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Forbidden Pasta edition
Previous thread: >>539671143

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.
>>
Make SE sever FFS
Enough with your fagonodon
>>
I use a mod to increase barrel capacity to 1K, so liquids can be transported reasonably across planets
could have left it at the mod default of 10K, but that would be a little silly
>>
im surprised satisfactory is still so popular. factories in the late game are fiddly and slow (if you arent just building lazily across some flat foundation plain)
did the blueprint linking and all that introduced a while back actually make a massive difference?
>>
>>540184103
normies need 3D and shiny (not just good, SHINY) graphics
>>
is there a factorio mod where you can tie your factories/production into some galaxy-spanning economy? like w/ buying/selling?
>>
>>540183568
reply with any extra mods you want
last 2 digits of the guy with the one i like most will be our science multiplier
>>
>>540183568
ok it's up, ill let you know how it goes
>>
>>540184462
it'd be cool if you could accept orders and send out shipments. with a cash system/alt progression
>>
You will find no engineers at Ficsit lacking a gyatt.
>>
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How do interrupts work?
I tried using them according to a video I saw online and it just doesnt work.
When the train is refueled, the condition of the temporary starts flashing in green as if it's trying to give me a seizure but never goes away.
When I add a secondary condition like waiting time, it is either removed ("or" condition) or restarted ("and" condition).
do I need to actually have space age to use interrupts? Which would be weird because I have to option to add them and the initial temporary stop works, just not the leaving part.
>>
>>540183568
spex or spengies?
>>
>>540184860
you want your interrupt condition to be (fuelA < x) AND (fuelB < y) AND ...
you have an OR, which will immediately send it to the refuel because there's no coal
>>
>>540184860
Your Or condition is being triggered by not having enough coal
>>
>>540181913
>>540159772
>>540159858
I feel so fucking good holy shit it's working. Yeeeaaa I can feel my autism leveling up this planet is great!

>>540182467
lad it helped. Factorio is a hard game.
>>
>>540185058
>>540185085
Cant believe I didnt pick up on that. Thanks.
Also, does the "all locomotives" qualifier count the locomotives together as in "both combined have a fuel total below x" or does it go "both locomotives have below X fuel each"?
>>
>>540184535
https://mods.factorio.com/mod/science-spoils-into-lower
>>
>>540186704
>>
>>540186704
Who hurt you?
>>540186824
>2025
>posting a bikecuck reaction comic
lmao
>>
>>540186704
incompatible with SE, base 2.0 doesn't have spoilage
>>
>>540184535
divide the evolution stats by the science multiplier
>>
>>540184535
how about
https://mods.factorio.com/mod/rocket-log
https://mods.factorio.com/mod/RateCalculator
https://mods.factorio.com/mod/BottleneckLite
https://mods.factorio.com/mod/factoryplanner
https://mods.factorio.com/mod/textplates
https://mods.factorio.com/mod/FactorySearch
>>
>>540184103
it's fun to play if you treat it only as a factory building simulator instead of an automation game, it lacks too much QoL and features for that but it does look pretty if you put the effort in
>>
what do I need to make a fast courier from bagleba to nauvis? lots of guns, lots of fuel, 5 thrusters at max fuel, anything else? how much science should I ship in one go? should I rocket supplies up as opposed to making them on-ship?
>>
>>540184535
https://mods.factorio.com/mod/AmongUsCharacter
>>
>>540182242
gonna ask because the OP image reminded me it exists, has anyone played this game?
https://store.steampowered.com/app/2939600/Tower_Networking_Inc/
it popped up in my recommendations earlier today and looked interesting. I'll probably grab it during the next steam sale and report back if no one else has tried it.
>>
any mods that give more in-depth circuit-network controls and functions?
>>
>>540198496
Like?
>>
>>540199076
detect number of complete rockets in silo, or if it is at least working building some
detect items in input/output of assemblers separately
control max fuel levels in thrusters
I dunno, stuff
>>
>>540184860
>How do interrupts work?
Like shit.
>haven't played in some time
>Fulgora
>give every loading station an icon to track supply/demand and stations' location on the planet
>wonder why I didn't do it on Nauvis
>loading interrupt can't find a station
>train checks its signals for wildcards to find a matching station
>oh that's why Nauvis has only "Supply" stations
I can't believe Wube didn't add a simple check to go through a list of stations and pick the first matching one
>>
>>540199792
>detect number of complete rockets in silo, or if it is at least working building some
>detect items in input/output of assemblers separately
Inventory Sensor
>>
>>540201124
nice, ty
oh cool, I couldn't find a "circuit network" tag before.
>>
>have been dropping chunks of ice around my base for easy cooling since water all funnels into storage pits anyway (minus mopping the scraps)
>this one chunk has halved my farm's temp and only lost 10 degrees
>reread the amount of ice
>12 tones
Oh. I should probably let my main pit drain a little before that melts.
>>
>>540184535

this >>540190202 +
[QoL]
https://mods.factorio.com/mod/aai-loaders
https://mods.factorio.com/mod/automatic-underground-pipe-connectors
https://mods.factorio.com/mod/even-distribution
https://mods.factorio.com/mod/inventory-repair
https://mods.factorio.com/mod/lane-filtered-loaders
https://mods.factorio.com/mod/Milestones
https://mods.factorio.com/mod/atan-null
https://mods.factorio.com/mod/QueueToFrontLimited
https://mods.factorio.com/mod/squeak-through-2
https://mods.factorio.com/mod/water-poles
https://mods.factorio.com/mod/WhereIsMyBody

[Aesthetic]
https://mods.factorio.com/mod/CleanFloor
https://mods.factorio.com/mod/Dirt_Path
https://mods.factorio.com/mod/DiscoScience
https://mods.factorio.com/mod/distant-misfires
https://mods.factorio.com/mod/lamps-are-white-by-default
https://mods.factorio.com/mod/NoRotationForElectricPoles
https://mods.factorio.com/mod/RainbowLasers

