down, and whether it's safe from biters.

Also, in Factorio one of the biggest rewards of progress is making combat more fun and/or less annoying, from turret creep through tanks and personal lasers to nukes and artillery. DSP combat is awfully balanced throughout, your robo dude feels weaker the longer the game goes on, and space combat instead of being the culmination of tech is just spamming corvettes by the hundreds while you hover uselessly in space.
>>
>>539788664
Actively engaging with factorio's combat isn't a valid occupation and biters are only good at making the turrets fire.
>>
>>539789318
Hence the mention of artillery which lets you disengage from combat permanently. DSP forces you to fight every base and hive in person, even way past the point where you can have an impact in the battle.
>>
>>539776674
i'll try to actually remember
and then get annoyed when i run out of fuel and go oh yeah right
and maybe i'll also remember to actually set up a deployment stop so i don't have to use refueling for it and have trains sometimes interfere
>>
>>539776674
also wait why kerosene specifically? assuming you're making it out of heavy, isn't that energy loss?
>>
>>539690564
what prevents factorio trains from being built longer is that trains will frequently have to stop and wait at intersections and the longer they are the more time it takes for them to get back up to max speed
>>
https://mods.factorio.com/mod/advanced-science
might be interesting.
>>
>>539791131
>*attaches more engines to the front*
now what?
>>
>>539789680
>and then get annoyed when i run out of fuel and go oh yeah right
Yes you will remember at that point at the latest, just saying now.
I just deploy trains on the new stops I make, which is why I did the fuel switcharoo, bots carry the train in and I click, throw in some fuel and do the schedule on the spot.

>>539789881
yes which is hilarious, but don't tell who ever made it because he did his best

>>539791131
The actual reason is that there's no need for higher transport capacity. Stockpiling million plates on a train isn't going to be smart unless you are doing mega base direct insertion builds. You benefit lot more from 1 train every 30 seconds than 10 times as big of a train every 300 seconds from the flexibility alone. The distances just aren't big enough to justify larger trains than few wagons in vast majority of cases.
>>
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https://mods.factorio.com/mod/sword-sage
Arigato Mr. Roboto.
>>
>>539673045
Empyrion plays really well, it just has hard limitations.
Also, I fucking hate spiders.
>>
https://www.youtube.com/watch?v=huNhXLcb2FY
holy fucking shit this nigga's such a whiner
>>
>>539792840
>>539795004
why are you posting mods started yesterday
they are going to be shit, they just started working on them
also this first one sounds retarded
yes, you can purposefully not engage with the planets and import everything and just make the science
but who did that the first time they played?
and if you don't want to play like that.. you don't have to?
why do you need a mod to force you to play the game the way you want to play it?
>>
>>539797784
>why are you posting mods started yesterday
Because they look interesting.
The other is a shitpost mod so it's fun.
>>
>>539797784
I know /egg/ doesn't know shit about mods, i check the mod portal everyday or so.
Someone dared to take on the mission of informing these threads about such matters. I'm of a more shameful nature.
>>
https://youtu.be/ogOXKAwkkdg?list=PLblqAAeVkAJFl8zQn-C_8w8ALw9XjDajE
>>
>>539795004
Does the other cultivation mod work now? I lost the link, last time got stuck on stuff needing spirit stones that weren't available from asteroids.
>>
>>539797094
did you have fun on gleba?
>>
>>539799453
I will have fun on Gleba once i play space age.
>>
>>539772095
You have other pickup points that are already too close to the one where the flag disappears. When you create an exit path from that node, its angle of incidence / normal / etc. whatever you want to call it towards the object it's interacting with, changes. The reference point shifts too close to the existing other pickup point and the game decides that one of them has to go - turning it into a normal path node.

Space out your nodes more, or perform an exact 180 degree turn.
>>
>>539799453
I thought gleba was fun, but it was not my favorite planet.
One sad thing is that vulcanus and fulgora give you big rewards just for visiting, but you need a full science setup just for gleba to give anything useful
>>
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has anyone paid earendel for the privilege of playing his mod yet?
>>
>>539802125
*Playtesting
Your not even really playing it in exchange for money, he'd want you to submit bug reports
>>
>>539800706
Meat trains made of alien remains with wheels and a brain interface.
>>
>>539802640
How about meat trains made of live aliens. Welcome to PY and Wyrmholes
>>
>>539791131
trains frequently have to stop because there is a lot of trains
The real reason factorio trains are mostly short is because they have shit capacity and stations are big. You could big larger stations, or multi-stop a station, but if you'd simply use that space for a stacker/buffer with an extra train you'd get a more consistent stream of resources
>>
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I last played factorio in 2022, I heard there were some new additions. i heard of going to space, but Ill be glad if I can get there. Are there any other changes I should now about? Is the ebst strategy to have like 6 belts running in a straight line with the most frequently needed stuff on them?
>>
>>539805184
you don't need to know anything, just play it blind

I think there's like three "best: strategies, yours is the bus
can also use logistic bots for everything, or have small modular factories connected by trains
>>
>>539799453
I haven't blamed the game and kovarex that hard when I went to gleba.
>>
>>539767829
Show me the muzzle flash.
>>
>>539806221
Anything else I need to know? any required mods to make something minimally playable or fix some issue?
Should I go with standard worldgen parameter?
I remember old maps being boring so I fiddled with cliffs and water to make obstacles more common.
>>
>>539807584
just go in with default settings, no mods
>>
>>539807584
10% spoiling rate
>>
>>539799698
>One sad thing is that vulcanus and fulgora give you big rewards just for visiting, but you need a full science setup just for gleba to give anything useful
I think that's because gleba's the only planet with enemies, which means there's always a risk involved in making the science compared to the relaxed and laid back approach of fulgora and, to a lesser extent, vulcanus (turret go brrrrrr once)

also gleba is really just worth doing last because the evolution timer doesn't kick in until you get there.
>>
>>539807584 Boy there's 1000 tips to give you. I give up.
>>539807646 How boring.
>>
>>539806378
that isnt that i asked thoughbeit
>>
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>>539809062
>"I need to play my first game"
>"you should do it vanilla with default settings"
>UGH, GAY
adding any (non-qol) (like god modules, best qol mod) mods to your first run is the most retarded thing I can think of. You're not boring, you're stupid.
>>
>>539807584
no cliffs
600% resource richness
Gleba last, prepare interplanetary logistics so you can just make the science and nothing else there
use artillery and tesla towers on gleba
>>
>>539809517
Maybe I got a blessed map, but I found Gleba enemies to be pretty sedate for a relatively low output science base. Enough to progress past gleba tech, but not really sufficient for substantial infinite gleba tech.

Fuck tesla towers, those power draws are retarded.
>>
>>539810813
>Fuck tesla towers
hog rider hands posted this
>>
>>539810813
your rocket fuel?
>>
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>>539809357
Customizing the settings is part of my game. Have you ever changed one of the pollution sliders in your entire life?
It's simple anyway. Factorio is my game, not Wube's game. I never played vanilla Factorio even once.
>>
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>>539811802
> Have you ever changed one of the pollution sliders in your entire life?
Of course not. I trust in wube's ability to pinpoint the balance on the vanilla game better than I ever will.
Those are terrible words.
If you wanna play a modded instance, go nuts, I had a 100+H LL+k2+Rampant run in 1.1 with custom edited recipes, but I can't see as playing your first spage run as anything but vanilla. That's just hubris.
>>
Sir, a second uranium fuel cell has hit the heating tower.
>>
I've doubled my red chips production using this one simple trick.
>>
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>>539816275
why not draw it when it's already mounted
>>
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>>539816275
>Power tools to draw what is effectively a Gastraphetes
We had a system for that, it's called getting JACKED AS FUCK
>>
>>539816484
He's a wimp, please understand
>>
I found a better one
I wonder how illegal that is
https://www.youtube.com/watch?v=aUc8v27Kd6w
>>
>>539816484
This is the future. You don't need muscles in the future.
>>
>>539818504
>all that for it to barely pierce the breastplate
just use a big rock
>>
>>539819705
grug pls
>>
>>539819705
or very small rocks going very big fast
>>
what about using big hard rocks on a stick to make a tube rock, a bunch of tiny rocks in thin rock casings packed with fire rocks that throw the tiny rocks at high speed?
>>
what about using my rock hard penis?
>>
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>>539700662
>>539701083
This went a lot faster than expected! Usually it takes a few days to get free/alive teams to respond.
Resuts:
/bag/ - first in, we'll teach them a lesson in defence.
/akg/ - the first to request us rather than the other way around, we'll be battling to see who's the REAL physician around here
/civ4xg/ - these guys were a surprise request, apparently reviving the team in time for VGL 25 and the friendlies! The education theme faltered here so I gave up on it, you're welcome to come up with a better match name

/mmcg/: apparently not around this time, we'll have to wait for the league proper
/indie/: their team's been dead for a while, no manager I think ;_;
/rlg/: they uh... DID have a team but we're talking 6+ years ago, we've never even played in the same league
>>
>>539823357
>/akg/ requested /egg/
this implies there are filthy gachalovers among us
>>
>>539823549
factorio players
>>
I saw that you fool
>>
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>>539823549
The enemy is sometimes closer to home than you think, gentlemen.
Always bear that in mind.
>>
>>539823549
yeah

to be fair Arknights is the best tower defense out there, and that's in spite of gacha mechanics holding it back
>>
>>539823692
jej
>>
https://www.youtube.com/watch?v=7IkyVFxDQQw
>>
Has any anon played Foundry? Is it any good, worth a buy?

https://store.steampowered.com/app/983870/FOUNDRY/
>>
>>539787534
no
>>
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so I spend like 500he making a mega factory for phase 4, but then they changed the amount the from 4,000 to just 500! whyy
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>>539827770
lmao get pranked idiot
>>
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It's almost time bros
Make tendies, come watch some cringekino
>>>/v/721199781
>>
lul the kavinsky bit
>>
*BEEP*
>>
>bully
>columbine
KEK
>>
>>539816275
>160 lb draw weight
>use a screw jack designed to raise several tons

not /egg/ approved
>>
>>539833743
maybe he doesn't have a wide selection of screw jacks for different weight requirements
>>
>>539833943
Steel isn't strong, boy. A longbow might have that draw weight.

A goats foot would, hilariously, give you significantly higher power than the drill/screwjack combo.
>>
>>539834782
you're speaking a language I do not understand
since when is steel not strong
goat's foot?
like a literal goat?
>>
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>finally finish making a bigass station to process and return signals to precise points on a timeline
>can't fit everything neatly around a single substation
>>
>>539835142
How about a quality substation?
>>
>>539835076
Flesh is stronger.

A goats foot is a lever with variable mechanical advantage for spanning crossbows. If you look up crossbow goats foot you can find some videos talking about it. Pretty cool.
>>
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>>539835579
>>
>>539787271
I agree it's a lot more casual in terms of logistics while keeping the factory feel and also rewarding you with visual splendor. DSP was my entry point into automation games and I recommend it over Factorio for anyone who has tried and failed the latter. my main rewards from playing Factorio are the challenge of puzzle-like mechanics and the small dopamine hits of getting product lines running. tangibly, there's watching arrays of rockets go up, masses of bots doing remote work, and the sfx.
>bowtie-looking thing to equalize two belts
that's for 3-4 belts, you only need a splitter for 2 belts
>>
>>539835362
I must condense this.
>>
>>539836081
each belt is technically two belts that you have to balance separately
inserters prefer taking items from the near side, so depending on how they're set up downstream one side may end up moving a lot more than the other
>>
>>539836824
If you're even considering balancing lanes, you must have the same item on both sides, right?
In which case, once the inserters clean out all the items on the near side, they will just start grabbing items from the far side.
It's not that there are no possible situations where lane balancing is a real issue, but you really have to work to construct one.
>>
>>539823357
>>539701083
>/indie/ make spiderfag suffer
>/bag/ make the students cry
>>539780213
>/egg/ I want to loose and see spiderfag cry
>/bag/ I want to win and see the students cry
I sense some animosity
>>
Yes! YES! Become alive my Caucasian creation!
>>
>>539841790
Yakub pls
>>
>>539836824
if you have a belt with only 1 lane being used, split it then merge one splitter output into the side of the other.
>>
>>539810813
you should have lots of uncommon accumulators from fulgora by then
>>
>>539842169
Isn't their idle draw 5MW?
>>
>>539842350
They have no drain afaik
>>
>>539829126
thanks for the recommendation anon
>>
>>539842350
>>539842816
1 MW drain
7 MW during use
>>
>>539842905
Fuck heating towers, next time I'm on gleba I'll run the entire thing on nuclear.
>>
>>539843234
well, you'll still want a lot of heating towers for item voiding
that's simply the best way to do gleba
>>
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>>539842864
You're welcome, I feel like I aged a year watching it
>>
I knew what I was getting into but the bootstrapping process for Only Gleba/Gleba start is truly miserable but also getting a few always running furnaces going was very satisfying
>>
>>539843429
Sure, you ought to void spoilage.

It's hard to convince myself that increasing spore production to have gleba energy independence is a good idea when it's so easy to import fission cells and pentapods are so much more of a hassle than biters.