[These might break Earendel's® Intended© Gapemlay™]
https://mods.factorio.com/mod/Flare%20Stack
https://mods.factorio.com/mod/Inserter_Config

[funy]
https://mods.factorio.com/mod/flamethrower-wagon
>>
>>540157927
I played a good amount of it around the christmas period but I couldn't figure out how to go further than trees. I'm just not a coder and honestly it upset me that I just couldn't get it.
>>
>>540184103
I doubt many actually make it that far. They just like building dollhouses in 3D.
>>
>>540204401
>[QoL]
>Some borderline cheating and mods that enable shitty habits
You disgust me
>>
>>540184103
Don't worry, Dosh is making a video on Satisfactory, he'll make it even more popular.
>>
>>540215372
That dumb faggot can't play anything besides Factorio
For someone that pretends to be an engineer he sure is a fucking tard
>>
>>540215425
nice try, dosh
>>
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>>540216423
>>
>>540184535
server adress ?
never did SE btw
>>
>Need to design a new space platform
>All motivation to continue vanishes
every time
>>
>>540217606
I really dislike how all-or-nothing space platform design is, at least starting from the aquilo ship. I had similar feelings about the victory spaceship in SE, but at least that's the final challenge of the mod.
>>
>>540217606
Correct. There's no incentive to design new space platforms when the same 3 designs will always suffice. There's no point building anything that isn't the basic freighter, resource collector/processor or space science platform. Space platforms are a shallow mechanic.
>>
Space platforms have no gameplay density
>>
Space platforms insist upon themselves
>>
They're a form of mechanical darwinism with ludic necrosis
>>
>>540218351
but my old designs are bad and need to be replaced
>>
>>540219740
Just build more of them to increase throughput.
>>
Not my cleanest build, but I love going spaghetti for earlygame.
Also SE randomly changes it from 5:6:5:12 red/green/black/blue science to 5:5:5:12
>>
>>540224357
>building right against your iron line
bruh
>>
>>540224559
I would normally put some space in between, but this is where it fit. I'm also putting 2 spaces in between each 4 belts when I normally just jam them all together (it leads to more fun belting), because I remember SE malls being annoying and I want enough room to snake things through.
I want this mini-bus to be enough to get to space science, since I would like to not put any smelting on trains until I have molten metal casting.
>>
>>540227049
egg?
>>
>>540227106
I am a retard, yes
>>
>>540227049
wait a minute this isn't engineering
>>
>>540187908
>base 2.0 doesn't have spoilage
well it does, if you own the dlc, (no need to enable it)
https://mods.factorio.com/mod/enable-all-feature-flags

anyway
elevated rails, blueprint shotgun, larger display panels
>>
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anything else?

added >>540227693
>>
>>540228325
Honk
>>
>>540227173
Anal sex takes many forms, egg boy.
>>
>>540211761
like what? loaders + lane filter?
i'd keep em in to save some UPS, last time onna SEserb i got kicked by the time we got to science 3
>>
it's up at the usual IP, port 34198
>>
>>540184535
K2
>>
>>540204401
>[QoL]
>loaders
lol
lmao
>>
>>540227049
gay pp
>>
>>540230875
Catbox it, I wanna see (due to the fact I'm a fag)
>>
>>540230953
arch.b4k.dev you fucking faggot
>>
>>540231031
what the fuck is that
I barely know how to navigate this shitty site as is. What the hell is that?
>>
>>540230953
>>540231098
Die monster, you don't belong in this thread!
>>
>>540231098
>he doesn't have 4chanX
>>
>>540231098
ah you're the same faggot tho asked for the train taxi
>>
>>540231494
No nigger, I'm a completely different person.
>>540231193
No, I don't. Because it's not necessary.
>>
>>540231567
terrible news, then we have 2 complete morons
>>
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>>540231627
THREE COMPLETE MORONS
>>
>>540231627
>you aren't using our super le secret club techniques uuuuuuu
You sound like those leet hacker retards in hypnospace. Get a fucking life, dork.
>>
>>540231567
>No, I don't. Because it's not necessary.
Neither are shoes.
>>
>>540231970
Go outside more often.
>>
>>540232000
Get thicker feet, or just install 4chanX.
>>
>>540232078
I'm busy wearing shoes and not needing to do that.
>>
>>540232172
Enjoy your weak, deformed feet and sub optimal 4chan browsing experience.
>>
Fat fetishists are inflitrating the footfags? What is the world coming to
>>
Is this still the engineering thread?
>>
it's the triple baka thread
>>
I THINK TETO SUCKS
I THINK HACHI SUCKS TOO
I THINK NUNUNUUNUNUNNUNUNUNUNU SUCKS
I THINK WOWAKA SUCKS EVEN THOUGH ROLLING GIRL IS PRETTY GOOD
>>
>>540232378
and how does that make you feel
>>
>>540232437
Doesn't matter that much because I'm a MEIKOCHAD
https://www.youtube.com/watch?v=irvEXCu0iBI
>>
>>540232378
I think (YOU) suck
>>
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>>540182242
These are the butterfly effects of your damned early thread
>>
>>540184535
Last 3 digits you mean
>>
>>540232378
jesse what the fuck are you talking about
>>
>>540232636
>>540232323
>>
Enough of this homosexuality.
We will be discussing Gmod.
https://www.youtube.com/watch?v=MDJGpufkpow
>>
>>540233225
For me it's https://www.youtube.com/watch?v=Bsjd7fVJQy0
>>
>>540232561
>I'll make it a little early, what's the worst that could happen
>>
loader costs are looking rough, but they are broken enough I can't disagree (I probably wouldn't install them if they weren't also part of AAI).
It's this or have them require lube, and the latter is just way too annoying
>>
>>540231098
it's a different site
are zoomers really unable to recognize a url when they see one
god fucking help us
>>
>>540234385
>loader costs are looking rough
Not that rough, a underground mk2 costs 40 gears for comparison.