Uh oh, I'm turning into an elf.
>>
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>Power on Gleba
You have water, use the skittles
>>
>>539849067
no
>>
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>>539843234
There's basically no reason to not have a backup nuclear reactor on Gleba

>"But you don't need it if you-"

Shut up
>>
>>539787271
The issue I have with Factorio is that youre always chasing just the next efficiency tech for your engineer.
You spend lots of time just getting to the damn construction bots, then towards tanks and the spider and while all of those feel great, you never feel like youre using them to properly scale up.
With DSP, you reach a plateau for efficiency and features after a while and just have to focus on increasing your resource inflow from several planets, then star systems. if the darkfog was more of a challenge, sure, it would be even better. But it truly feels like youre building an industry, not just an engineer. I think allowing the darkfog to do bombing runs on planets without needing a planetary base would do it well. Would add an emergency to the game. instead of "oh look, another base established, better go there and swat it down instantly.
>>
>>539816275
The truck suspension didn't flinch, immeasurable disappointment
>>
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>>539852115
What? Bots let you scale up to a ridiculous degree as do trains. Then in Spage you get the offworld production plants and new belts and belt stacking

I'd say that DSP gives you more of a reason to bother scaling up at least. I managed to make a tiny dyson sphere around my home star while gearing up to go find a resource-rich system to set up miners and then a blue giant to build the Real™ ball and even this is taking a lot of resources.
>>
>>539852126
>>539816484
160lb really isn't that crazy. There are freaks that can pull 200lb bows / crossbows by hand.
>>
>cover found anti-aliasing button
FINALLY
>>
>>539853869
cover?
>>
>>539853869
Wrong thread, sorry
>>
>>539836081
>not using the full 4 belts for your bus
how do you even move a significant volume of stuff? Logistics drones? lmao
>>
All this talk of DSP and Factorio makes me wonder where Satisfactory stands.
I ever only saw discussions about it when it was new and people said it was way too streamlined and shallow with little to do or challenge, but I'm pretty sure they added new features since then.
Just the ability to build vertically seems interesting enough. That and trains, of course.
>>
>>539796479
Vanilla Empyrion plays fine but it's basically over when you hit space. RE2 just starts to get going then, but it's still janky as fuck because the modders are smug cunts who respond to requests by deliberately making shit worse.

>>539787534
>Is Space Haven good?
It's not /egg/, but it's fine. You end up with a ship commieblock because you can only afford to add add a tiny bit of hull at a time and spend half the game desperately needing every inch of floor space to cram in more shit.
>>
>>539856035
building in satisfactory is the main challenge. It's incredibly cumbersome to make something, so creating a simple setup that would take minutes (or seconds at some point) in factorio or DSP takes hours in Satisfactory.
I haven't played since they updated blueprints to chain together though, maybe that helps significantly. It also encourages you to fuck off into nowhere and build a giant flat platform though, since building is incredibly frustrating otherwise.
>>
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>>539858949
I think it's still a problem personally. I wish they would've had something similar to how DSP zooms out to a top down view for building placement.
>>
>>539864997
>item: factory planning drone
>use it to zoom around at high speed within 100 meters of your character and place blueprints with ease
>blueprints still have to be finished by going within reach with items
>>
>>539858949
>make factorio 3d for no reason
>player just cover the map with a giant flat platform so they can pretend it's factorio because 3d fucking sucks ass for these games
amazing
>>
>>539867323
really makes you think
>>
>>539867323
I think DSP handles 3D pretty well

I guess it helps that there's basically only one Z level for building anything but belts though
>>
>>539867993
more than that, it helps that the terrain is flat
>>
>>539868072
>flat
your soil pile?
>>
https://mods.factorio.com/mod/GlassUnifyBobAAI
:thinking:
>>
>>539858949
satisfactory seems to be more for the people that love ff14 housing, even with the terrible system they have for placing things rather than a factory game
it is a pretty dumbed down factory game, but it does have some complexity and charm with the alternative recipes
i think it could be a good factory game if the alt recipes weren't a collectathon, random rng where you get all of them but it takes forever to get the one you actually want so you don't even need it anymore by the time you unlock it
take the game as is, randomize the resource/limit them somehow, give a specific set of alt recipes, and you have to figure out how to make and sustain 100 modular frames an hour for 5 hours to progress

anyone try the ai slop exotic industries?
i'm trying to find something to scratch the itch and dsp didn't do it
might do a 1000x spage run
was also thinking freight forwarding + exotic industries but that means 1.1
>>
>>539867323
Did they mess with the clipping? I remember building up the side of cliffs. Vertical factories hugging the cliff face.
>>
>>539858949
Main issue with blueprints is you can't just copy something you already made. You have to build the thing from scratch in their "blueprint box".
>>
>>539878385
the main issue is they are tiny as fuck
it is like if they were in factorio but you could only blueprint a 5x5 grid of tiles
>>
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>>539823549
Nah that's crazy talk. Now let me get back to breeding quality eggs in peace
>>
>>539872837
>anyone try the ai slop exotic industries?
Yeah, I made it to space then realized the vanilla planets were almost unchanged and gave up. It was obvious he never actually played through it, lot of weird shit that didn't make sense. He does seem to be taking feedback at least and fixing stuff, just not always for the best.

Science costs got nerfed to 1/8th because the game was almost unbeatable, had to abuse shit like laying mines with Far Reach just to expand. You have to go through burner age and steam age with both shit out a lot of pollution, and by then everything would cost over 3K science and you'd start getting behemoths with no tools to fight them.
I researched uranium mining, reactors and bullets only to find out centrifuge needs the next science pack. Wasn't even locked behind the science pack research, just randomly needed it.
Simple Coal Liquefaction was unlocked with the blue science equivalent pre-space and the production chains clearly wanted you to have it already, but it needed vulcanus science packs.
etc
>>
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>>539823357
Unrelated to the friendlies, but for your consideration I made a Factorio related chant from that one video on that one channel
https://files.catbox.moe/db15qq.mp3
And a version with less screaming at the end
https://files.catbox.moe/7a64aw.mp3
>>
>>539880043
Yeah that'll do, thanks anon
I was thinking I should add a funny moai man quote in at some point, but it's been a while since I've watched all of his stuff so it's hard to think of a specific line. Maybe something from his bean factory or ribbon world saga(s)
>>
>>539856035
I bounced off of Satisfactory somewhere in... 0.6 patch? Building just felt awful, with things snapping to wrong places, not snapping at all, visually uninterrupted belts just randomly breaking and the only fix being to delete them and place them in the exact same way.
Then I played on release and some of it got improved, there was less hairloss inducing building placements, splitters weren't as retarded and you even had a mode to make belts do 90 degree turns. But there's still a lot of shit that just doesn't work the way you want it to. My bauxite processing plant would randomly break because one of the pipes just randomly stopped feeding residue water back into the loop, causing a chain reaction of everything backing up. All because I build vertically and had to move fluids between different floors of the factory. The only fix was, again, to delete the pipe and place it back again. That's on the full release version.
By the time I got to nuclear power, I just went out to sea and build it flat as a pancake, all 32 reactors strong

Like it's quite telling that looking back at it, I feel like the most fun I had with the game was when I was slide jumping around the different biomes and picking up radioactive slugs and magic balls.
>>
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IT FITS.
IT FITS.
I CAN REST.
IT FITS.
>>
>>539882107
fits where
fits what
fits when
>>
>>539882107
Based
>>
>>539882195
The design fits around a substation.
I don't need to run some awkward outer track to power the machine.
>>
>>539882107
that's what she said
>>
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>>539882107
https://files.catbox.moe/kyaji3.mp4
I'm listening to the sound of my success on repeat for the next week.
>>
>>539882897
It's a few months early to be making christmas lights
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>Have a small 1x2 gap left by annoying geography
>Early in the save so scarce resources
>Mini lodge uses only 5 logs, fills 2 spaces and transfers power vertically
These things are way better than vertical shafts in some cases
>>
Anyone playing stationeers update?
>>
>>539887763
no I'm waiting for Terraforming mod
need some kind of long-term goal
>>
next release confirmed 2.1
they hype train goes choo choo
>>
>>539882107
what it do
>>
>>539888386
where ?
I've seen this https://forums.factorio.com/viewtopic.php?t=129445
>>
>>539882897
that's it.
>>
>>539888517
>assembler group a is told to produce engines
>doesn't know what an engine is or how to produce one
>sends its id code (which is equal to a timeslot) to radar channel
>somewhere far away
>radar sends "engine" and the timeslot to the machine on the left
>determines what an engine is made of and how many of each part is needed to make one
>does the same for every engine's necessary components
>does the same for the components of the components
>can go as deep as needed
>adds up all inputs and outputs to the positive equivalent of the timeslot
>checks all of these items against a priority queue for all assembler-produced items, then outputs them with queue values to the negative timeslot position
>continuously sends these sets of information back along the original channel
>arrives at original workstation
>machine confirms the input/priority lists work for the target item, then adds a "check" signal to the outgoing item signal and requests the input materials from an upstream source
>analyzer ignores that signal set until the checkmark is gone
I no longer have to make complex instructions by hand.
>>
>>538336485
I finally got around to testing this. Doubling receiver power is only a benefit if you can't fit any more receivers, and you have half the planet to work with. So basically a tidally-locked planet saves you having to feed all your receivers graviton lenses, which is 0.1 lens per minute per receiver. Still, star luminosity is far more important than whether there's a good receiver planet in-system.

Without lenses or tidal locking, the ideal setup is having receivers on the poles of the farthest planet so that they get the longest uninterrupted uptime. That is the entire polar day/night.

Also if you put proliferator on the lenses before using them, they can boost receiver power up to 4 or 5x instead of just double.
>>
any games where you automate war, production of soldiers, hardware, and deployment?
>>
>>539893741
like merging factorio and C&C? now there's an idea
>>
>>539891564
here
https://forums.factorio.com/viewforum.php?f=237
>>
>>539892073
so what's it used for
>>
>>539894204
It tells another machine how to make the item it was told to make.
>>
I'm making this /egg/ game where you hang out in an antarctic base with other players and turn valves and hit objects with wrenches, that kind of stuff.
it's going well on the game side of things but I have to say I don't know how to approach temperature and heat. I know only the basics from school, like transferring between to equalise, the idea that it's the presence of heat not the absence of cold, etc.
Where do you even begin? I can imagine maybe just having objects equalise their heat with things they're colliding with, and radiating it into the air? but then what's the ambient air? do I just make like square "areas" for rooms and the outdoors? I guess the walls can passively leech between two spaces, and an open door could have a much higher loss? I dunno. What do you think?
>>
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>>539894523
boy do I have a youtube channel for you...
>>
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Light the beacons!

>>539892073
You're my hero anon
>>
>>539893873
Mindustry is a campaign-mode towerdefense/RTS where you mainly automate ammo production, but you do get mobile units as well later on.
https://store.steampowered.com/app/1796720/Industrial_Annihilation/ was supposed to have multiplayer like a regular RTS, but abandoned in EA because the idea just didn't work.
>>
>>539894523
have you already played Stationeers with https://steamcommunity.com/sharedfiles/filedetails/?id=3336803492
To give you an idea of how things could work.
>>
>>539893873
something like that, but where you don't command troops directly so much as create missions that they automatically accomplish for you. I believe Majesty has this to some effect, but I couldn't get into that... or rts in general
>>
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Server status:
Chemical science unlocked at 674:05:10, were progressing at SANIC speeds.
>>
>>539892693
>Doubling receiver power is only a benefit if you can't fit any more receivers,
If you mean putting in lenses yes this is the benefit. It also helps if you have few receivers that get 100% uptime and rest don't due to orbital mechanics, then it may be worth it to upgrade the ones working continuously with graviton lenses.
>and you have half the planet to work with
You can put them pretty far on the other side of the planet actually, if the planet is rotating you should put them everywhere but even then like 70% of them will be active at a time. The line of sight is generous (I think it gets even better with lenses btw)

The bigger trick is that if you can somehow get the planet inside the sphere then all of the receivers work at 100%. This works on systems that have close by planets, definitely worth using if you have the opportunity.
>>
>>539896178
what the shit did you already unlock nuclear
>>
>>539896669
No, just the samples for the science.
>>
>>539897259
...Did py chemical science change that much in 5 years? You needed to have an entire hyper-autistic nuclear setup for it.
>>
oh wait my only knowledge was related to https://www.youtube.com/watch?v=jW3aoE5eVIU that's just uranium processing
>>
>>539897446
basically, for chem science nuclear samples you need to:
mine and process uranium down to yellow cake
make uranium cells out of that and process them down to a fluid
make plutonium isotopes out of that
and set up a balancing chain to convert the plutonium into the flavor you want
it gets trickier if you care about MOX cells or exporting 239 for other stuff, but on the floor it's not that complex
power intensive as all hell though
>>
>>539897721
oh this is very old
it's nice to see how much the icons have improved since then, honestly
>>
Server went down
>>
>>539900167
we did it
we made chem science and beat py so the server shut down
it's finished now
any error or just dropped?
>>
>>539900210
It just disconnected, so probably slavs net crashed again, don't think I was doing anything crash worthy at least.
>>
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>>539900167
>>539900210
No error message on my side. But by god I'm glad we finally did chem science, it'll probs be slow for the time being but it feels good.
>>
>>539900693
there is so much shit that we only have terrible methods for that chem adds decent routes on
lamps will never again be in short supply
unfortunately i need to set up nuclear fuel rods for a step in glass processing
>>
>>539901334
>glass processing
>needs fucking nuclear fuel rods
Please explain.
>>
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>>539901932
like this. i think maybe it's a heat source lorewise?
i was wrong though and that's actually a later glass tech, still a couple sciences out (so like 600 hours)
for now i just need to make sure the sodium carbonate supply is up to snuff
>>
>>539902630
Looks like a heatsource. Very bizzarre heat source.
>>
>>539903415
You can use nuclear reactors for lot more than just boiling water, you can also melt sand!
>>
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given this is 1x dark fog, will this be sufficient to defend against an attack?
I have no idea how hive attacks work
there is full planetary shield on every planet with settlement but this is the only planet that does anything, does that matter?
>>
>>539905123
>will this be sufficient to defend against an attack?
Yes