>It's this or have them require lube, and the latter is just way too annoying
Only if you use them everywhere.
>>
>>540234668
I'm thirty two years old, faggot. I just didn't know.
>>
>>540234691
>want to use loaders for train loading/offloading
>have to ship lube with every train
>>
I just want to know on what board and thread he was trying to post that image.
>>540234691
>Not that rough, a underground mk2 costs 40 gears for comparison.
The loader costs scale with the belt tier too though, here's the cost of a blue loader (although I remember mostly using red loaders in my last save, since I had to pull from chests more evenly)
>Only if you use them everywhere.
The main place it's annoying is in loading/unloading, especially on ships. Having to add in lube would be such a pain.
I normally only really use loaders in train stations, or machines with really really high throughput though (there were a few recipes I remember in space, especially in material science)
>>
>>540184535
Assuming that we already got shit like nixietubes and cybersyn, would be cool to have all those biters like explosive, poison etc because with just normal biters it would be too lame considering the scale of SE.
Equipment gantry will be a must for buildertrons so we need that for sure.
Cleaned Concrete for proper concrete that doesnt leave plants in its way.
Rate Calculator is cool
Squeak through and text plates ofc
And as usual, since we are many, would be cool to have some big science modifier again, like x1000, else SE can be rushed too quickly which isnt fun. Since bugs suck nerf evolution to match the basedence rate so we can have the tech to actually beat the bugs. Like by factor of 20, not too much like last time where they barely evolved which made it suck
>>
>>540230758
>>540235036
Loaders are good, but should only be allowed for space ships else loading/unloading sucks. Loaders have this cheat property of being able to turn their direction so you can basically load and unload from same belt
Loaders for trains: no, for spaceships and turbocharged space assemblies: yes.
>>
>>540234385
just use adjustable stack inserters
>>
>>540235738
se doesn't have stack inserters
>>540228325
this modlist doesn't work with or without blueprint shotgun and larger display panels
>>
>>540235738
adjustable inserters are one of my least favorite mods
>>
>>540235738
gross
>>
honk 5.1.1 was the missing mod
>>
>>540238783
>wireshark
>>
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I've been in editor these past couple days making plans for bagleba. I'm so fucking tired.
>>
>>540240327
you could just
like
play the game
>>
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!!! WARNING !!! NOT A FACTORIO POST !!!

I love the scale of exporting shit with cargo container ships (this is the smaller of the two available in vanilla) .
>>
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>>540242645
>single boat hauling 30 million rubledidoos worth of stuff
I see what you mean
>>
>>540242858
damn! That's like, twenty whole US dollars!
>>
>>540242908
It's 13 million US dollars, the values are listed in both currencies.
>>
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>>540243002
>>
>>540242908
Look again, it's twelve very accurate dollars.
>>
>>540243181
oh dang, my bad.
>>
>>540234385
>>540235492
https://mods.factorio.com/mod/aai-loaders-electric
>>
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>>540242858
The big one has more double capacity.
>>
SE server when
>>
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>>540233327
It's gauche to post a catastrophic failure if it isn't recent you know.
>>
>>540244374
>if it isn't recent
It's very recent
>>
>>540244374
>search dwise nsf explosion
>get source instantly
bruh
>>
>>540244406
You just got me excited that I'd missed one while I was sleeping.
>>
>>540244524
your concept of recent is somewhat skewed
>>
>>540238783
are you a piratechad or is something fucky with the mod sync
>>540235913
huh?
>>
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>>540240327
>>
>>540246502
>Now, breed!
>>
>>540241987
I'm very slow
>>540246502
kek
>>
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Finally mukmouks are set up. All of there outputs go onto the train network. Its set up to slaughter around 50 a minute, but it will probs average 30-40. The ratios are spot on, but I'm happy with the progress today.

FYI For Py Slavs, saw in my last 10 minutes that short cranes where fucked. Looks like moly plates finally died. Who knew.
>>
i think serb might've overshot on the brainvats to labs ratio
also the belt speed and saturation levels mean some of the labs spend half their time not researching due to missing one kind of pack

>>540250538
moly plates have been fucked for a while
they're slowly getting along, but production was running last time i checked
>>
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phagots?
>>
>>540251442
yeah
you have to feed them nuclear fungus and they produce gas bulbs that you can harvest basically any gas in the game from
>>
>>540251590
that's incredible
AND gassy
>>
>>540240327
>all that lube
you're supposed to science the pentapods, not fuck them
>>
>>540252596
No kink shaming, anon
>>
going to start a new factorio run after a long hiatus. (long enough that im going to have to re-figure out a lot of details as i go. anyway,)
do i want to touch the settings? are there any mods that i should consider?
>>
>>540256909
Just play vanilla
>>
>>540256909
Honk
>>
>>540256956
>>540257257
vanilla w/ honking trains. sure, why not
>>
>>540256909
only gleba
>>
pyanodon suite + hardmode + biter meteors
>>
>>540261384
Listen buddy there's already one retard doing a x1000 hard mode py run and basically, you're fucking stupid
>>
>>540231779
lel
>>
oh yeah did pyblock guy decide that it was retarded and quit
>>
is AAI Industries viable?
>>
>>540263160
I don't think he's allowed to decide if he was retarded, it was a self-evident fact
>>
>>540250538
>FYI For Py Slavs, saw in my last 10 minutes that short cranes where fucked.
Ye they were molyb locked for a while. A rare instance where everything was actually working as intended just very slowly and the new train stops just demand so many inserters.