>but this is the only planet that does anything, does that matter?
I dunno what you mean by "does anything" but the space hives attack planets based on energy use and fog kills or something. They mostly target the "main" planet in each system.
>>
>>539905489
>>will this be sufficient to defend against an attack?
space attack and also it's a fully developed hive, but I have done every relevant research that doesn't require white cubes
>>
>>539905680
Still yes.
>>
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>>539894523
For doors, give them two heat-transferring states of being 'closed' (functionally a wall) and 'open' (air). Use invisible voxels to segment the heat calculated for an area and simulate movement by updating them based on average temperature around them - save processing power by having them only check every certain amount of time instead of every frame (and maybe a way of remembering the previous step so it doesn't update the calculations for every voxel every time)
>>
>>539907265
(Forgot to say that the black box in that is a heater, purple is ambient air and light orange is wall)
>>
https://www.youtube.com/watch?v=dPahHqKhN7s
>>
Recommend me some /egg/ games (offline) Going to go work on a boat with satellite internet so I will need to entertain myself offline (already have factorio + mods)
>>
>>539917723
Have you tried reading the OP?
>>
>>539917723
All of them I suppose, I don't know any that are online only.
>>
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>>539900210
>>539900167
sorry sirs
gonna be moving the serb in a week so it'll be a different IP
>>
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i made this. hopefully all of my problems will go away now
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>>539905489
>attack hive
>1500 enemies
>hive attacks me
>5 piss ships with barely enough sustain to even damage my shield before getting blown the fuck up
if only I knew
>>
>>539917723
Depending on the size of your boat power consumption might be a consideration, in which case pretty much any that aren't Timberborn or Satisfactory
>>
>>539931990
The recyclers will get stuck eventually
>>
>>539940259
nah 5 recyclers is enough to destroy the most complex items
>>
>>539931990
>>539940259
I agree, you can't build all-purpose recyclers robust enough, some shit like concrete will still back it up somehow.
>>
>>539940560
for concrete you only need 3 recyclers. the most dangerous one is LDS which requires 5
>>
>>539935382
There's an achievement for triggering a space attack within 1 hour of play. At which point you'll probably have two or three missile turrets with basic ammo and no upgrades.

Ground attacks do get worse after each one, taking more "threat" to trigger but bringing more enemies and later also different types. I would assume space works the same way, never had the opportunity to try.
>>
>>539940536
no matter gow many you use, this kind of design will laways have a non zero chance to get stuck
>>
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oops
>>
server tin is unfucked by the magic of caravans
pictures of chem science nuclear for the anon who was curious
this's uranium mining and processing
>>
>>539941476
what if i make the last recycler loop into the first recycler instead of the 4th one? theres should be no collisions then
>>
>>539942315
burning the uranium cells (the heat is just being wasted right now but it's like 5gj once a minute and the base runs at 10gw) and washing them down into plutonium peroxide, plus reclaiming phosphoric acid from byproducts
later tech lets you get extra plutonium juice out of the leftovers instead but for now the system is actually net positive on phosphoric
>>
>>539941705
rookie numbers
>>
>>539942962
separating the plutonium into its isotopes and converting them between types to get the two kinds that're actually useful, pu238 for science and pu239 for production
>>
>>539885736
>transfers power
huh? why?
>>
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so after some testing i did manage to block the old setup using just blue and lds but looping to the first recycler seems to be working. you can even reduce the number of recyclers. i need more testing
>>
>>539931990
wouldn't this be more effective if you filter the product off the main line first, THEN have another splitter with output priority away from the line? and then merge the low-priority side back to the belt.
as it stands, you're putting the output priority before the filter, which means that the desired products might go down the main line without touching the filter.
>>
>>539942315
the HELL are those miners
>>
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>>539942315
>>539942962
>>539943290
>>
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>>539943391
Most buildings transfer power through them when adjacent to others (you can just about see those circular 'windows' on the sides facing the camera). Since it's all physical power using big wooden shafts I guess they represent 'connection' points where the shafts would be passed through them to reach the other sides.
Very good for amplifying your planning autism and very pleasing to look at when the network is all joined up
>>
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>>539944607
you need a splitter before otherwise the item will block the line if its full
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>>539944607
>>539945209
fuck splitters
Carousel it
>>
>>539944617
py has a lot of ores
and half of those have their own unique miner
there's the basic miner which works for like, stone and iron and maybe copper
then there's the crystal miner that you need for borax and quartz
then there's the fluid miner which goes to a bunch of stuff including lead, tin, aluminum, and chrome
molybdenum, rare earth minerals, oilsands, and uranium all get their own unique miners
nexelit, instead of mining drills, needs you to deploy dinosaurs to harvest it. it's kind of like the mines in DSP honestly, except it runs off meat
and then there's the big mines for large resource nodes. they're the only source for sulfur*, salt, diamonds, and phosphates, and also a good later source for basically everything

oh and tar, crude oil, and natural gas all get their own separate pumpjack variants of course
>>
>>539946278
deranged
>>
>>539905123
>I have done every relevant research that doesn't require white cubes
You can manually launch space forces while on the ground, they'll circle the planet defending it until you call them back. Triggering and blowing up attacks is I think how you're supposed to sap the hive of strength; I'm not patient enough for that so I tailgate the hive and aggro handfuls at a time. Like five missile launchers suffice to nuke ground shit until you get corvettes and destroyers, then you can wipe the relays from orbit and wait for the bases to power down.
>>
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>>539945209
I mean like this.
>all holmium goes right
>then gets priority split to production
>THEN surplus goes back in line