>>540251248
>labs
If you didn't adjust them already Ill check those out today and see if I can tune them to be better.
Regarding the lab:brain ratio I think it's fine if it's leaning heavy on the brain side because that still ultimately reduces overall resource use.
>>
>>540263784
didn't actually touch them myself, yeah
they might be fine if you just turn up stocked chem packs or swap to red belts?
>>
>>540267787
I swapped to red belts and tuned up the chem science a bit, it should help

In other news Mukmoux were fucked because for some reason the cages were automated which obviously clogged up the machines when the process doesn't actually consume cages. The fawogae were also running with half the modules for some reason
>>
>wanna try spex2 spess harder
>only for 2.0.65
>something horrifying happens if I update to a version after 2.0.55

Oh no
>>
I rotated a belt :)
see if you can find it :)
>>
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>>540270020
>>
>>540267787
>>540269047
I think it worked, the science production graph was extremely stable (maybe few labs turned off for few seconds over the entire thing) for the full brain juice load. I think it should be fine now. The closest lab when the power ran out to be out of chem science still had 37% in the tank so it should be acceptable losses.
>>
>>540270020
that's okay, I unrotated a belt of yours before, so we're even
>>
Finally tried Workers&Resources on realistic mode after fucking around in the tutorial campaigns for three days. Is it supposed to be so damn slow? Feels like I'd want a 30x speed, not 2x. It's gonna take several real-world hours just to set up water and a single brick house.
>>
>>540272495
>when the power ran out
oh no
again?
>>
>>540274539
I mean when the power switch flipped because the brain cartridges ran short hence disabling the power and freezing lab progress
>>
>recipes for underground belts and splitters Mk.II and Mk.III that dont require Mk.I belts
>>
>>540275834
nta and not on the server, but since Py buffs accumulators in a major way, wouldn't it be better to have labs on a separate network? And make sure they have enough battery power for one brain cycle.
>>
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How do you setup your furnaces in Factorio relative to the trainstations where the ore comes in?
1. Parallel, running a large conveyor belt assembly running up along and then down the rows of furnaces.
2. Perpendicular, making the furcanes branch off a central conveyor belt system.
assuming my train stations arrive horizontally, I want the option to expand my furnaces horizontally westward away from the train station if I need to scale up.
basically, I'd have 4 rows: iron, copper, stone and steel, expanding the furnaces until the bus cant transport any more material and then repeating the pattern further down the bus to renew the central resources.
>>
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ah fuck, the landing pads got smaller and most have been changed to generic names...
>>
>>540280749
depends???
>>
>>540281029
in the default game?
>>
>>540281309
No, this is converting Spex 1.1 to Spex 2.0
>>
>>540281309
Yes, no Space Age.
>>540281372
Who the fuck are you?
>>
>>540281772
I am he is you are he is you are me and we are all together.
>>
>>540282183
stick your hand in the tv
doitdoitdoitdoit
>>
>>540281772
>>540281372
I find it hilarious that you both answered the same question differently
I meant in default space age (the only game where cargo bays would actually have sense) but I'm guessing that it's used for space science in vanilla???
>>
>>540276732
First of all PY doesn't really buff accumulators. They may be stronger than in vanilla on the the face value but they have worse input/output ratio to their capacity so they drain slower and more importantly the base power demands are way higher and the actual building is a bitch to make. Our server has 1600 of these relatively speaking incredibly expensive capacitors for impressive 250GJ of energy which sounds like a lot but our base draws 10GW so that would only lasts us for 25 seconds if we tried to pivot to solar power or something but because of the lower output they actually have a max output of 1.6GW. To even provide 10GW we would need 10k of them which would cost 300k battery items. We have only made 500k of those and it's consumed by several things that go into science so it's not like we can just sit here and make batteries. And that's not taking into account how shit the renewables are, if we are charging them with coal then we may as well just hook the coal up into the power and use that directly. Our renewable output is at 60 MW right now.

That being said I can see a future where eventually we pivot to that for UPS reasons but it's definitely one of those "what if we just painted the base with red belts right now" ideas.
>>
>>540281048
On what?
>>
>>540284279
I don't know????
DO I look like I plan my base before I start a game??????
>>
>>540282391
do not do it
you'll find some weird bear in it
>>
>>540281029
half your inserters are taking items from active providers
>>
>>540284510
and the moon
and the your bear ass
>>
>>540280749
Set them up at the mines.
>>
>>540281309
SEx landing pads were 9x9, I assume he's swapped them out for spage age ones.
>>
>>540284823
ahhh mistakes I made two years ago...
>>
>>540284237
I know most machines have very high power requirements in Py, bot not labs. And judging by the previous screenshot you only have like a dozen of them anyway.
>>
>>540284237
you have more in just solar in py, accumulators in vanilla are just "storing solar energy for the night", accumulators in py are "storing some energy in case all your renewables are low"
>>
ONI question. Could I make a contained industrial block of (steel-constructed) machines that don't need dupes, vacuum it out, flood it with water, and use the industrial heat to boil the water for steam turbines on top of the block? Or am I retarded?
>>
>>540286995
the only retarded part is thinking you can 100% seal it off from dupes instead of having it airlocked so they can enter with suits
>>
>>540286995
Most machines do not work when submerged. But you could flood it with hydrogen gas and have a water reservoir nearby connected with metal tempshift plates, or metal tiles. Only, I don't remember which gas stays on top, hydrogen or steam. And you'd have to make all the machines out of steel of course, to raise their max temp. Amalgam gets you to 125C, but that might not be enough of a buffer.
>>
>>540285127
no. The mines run dry and I am tired of expanding outposts I need to defend.
>>
>>540287407
>Most machines do not work when submerged
Right, totally forgot about that little detail. Back to the drawing board.
>>
Our power crashed on the server for real now. The culprit seems to be our old enemy, tin-chromium alloy. Curiously this time it was because it ran out of burnable fuels. I have no clue how the schizo fuel pipe works and it's far too late for me to even attempt to trace where the pipe goes so I just snapped a multifuel exit near it and hoped for the best, if someone wants to take a look at it feel free.