yours:
>some holmium gets split from line, some stays on line
>>
>>539945696
are you suggesting running production directly off the sushi belt
>>
is there an option in map editor to disable spoilage?
>>
>>539955778
no
10x longer timer is all you get
you need a mod to disables spoilage
presumably this creates an issue with iron/copper ore bacteria unless you use another mod to fix that
>>
>>539955543
You could pull items off the sushi belt with inserters, as well.
>>
>>539955893
>to disables
previously this was "that disables" and I forgot to change that
I'm not bad at grammar, just scatterbrained
>>
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>>539955095
it stays on line only if the output is full. nothing is wasted
>>
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>>539955095
this is what happens when some outputs are blocked
>>
>>539941705
You can never have too much oxygen.
>>
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>>539941705
oxygen included?
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final version. 12 recyclers is enough to delete 1 belt of random crap
>>
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It's amazing how well taking a step back from Factorio works
I am about to discover some new central material like plastic and think to myself "god fucking damnit I dont feel like integrating all that shit into my economy and THEN scale it up", I quit the game, watch some video, then return with the unquenchable urge to tear down my entire setup and make it 2.3% more efficient.
>>
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>>539962619
Just don't let a few weeks turn into 4 months.
For even the master of a system cannot fix it, if their secrets are forgotten.
>>
>>539962997
If there are no secrets to forget then you never have to worry about that!
t. spaghettifag
>>
>>539956187
mate
your first splitter with priority output will only output everything into the filter splitter if there's room. any unwanted rubbish blocking the way and it'll output your desired items back into the sushi belt.
my offered setup will return desired items to the sushi only if the desired item alone is overflowing.
>>539955956
yes they can. so are you suggesting production directly on the sushi belt or using inserters in lieu of splitters?
>>
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>>539964836
I did the output of the recyclers onto a sushi belt which was then sorted into chests, and then pulled from onto a shared belt into a mixed item train determinate to demand. If you're not an asshole who's just trying to flex his train circuitry knowledge, and you have sufficient space, you can just pull it off onto a main bus instead.

Product continually circles so backing up isn't too much of an issue. In my case the contents of the belt were regulated with a supply/demand circuit and voided when any particular item was in excess. But since your system just universally voids everything, it'll never get jammed. Because carousels jam in 2.0 if they hit max capacity. They didn't used to. I'm still salty about it.
>>
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>>539964836
there is always room on the right side after the first splitter if the holmium output is empty. holmium will go to the left only if its full
>>
>>539965546
>textureless loaders
>>
>>539956187
>>539956724
This can have waste. It doesn't happen in your static examples (every lane eityer always clogged or always running), but during a transition of a lane goingbfrom clogged to unclogged.
In your examples only one lane's worth of items is moving through a sorter, so it can be perfectly priority output onto the top lane. However, splitters have buffer space in front and back. When an output unclogs, whatever was stuck in that buffer at the top can now move. This means now more than a single lane can be moving through the sorter, so it can't all be perfectly priority output onto the top lane.
You can visualize this by putting extra belts between splitters
>>
>>539955893
right, extending spoilage rate is plenty, thanks.
I found the command
/c game.difficulty_settings.spoil_time_modifier=#
replace # with multiplier for default spoilage rate. it does appear to go up to 100x!

>>539965374
very nice
>asshole
what brought that on lol
fuggora made me interested in doing mixed belts specific to production, but I dunno if I'll ever get around to it.

>>539965546
if your sushi belt ever gets bogged a bit, the side with the priority output will back up first, letting everything else run straight on the main belt, desirables and all, even if there's room for the product you want to filter on its belt. hey if it works that's fine.
I'm curious if you have any feedback on the splitter setup I offered tho. do you think there's any difference to yours? better/worse?
>>
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>>539966448
the system is designed to be always running. at the very end of the sorter there are recyclers that destroy everything that didnt make it to the output. even if all outputs are full it wil be still running. i could add some circuits that detect if all outputs are full, then that could disable the scrap belt but thats pointless since holmium will never be full
>>539966512
i see no functional difference between yours and mine. both work
>>
>>539968282
oh, my bad, your goal was to make a setup that never gets bogged in the first place. cool, let me know if it works out in practice
>>
>>539966512
>spoilage
make sure it's doing what you think
and not the opposite
>>
>>539968865
yup, anything above 1x is extending it and reflected in the tooltip.

does anyone know what Trash in tooltips mean? it shows up in iron/copper bacteria recycling.
>>
>>539907265
good advice, thank you
>>
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>>539962997
I just need to stop starting a new game. Spage is bad enough but I've been doing it on fucking Py
>>
>>539968282
the top one seems to have less active splitters
>>
>starter base can make all the shit I need to swap over to a train network
>have to rebuild my entire supply chain except this time at scale
>and also figure out how to have a mall train just deliver all the supplies I need
>there's no way to pull construction requests from a roboport so I'm just going to have a make a train that carries EVERYTHING
>alt-f4
so what else is there to play
>>
Maraxis
>>
>>539980729
I wish Maraxis had underwater machines with new sprites instead of domes.
>>
>>539979678
>and also figure out how to have a mall train just deliver all the supplies I need
I did this, but do you actually need it? Just go yourself and have bots bring you all the buildings
>>
>>539980927
I don't really want my bot network covering a million fucking miles of nothing for no reason
>>
>>539979678
>a train that carries EVERYTHING
maybe multiple different trains that each carry specific selections of items
>>539981083
>go to mall
>fill up on requests
>go to building area
>repeat
>>
>>539981083
No, I said "go yourself" because I meant that the bots would bring your ass all the stuff to build the production centers. I also hate the gigantic map-wide bot network
>>
I love the gigantic map-wide bot network
>>
>>539981304
Must not have made one before.
>>
>>539981350
I place down a blueprint, it gets built. What's not to like?
>>
>>539981597
>it gets built
Yeah.
In six hours.
>>
>>539981184
>>539981202
I don't want to go myself, just building the train lines is bad enough
>>
>>539981692
It's really not that bad, as long as you have bots automated and more than a couple levels of bot speed.
>>
>>539981746
I think you may have Factorio burnout.
>>539981748
I just couldn't resist.
>>
>>539981746
>Doesn't want a huge bot network
>Doesn't want to build a train supply system
Maybe you just don't want to play.

>>539981847
Don't worry, I got it.
>>
>>539981956
I want to build a train supply system, my problem is that it's just building all the same shit I've already built, except instead of a bus I'm using trains now
>>
>>539979678
I thought you can middle-click carriage slots to set filters for what item goes there.
I was just thinking how nice it'd be to have roboport wagons.
>>
Finally got an update on SE, the main takeaway is "will be in the mod portal imminently".
>>
>>539982206
>I thought you can middle-click carriage slots to set filters for what item goes there.
you can but it's a fucking pain in the ass to change if you need to add something, I'd rather just have the station automatically load everything that's being requested and read train contents to stop when it doesn't need any more
>I was just thinking how nice it'd be to have roboport wagons.
get a vehicle equipment grid mod and you can, there's also logistics wagons
>>539982324
HOW IMMINENTLY
>>
>>539982324
>8 trans reacts
Good morning, I hate Discord
>>
>>539982910
much love from peru and poland though
>>
>>539982324
best mod i've ever played, too bad that it's just a 2.0 port for now without any new stuff being added but it's nice that it's still being worked on
>>
>>539982910
>>539983112
Love from Kazakhstan.
>>
>>539984141
and the Easter Islands
>>
>>539982910
>same number of trans and ukraine reacts
honestly quite poetic
>>
>>539986451
There's also the same number of trans and non-ukraine national flags.
>>
>>539966512
>what brought that on lol
please understand, he's very bad at the game and had very thick skin
>>
>>539980729
>solar panels at the bottom of the ocean
?
>just your default rocket with default animation (with fire nozzle etc)
???
even rubia had the pooprocket
is maracas any good
>>
>>539982324
>mod page says 8.0 is only "some months away"
That could mean "15 months away" for all I know but I'm allowed to hope (cope).
>>
>>539988685
flags are stupid desu ne
>>
>>539983394
you can imagine he just added all the 2.0 qol
>>
>>539941292
the way it was advertised to me was that the attacking force would be significantly larger
>>
>>539959798
anon you don't need to use combinators for stacks from chest, just wire a constant combinator with each item at -15
>>
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>>539968282
You still don't understand the case I was describing
Look at this >>539965546
When you place the belt unclogging the holmium you are also releasing the buffer behind the holmium splitter which contains more than only holmium, while the existing not-holmium lane keeps moving. So you have two belts in motion, you can't priority move them all onto one belt, so you can't ensure that the next item type splitter will be fed all of said item of those two belts
image with exaggerated buffers to illustrate the issue
>>
So microtopia added a new update recently that improved logic gate systems that implemented AND gates on lines but now that I have them, all I want are the other ones like OR and NAND. I fear when I get them I won't have a burning interest in the game too. Factory game burnout is rough.
>>
>>539979678
It sounds like your problem has a solution, and you're just too frustrated to look at it.
>>
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https://mods.factorio.com/mod/space-exploration?from=updated
ITS HERE...
>>
>>539997307
now to figure out if it's changed enough to warrant a new playthrough
and if it changed the vanilla planets enough, not just added pentapod meteors or some shit
>>
>>539999010
not compatible with spage
>>
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>>539999010
>pentapod meteors
don't give earendel ideas
>>
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>>539997307
The furry... he did it, he actually did it...
>>
>>539999186
I will take that as a No to both.
>>
>>539997307
>I want SEx 2
>SEx 2 is just SEx 1.1 but with 2.0 mechanics
>>
>>539999639
>22 ghana flags
>>
>>539671143
The game was fine until now. I thought this was over but there is a phase 5 with stuff like teleportation and quantum machines.
I'm tired of working Ficsit ....
>>
>>540001589
good job on making it halfway, anon!
>>
>>540002787
more like 10%
>>
>>540004760
More like just go AFK for 20 hours then collect your victory.
>>
>>539997307
he pulled it... bros...
>>
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You too can now enjoy SEx 2, the SExplorationing, without depositing one dollar in the cookie jar.

How does it actually work with 2.0 though? Did earendel just disable everything 2.0 related to the other planets?
>>
>>540005594
bro, other planets are not in 2.0 base, they're dlc, which SEx 0.7 is not compatible with
>>
>>540005710
Well, it does not specifically say so in the incompatibility screen.
>>
>>540005758
it did when 0.7 was the latest but he patched 0.6 and pushed it to the main upload because people started bitching about their 2 million hour megabase crashing when they tried to update, guess he's gonna send 0.7 as a new mod instead
>>
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>>540005068
just download it you fagget
>>
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>>539997307
but thats not 0.8
>>
>>540005710
thats good, i havent bought SAge so now i can enjoy SEx instead
>>
>>539993405
but thats like using magic numbers in programing. real men dont do that
>>
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>>539997307
>>539999639
We're all finally free
it's going to be even worse somehow, isn't it.
>>
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>>540000813
That's what I asked for, although I hope spoilage isn't prevalent
>>
>>540010962
I hope the opposite, I want full spoilage autism complete with outright radioisotope-style spoilage decay chains you have to manage.
>>
>>540011905
I wouldn't mind more stuff that you actually want to spoil, maybe even multiple stages of spoilage. But not science packs draining themselves because you decided to research something different.
>>
>>540011905
then pray for periodic madness updates
>>
>>540012049
Fair. I just think the spoilage mechanic has a lot of potential to enable weird modding shenanigans if used creatively. Just more vanilla SA "product becomes junk after x seconds" type spoilage wouldn't be all that interesting and I hope it doesn't go down that route.
>>
How come it's been 3 hours and noone has made a SE server yet
>>
>>540012823
/egg/ is too pybrained to play spex now... it's over
>>
>>540012365
Py has a bunch of that, isotope decay
also meat spoiling into jerky
>>
>>539881619
>pumps
>valves
>fluid buffers
>gravity
>backflow
vertical fluids work fine once you understand how they work, they aren't immediately intuitive but they are consistent. The main problem comes from the fact that pipes can only move 600 ml/s due to ""engine limitations"" or whatever, and for larger scale factories nobody in their right mind is going to want to manage all that.
the bug where you need to rebuild them is quite annoying too
>>
>>540012823
>>540013090
i would make it myself if i wasn't behind cgnat
>>
>>540011905
>I want full spoilage autism complete with outright radioisotope-style spoilage decay chains you have to manage.
We already have that. It's called pyanodon's with spoilage enabled. Py3 is VERY fun with that enabled.
>>
when's nullius
>>
>>540013820
>the furry released his mod ahead of the guy updating angelbobs
just this once, the furry slander was misplaced it seems
>>
I finally decided to go through with Space Age.
To kill the demolishers on Vulcanus I need to go back to Fulgora and get the tesla weapons, right? I feel like there's no way around it and they made the big worms especially for this reason.
>>
>>540014581
You can kill small and medium worms without much difficulty if you bring a tank and uranium tank shells.
>>
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>>540014581
4 nuclear reactors
4 fuel cells
wait until they are at 800c
bait a worm into attacking it
>>
>>540012823
nobody futureported logistic robot attrition removal
>>
now that space exploration 0.7 is out, wube can release 2.1
>>
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>>540014953
>>
>>540014581
There's a lot of ways to kill them. Poison capsule cheese spam, arty barrages, murderballs of uranium round turrets. Any way is valid and fun, just do whatever you want.
>>
>>540014581
we call it the turret condom.
>>
>>540015081
the only incorrect method is landmines
>>
>>540014581
I find that tesla sucks, ten turrets can't kill a medium even with upgrades and get blown up very quickly.
Options are pretty limited, laser and fire do nothing, mines and rockets are bad, drone capsules die quickly unless they're high quality, poison is negligible despite hitting so many segments.