>>540285607
Oh the labs are on a separate power network because that way we save on brain cartidges. They give labs productivity but they are consumed like nuclear fuel and always just get burned no matter if research is ongoing or not. So the labs are wired on a separate network to stop the consumption of cartridges when ever there's a problem (like not enough science packs or not enough cartridges). It's not a move to save electricity.

>>540286839
>"storing some energy in case all your renewables are low"
The thing is that this is incredibly expensive. For instance 10GW of baseload tidal power would be 1600 tidal power plants which would be something like half the mechanical parts our base has produced thus far + slew of other items. It's just far too expensive to do that when couple coal power plants can handle the entire load.
>>
>>540288296
My original suggestion was to put the labs on a separate power network that also has some accumulators. So in the case of a power outage you don't lose 95% of a brain cartridge that was already inserted.
>>
>>540288724
>So in the case of a power outage
The case of power outage is not what is the cause of 99% of cartridge waste, the majority case is when cartridges run out or science runs out. If you put the accumulators inside then every time you run out of something then you waste the cartridges that are already inside. When you just cut the power then it preserves 100% of the cartridges and that also works if the overall network goes down because they don't run in that scenario either.
>>
Were are epoxy away from mk2 mech parts now, when those are completed we can overhaul to mk2 power setups which would hopefully eliminate the energy problems we have now.

The left side defibrillator power plant also proved successful, it had enough omph to restart the base automatically which was nice to see as soon as I had fixed the tin-chrome issue.

Another good day on the server.
>>
>>540286995
That's a standard design.

Also there's an ONI thread at >>>/vst/2098768 now; I figured it was going to die but that board moves so slowly 1 bump a week would keep it alive.
>>
spengies 2 status?
>>
>>540297021
they just released more dlc for spengies 1 so probably not good
>>
>>540288296
>The culprit seems to be our old enemy, tin-chromium alloy.
ugh
there's a lotta shit that could be contributing to issues there right now
high syngas consumption means less available for chromium mining, should really cut the central basic production entirely at this point
high power demand at the oilsands plant means the coke source supplying the tin that feeds tin chrome runs short on graphite
also i'm reminded that i need to swap chromium in general over to the fluid recipes so we get a free 20x multiplier on all alloy efficiency
glad to hear it didn't stay fucked at least
worst case scenario cut power to the far east nuclear setup, it's like half of the consumption on its own
>>
>>540290794
oh, this reminds me, do we have efficiency mods set up? because you can apparently stick those in power plants to just cut fuel use by a third
>>
>>540298593
I think they work on anything that uses "fuel" items/fluids. It used to be pretty important in earlier versions where drill heads were fucking expensive.
>>
>>540300702
>drill heads affected by elf mods
hah
yeah that'd make sense, they've got a fuel value and a consumption rate
>>
when is nullius getting updated
>>
>>540302921
It's dependent on angelbobs so whenever that's up to date.
>>
ok so if a watt is volt*ampere, what is more dangerous? touching live wires with a current of 10000 volts and 1 ampere or 1 volt and 10000 amperes?
>>
At those numbers I don't think you're surviving either.
>>
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>>540269047
Yer this was me being fucking brain dead retarded. I needed to make cages as I had a fuck ton of Muks, but I didn't implement a system for the cages to stop being produced so they didn't lock up. Apologies if you did clean up my mess.

>>540298448
Those centrifuges by themselves are hungry boys. If I remember they currently take around 3.1GW, Which just seems insane. I need to spend some time on how the power works on the server, I've been on for just under 90hours and I don't think I've touched anything to do with power.
>>
>>540308727
1V 10kA is too low to cause any decent flow through the body while 10 kV 1A will give you the cardiac arrest of your lifetime
>>
>>540307958
1V is not enough to break the resistance of the human skin
>>
>>540307958
is this coughing baby vs hydrogen bomb for electrical autists?
>>
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>>540307958
I have consistently scored highly on tests about electrical mechanics by regurgitating the correct formulas and axioms. I would be lying if I said the concept of volts, amps and olms makes any goddamn fucking sense to me. I understand the interaction of watts and joules, that's just raw quantity expression.

But the current, potential and impedance are fucking witchcraft that I can technically compute but will never comprehend.
>>
>>540307958
You're not considering the resistance of the human body.

Just because you have a source that can output 10k amps at 1 volt doesn't change the fact that 1 volt through the resistance of your body is going to be practically 0 amps. I = V / R

Meanwhile 1 amp is a huge amount of amps and 10k volts is enough to cause dielectric breakdown of your flesh. You would be super dead touching those wires.
>>
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Is it just me or are laaserturrets fucking worthless in factorio?
I got 7 of them bundled up in an entrencchment and basically 2-5 of them die every time the bugs decide to send a scout troop their way. I am way too tired of logistics to use gatlin turrets, so how many do I need to cluster together to make them worth a fart?
>>
>>540326029
try a 2-thick wall of turrets
>>
>>540326029
Upgrades?

And if you ever feel your defenses need help, the answer is flamethrowers.
>>
>>540326029
>tired of logistics
so you're tired of Factorio
take a break
>>
>>540326029
Upgrade them you dumbass
>>
>>540326029
lasers are for popping leftovers after your flamethrowers obliterate everything
>>
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>>540326331
>>540326518
>using ammo-reliant turrets everywhere
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>>540329026
Laser turrets use joules for ammo.

Laying pipe is only slightly more time consuming than power.
>>
>>540326029
The range on gatling turrets are a crime. They just barely get the job done and are best as a first starter and a last resort.
They should be viable beyond getting laser+flamers
>>
>>540329442
But I need power on all my outposts anyway.
I dont need pipe. So laying pipe is always 100% more work
>>
>>540330015
have a train bring your flame fuel
>>
>>540326029
There's likely some circuit abomination you can use to keep them fed, but I dun' wanna.
>>
>>540330015
Have a train bring steam.
>>
>>540311170
>olms
I believe you
>>
apparently /egg/heads have healthy sleep schedules
>>
>>540339185
I do now, I didn't for a while
>>
>>540339185
no, I'm australian
>>
>>540340473
my condolences
>>
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Alright, I humbly request your help with something potentially stupid, /egg/:

So far I'm enjoying Space Age, but then one seemingly simple thing had me hitting a wall for days: in Nauvis, for distant resources patches I make fortified mining outposts with dedicated train lines, two engines on either end and 2 to 4 cargo wagons depending on resource, simple scheduling, so far so good. Then I thought to supply each mine, like with ammo for turrets, using the same train being used to transport resource. And after fucking around with combinators and circuits, I didn't find out how, and every guide/tutorial I find around always use a dedicated, separate train for said supplies in a more complex rail system. Seems something so simple in theory but I can't see how, sadly.
>>
>>540342738
wire from outpost ammo storage to decider combinator
decider sends a signal if ammo below whatever
wire decider output to RADAR

place RADAR at ammo station
wire from radar to ammo inserters
only activate inserters if signal is active

NOTE: make sure your signal value+storage capacity is higher than a FULL train load of ammo
NOTE: double-headed trains suck
NOTE: mixed-length trains suck
NOTE: people use dedicated trains and stations for a reason
>>
>>540342738
If you really want to do it all in the same train on the same station I would just slap the extra wagon on for supplies and let it run as is.
In theory you could get fucked if your resource demands are low and your supply demands at outposts are really high, such that your outpost runs out of ammo before your train comes around for another load, but that seems like a pretty unlikely combination on vanilla settings.
>>
>>540342738
you could do this in a hundred different ways, here's one:
- on your outpost station, dispatch train if inventory is full of ore (you'll have to put in a certain amount, afaik you can't do this with a generic "inventory full" condition in this case) OR the ammo cart is empty (optional, to make sure that you always have enough ammo when your mining outpost is really slow)
- on your main base station, dispatch the train if: (the ore carts are empty AND the ammo cart is full) OR some time has elapsed, like 30 minutes, to ensure that the ammo will be delivered even if there is no need to move ore (in case of backlog on this drop off station)
hopefully this makes sense, you could also additionally alter this with an interrupt condition into a dedicated ammo station if you get the hang of things so that you would have a single ammo pick up station instead of having to supply ammo at every drop off station individually
>>
>>540342738
you can dedicate slots in the wagon for specific items using middle-click. Of course this means those slots won't take other resources even when empty.
>>
>>540311170
I find DC pretty intuitive, AC is where it gets all fucky with phases.

>>540307958
In elementary school terms, volts tell you is how strongly the current "wants" to flow, amperes tell you how strongly it actually does flow once you account for the resistance of the conductor. They are directly proportional to one another.

In your first example it really wants to flow but the wire is making it difficult, it's either very long or made of a weird material. Your body would also make it difficult, but maybe not as much. Stay away.
In your second example it really doesn't care very much about flowing, but the tiny resistance of the wire just makes it way too easy, must be some kind of sci-fi superconductor. It would do nothing to a human body.

As for the math:
Wikipedia says 0.1 amps through the heart is lethal, let's make that our target. The resistance of a human body is supposedly between 1K and 100K ohms depending on sweatiness, let's take 10K. Which gives you:
X volts / 10K ohms = 0.1 amps
X = 1000V if your death treshold.
>>
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MAŠINE DVIGAMO V NEBO
>>
If I may interject for a moment, I think I have a theory
I believe your factory layout shows your mind as a person, at least to some degree
If your factory is a mess, so is your mind and so is your room
>>
>>540350830
bro is seriously shipping fuel and blues from fulgora
>>
>>540350830
Machines lifting to the sky, or something?
I don't speak polish besides kurwa and I still got it, man all the slav languages feel like parodies of one another.
>>
>>540350830
You are not "croatian" you are Balkan, have some balls faggot
>>
>>540350876
Note that if you re-organize your factory in response to this post, it shows that you not only have a messy mind, but that it's the mind of a pussy faggot as well.
>>
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>>540351190
Excellent bait, perfect for my dinarid brain to reply. Here you go.

>>540351103
They are needed for the Nauvis base. I won't post that one, for your protection.
>>
>>540352131
You'd only change your factory, and your mind, and life, through yourself
I'm going through massive changes myself and it's reflected in the phases of my factory
>>
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>>540352236
That's very reflective, I like it anon. As for me, I lie to myself very often, so I allow the chaos to pour through so everything can surface more easily. Any order, efficiency and organization will first have to come through real inner work and not a desire to be liked or as a kneejerk reaction to criticism.
>>
>>540352645
You can't be lying to yourself that much if you're aware of it
You might be doing what I did for ages and just blame and criticise yourself for failings, but you're human
>>
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>>540352703
Thank you anon. Awareness is the first step. My goal is to live a life of balanced spirituality, to reclaim old happiness from early youth, while being resistant to everything else the world throws.
>>
>>540353494
Nofap is a meme btw
>>
>>540353539
The "benefits" probably are, but it still saves you time every day for better things.
>>
buddy this isn't the self help general beat it
>>
>>540350876
Correct
t. spaghettifag
>>
>>540353904
2 minutes per day doesn't really matter much.
>>
NO ONE WANTS TO BE DEFEATED
>>
>>540350876
>circuits make you a better person
>>
I want to try SE but I hate AAI
wat do ? should I do piss mode ? reduce science pack for early game ?
>>
>>540357335
iirc SE only needs AAI for some buildings, it doesn't use its recipes or whole the burner phase
>>
>>540350876
Or, and hear me out here; I suck at logistics and am only capable of spaghetti because the alternative to total absolute symmetry is ceasing to care about decorum.
>>
what do I do with all my uncommon iron and copper plates? my personal gear is already decked out, and using it for science seems like a waste
>>
>>540358324
>and using it for science seems like a waste
why?
>>
>>540358518
As a Christian I believe all science is a waste
>>
>>540358324
eh, there's nothing good at that stage
Medium power poles are occasionally useful when you can't fit in a substation, they also work better for clusters of solar/accumulators. Bullets do more damage, if you're still using gun turrets somewhere. Looks like nothing at first glance but due to flat armor reduction the dps increase is much bigger. Defender capsules get more HP so they can actually survive against a demolisher.