Best to bring a tank with uranium shells, that kills a small one 1v1. Stand in front of it, aim at the head while backing away. If you want to try a medium, add tons of gun turrets using construction drones. There's a trick to blueprinting gun turrets with bullets already inside them. Uranium rounds help, but count on each turret staying alive for about three seconds.

With all that said, you shouldn't really need to kill a medium before reaching Aquilo. Then just line up a railgun shot to pass through its entire body.
>>
>>540014749
Isn't that explosion damage? Same as nukes doing only 10%.
>>
>>540015659
Trust me, it's sufficient through sheer overwhelming damage to multiple segments simultaneously.

All worms actually care about is burst damage because their regen is so high. It's a strict dps check. Works on smalls at least, and from there you'll have the artillery to take them down more traditionally.
>>
>>540015081
Poison stacks? Artillery does one quarter of its normal damage due to resistances.
>>540015172
Mines do half to the head, 10% everywhere else.

>>540015094
What is the purpose of the circuit connection? And how did the worm not aggro when you built the turrets on its land?
>>
>>540015823
>What is the purpose of the circuit connection? And how did the worm not aggro when you built the turrets on its land?
They are wired to something in the center so they stay disabled until the worm kills the center thing at which point they all fire and instakill the worm.
>>
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>>540015823
>Artillery does one quarter of its normal damage due to resistances
Build 4 times more and click 4 times faster!
>>
>>540015973
Ah, I thought placing stuff inside its area makes it full on agressive with AoE attacks, not just try and eat the one building. That makes things a lot easier.
>>
>>540014950
whats the problem with bot attrition, just automate bot production
>>
>>540016310
>>
>SE incompatible with quality
Lame
>>
>>540019712
pretty sure it's fake cause he doesn't like the mechanic, just edit the json
>>
>>539989034
>even rubia had the pooprocket
Rubia has the same rocket model. If you mean ingredients, then look at the screenshot more closely.
>>
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>0.6 save files are compatible with 0.8
>You'll just have to replace rail corners
My 1300 hour rail-based save file is going to be absolutely cooked
>>
>>539799172
how does that get you stuck? yes you can't make ammo in space but just stockpile it
the real question is how did you get power in space when a solar panel is too large to fit in a rocket
>>
Games that are not /egg/:
>Minecraft
Does this include Create?
I know it's still MC but the mod is really good at doing Satisfactory/factorio stuff on a smaller scale.
>>
>>540012823
Well? Im waiting niggers. Fuck that PY server, it sucks anyway. Time for a x1000 science SEx run. Maybe nerf evolution by factor of 50 to even it out a bit
>>
>>540022903
It's excluded on purpose because it has its own thread.
>>
>>540017035
>whats the problem with bot attrition
dumb and arbitrary?
>>
>>540023142
thx
>>
>>540020125
>Rubia has the same rocket model.
then what is this >>539662297
>>
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>>540023559
idk, what is this?
I guess I had an additional mod that broke that new rocket model lol
>>
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>>540014581
Literally just place down 50 gun turrets on neutral ground and bait a small/medium into it. You'll need some damage research but you need it for the space anyway
>but what about large ones
Well,
>>
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It's alive...
IT'S ALLIIIIIIIIVVEEEE
>>
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>66 pipelines are overextended
>>
>>540023937
Oh. Weird.
>>
going to start a 2.0 k2+se run
what mods do I need to fix retarded autism?
>>
>>540025346
>going to start a 2.0 k2+se run
I'd generally discourage it but it's probably the only good time to play 2.0 K2 honestly
>>
>>540023956
I don't like killing the worms. It feels wrong when I'm the one violating the NAP.

Demolishers are friends not food (for your factory)
>>
good job
>>
>>540028184
demolishers are always cached and eat your UPS
they're not friends
>>
>>540028324
I had to manually enable Alien biomes for some reason but after that it seems to work fine.
>>
>>540028324
why are you on 0.6.3
>>
>>540028324
>he updated
>>
I don't want to make a pre-bot AAI mall again
>>
>>539968282
indeed
both will work and both will handle 1 belt without voiding stuff needlessly(assuming the end never backs up)

bottom can handle 2 belts belts but will waste some items
top looks better
either's fine
>>
fuck i'm australian i switched them somehow
>>
>>540023937
fix your gamma
>>
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Well, these high flow rate pump systems feel a little silly now...
>>
>>540030126
i'm not
the modpack mod isn't updated but it still gets the latest SE version
he forgot to update that mod to 7.3/2.0
>>
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>>540010962
no spaceage, no quality, no spoilage
looked at the techs and it seems like it's an exact copy of 0.6, with long fluidpipes kept in despite being sort of useless now
>>
>>540033961
I had to research re-research repair packs for some reason
Selector combinators are a separate research but are included
I had to re-research the add-on space trains, but I can't remember if those were tech-locked before.
>>
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Hmm, I'm still producing space trains but I'm researching them. Hoping I don't end up with duplicate recipes.
>>
>>540031651
always were
>>
>>540024024
save corrupting bugs coming soon
>>
why do automation games start out with you punching trees and rocks and not being able to automate anything?
it would be like if you started doom where you spend 99.99% of the game shooting a gun but you start the game punching and kicking things for 2 hours
>>
>>540015094
>20 fps
>>
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wtf is he talking about?
>>
>>540035563
You do not want to see the specs on this thing.
>>
>>540035472
satisfactory does have a "skip onboarding" option but it also has the worst burner phase. But basically part of the addictive brain chemicals is having to respect the manual labor that you are trivializing in the first place.
>>
>>540035650
>Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
>Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
>>
>>540036031
the things people get upset about
>>
Heads up, your satellite rocket silos are current spitting an endless supply of satellites into your satellite telemetry bus
>>
>>540037603
cool
>>
>>540035650
>older version
no one cares
>>
>>540037603
I play dsp, shooting an endless stream of shit in to space is the whole game.
>>
>>540028184
I get what you're saying, but my world generation is shit and the only tungsten patch close to my base was 90% eaten by a lava lake, so there are priorities
>>
Which spawn for vulcan (if we are still doing it)
>Vesta Valley
>Etna's Fury
>Ixion's Demise
>Titus Reach
>>
B O I L
W A T E R
>>
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>>540043528
I dunno. Ixion's Demise starts right next to a lava lake, could be pretty cool.
>>
>>540047212
Is that bedrock or do they have lava as a simulated liquid now? Would be cool to put it in pipes.
>>
Another good day in the server, progress is progressing, science is sciencing, good things are gooder, bad things are bader.
>>
>>540047592
it is basically a kill barrier (damages (hard)suit)
>>
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What did he mean by this?
>>
>>540047592
It can have some verticality to it, not just a flat plane like I remember it being before.I saw a couple rivers and magma falls while I was looking around. There's no simulated flow however.
>>
>>540049356
crazy how an open beta actually finds bugs quickly



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