You can always just craft it into steel or circuits, maybe even collect more quality along the way.
>>
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>>540307958
voltage.
just think - how many times have you seen a "danger: high current" sign?

the amount of current you can survive without heart failure is ~30mA
in the absolute worst case, the human body can be approximated by a 1000 ohm resistor
multiply that with the 30mA maximum safe dose and you get 30V, anything above that can theoretically kill you
of course you can consider skin effects and nonlinear resistance and a trillion other things, but generally the standards for shit you can touch safely are somewhere between around 30-50V
>>
>>540342738
station has enough bullets? disable it
>>
>barely fit a tunnel in
>red chain signal never turns white like it has done in the past in similar cases
>despite the track builder clearly not obstructing the path
Guess there's no way out of this one huh.
>>
>>540360252
Chain signals are a meme, use as little of them as possible.
>>
>>540343715
Even then you could just give the schedule a maximum wait time at the dropoff point.
>>
>Ask Chatgpt to explain Factorio train signals in the most basic manner possible with simple examples ramping up to somewhat advanced examples
>still don't comprehend them
Being a retard and a moron who is self aware of his own retardation is truly suffering. Maybe someone should just kill me.
>>
>>540360927
chain in rail out
>>
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>>540360927
https://www.youtube.com/watch?v=DG4oD4iGVoY
I know Dosh isn't otherwise he would've shilled it already. >>540360951 is the real basic framework of train signals.

The worst you can do is try, your trains lock up, you fix them and then you learn from it.
>>
>>540361552
are you ogay
>>
>>540359694
Frequency matters too tho
>>
>>540360927
Regular before segments it's okay to stop in. Chain before segments it's not.
Or just use elevated, have no crossings, and use regular everywhere
>>
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>Windows changed the calculator to fix (1/3)*3=0.99999999999999
>Completely breaks the calculator so that it's actually almost unusable and can't easily copy-paste or modify old operations
>Randomly decide to continue an operation instead of starting a new one after pressing "="
>Completely breaks parentesis by often adding 0* before the parentesis (seriously I can't think of a single case where I want that to happen, what the fuck?)
Now behold! 3/3=0.99999999999999999
They literally just moved the problem from 0.333...*3=0.999... to 3/3=0.999...
What the fuck were they thinking? How the fuck am I supposed to play /egg/ games when the tools don't even fucking work? Do I seriously need to make my own calculator again just to play factorio in peace?
>>
>>540362026
>What the fuck were they thinking?
Money
>>
>>540362107
By doing more work to fix issues and introducing more issues along the way?
>>
time to rebuild my muluna base for the fourth time now that I have one greenhouse and need at least three more just to get back off this dumb rock
unless I give up and just ship rocket parts from nauvis
>>
>>540362228
Welcome to the fast pace, myopic world of globalized enterprises
every man is an island, the project is the world and the different groups are archipelagos
nobody answers to anyone directly and everyone retrofits legacy code they don't understand and patches things as best as they can (it just werks) as fast as middle management can ask

be glad you're not part of that life because it's starting to metastatize everywhere
>>
>>540360450
I know they're liable to fuck me up, but I was counting on their "meme" behavior in particular here, i.e. their ability to allow passage when a block is technically occupied, but the train's path through isn't actually blocked.
>>
>>540362026
I have so many issues with the new calculator
>>
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hmmm that can't be right
>>
>>540362026
They also merged CE and C and broke CE. It doesn't cancel the last entry anymore, it just clears the current entry even if it's currently empty.
>>
>>540363652
>using standard mode
ngmi
>>
>>540360927
Are the ingame tutorials not exactly that?
>>
>>540362787
IRC regular signals also have replacement/backup (idk if its thats the correct english term) signal mode. So just use them.

>>540362026
Try (1/3)*3 on Programmer Mode
>>
>>540362026
high effort bait but demonstrably not true
>>
>>540364087
Yeah but I still don't understand it
>>
>>540353494
>Ginseng has negligible effect
3 billion Chinese people and their government can't be wrong!
>>
>>540364410
A train wont enter a signal block already occupied by another train.
>>
>>540273513
I put the power plant and heating plant at the edge of town, to negate pollution somewhat. There seems to be no way to keep them running 24/7, workers always fluctuate. Sometimes there's no workers on the bus stop and you can't tell a bus to wait for loading, other times the bus arrives while there are still workers in the building but about to expire in five seconds. Sometimes the buses desync and arrive three at the same time and then there's a two-day gap. For the power tutorial, staying self-sufficient for 15 days with no interruption, I had to build houses right next to my coal plant otherwise it would always drop to zero at least one in that time.

I assume there's gotta be a better way to handle this?
>>
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>>540244374
Oh yeah?
>>
>>540360927
Normal signals go red if there's anything on the track in front of them. Chain signals do the same but also check the next signal ahead of them. So you use chain signals when you don't want a train stopping between it and the next signal (e.g. intersections) and normal signals everywhere else.
>>
>>540364263
1/3*10=3.3333333333333333333333333333333
1/3=0.33333333333333333333333333333333
Back to 3.3333333333333333333333333333333
3.3333333333333333333333333333333-0.33333333333333333333333333333333=3
3/3=0.99999999999999999999999999999999
This also works by doing 1/3=0.33333333333333333333333333333333*9=3 (as expected), doing anything including adding 0 to 3 and then going back to 1/3*9 to add /3 at the end will result in 0.99999999999999999999999999999999.
Any other combination like 1/3*9/3 or 1/3=0.33333333333333333333333333333333*9=3/3 will result in the right number being displayed, in that case "1".

In that case it's a memory and sanitization problem. It correctly display 3 but still kept the innacuracy. Funny enough, this problem is caused by the fact the calculator is using a double precision variable. If it was using a float it (paradoxically) would simply store 3. It's also why the number is lower than it should. For a float, the closest number would actually be slightly higher than 0.333... but for a double, it's slightly lower.
>>
PI IS EXACTLY 3
>>
alright alright that's enough pointdexters move the line
>>
>>540367858
Don't tell Greg Egan. He might get ideas.
>>
>>540368061
I've read permutation city and a collection of his short stories and I found egan to be in a weird fucking place for hard sci-fi.

He feels like he jerks himself off in almost every book and has this obsession with solipsism that it's borderline fanatical in all of his books. He sounds like a failed mathematician.
>>
>>540367858
https://en.wikipedia.org/wiki/Pi_is_3
Dr. Frink was right. Don't read the article just assume the title tells the full story.
>>
>>540367074
Anon, the Soviet Union has been gone for more than 30 years, you have to let go.
>>
>>540368374
Put down that science pole
>>
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thinking something like this for immigration checkpoints
>>
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>>540368391
I will mourn him till the day I die.
>>
>>540370084
Is this Gagarin? Komarov?
>>
>>540370402
>filename
>>
>>540370402
>file name is "komarov.jpg"
>is this gagarin or komarov?
i dunno, i think it could be genghis khan.
>>
>>540370575
>>540370597
This doesnt help me because i cant read
>>
>>540369614
>not using the cliffs in northwest to make an aesthtic hardpoint
Gay
>>
>>540355115
for me its 30 seconds, efficiency is key.
>>
>>540370084
I ate something that somewhat looked like that the other day.
>>
>>540370846
Do you piss in the shower and jerk off on the train for efficiency? Do you skip washing your hands after going to the toilet?
>>
>>540298593
>>540300702
>do we have efficiency mods set up
I do not believe we do but that would be good idea if it works like that, especially with the incoming mk2 powerplants which have even higher consumption individually. Prod mods would also help with science and the more expensive components.
Honestly efficiency probably wouldn't hurt in the centrifuges either.
>>
>>540370991
No need to wash if you dont wipe. Work from home so no train, I live on the edge.
>>
SovietHeads, how do I properly handle mid distance worker shuttle-ing to small-mid (~300) workplaces with avoiding using fuel based vehicles? Trainsets are an overkill and it feels weird to limit them to 20% capacity and trams are too slow. There are no electric railcars...
>>
>>540371609
Just build more trams? There's also this thing in early start which I have not used, but it might be good for you.
>>
>>540372203
65 is way too slow, i want something at least 90-100. Also no early start since its an old save I revisited...
>>
>>540372203
I think Im just gonna get the nazi 150km/h diesel wunderwaffium and pay in fuel
>>
I wish Microtopia had trains or some approximation of that.
>>
Man buying Space Age and starting a new save made me realise just how much I absolutely hate coal. Just having to dedicate half a fucking belt just to feed my goddamn smelters, having to put up with this shit all the way to blue potions, and knowing I'll have to go through the absolute pain in the ass of tearing absolutely everything down ad completely restructuring for electric smelters almost makes me wish I just stuck with expanding my vanilla megabase instead.
>>
>>540375264
From a standpoint of thermodynamics you can actually use steel furnaces running on coal for a very long time because it's more energy efficient. It's hard to actually bottleneck a furnace stack on ore-throughput even with half a belt. You should really only upgrade to electric furnaces when you get Nuclear and no longer have to worry about power draw.

But if you want to shell out for the long-handed inserters in the early game, you can absolutely make your first furnace stack forward-compatible so that you can just force-build over it later.
>>
>>540375689
nuclear or green modules
>>
>>540376302
what's a nuclear module
>>
>>540371383
yeah, i went and checked and the big thing we're missing for them is electrical comps 2, which is also the big thing we're missing for mech parts 2. go figure
also i discovered that coal briquettes exist and are really, really good. definitely setting up coal plant 2s off that stuff
>centrifuges
shit, yeah, hadn't thought about them and the particle accels. probably shave a good couple gigs off moduling them alone
>>
>>540379734
It's unclear but probably written by a dyslexic.
>>
>>540365861
Force unload all passengers at the bus stop near the building, they'll wait for about an hour till a job opens up. If you want a more constant solution, in the true spirit of communism build a few low-quality flats, a food kiosk, the smallest kindergarten you can find and a free maintenance office to bring them fresh water and drain septic tanks, if you wish to be generous a small clinic to treat those sick from all the pollution.
>>
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>>540362026
win10 enterprise ltsc IoT doesn't have this problem
>>
>>540384156
>building microvillages with inherently skyhigh death rate from all the pollution
Not sure it's such a good idea when you can build a second transport stop at the destination and force workers to run between them until they find a job opening.
>>
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>>540384474
Windows 11 LTSC still has the old calculator too.
>>
>>540385824
Sure but this is more authentic to the true Soviet experience, I should know I grew up in one such village. Or you could use bus end stations to time the frequency of buses so it matches the factory shifts, or for a more capitalist feeling start selling cars and let the workers go whenever they want.
>>
>>540389468
Dying before 50 because someone is burning coal half a kilometer away doesn't sound very realistic to me though. I'd gladly deal with more pollution if it wasn't so insanely deadly.
>>
The Great University is coming along nicely, but I'm getting worried about heating the goddamn thing. Only recently realized how bad early start heating plants are, so I guess I'll replace a couple next spring, if I get the new ones to fit.
>>
>>540391140
A little, no. But 8 tons per day for the whole winter, that will do something. My town's heat plants are using gas now, but on a bad winter day you can still smell the village 5km upwind burning coal in their homes. And that's just a few dozen houses, not a whole city's worth of heat.
>>
>>540369614
get out of here CTALKEP
>>540379734
a nuclear module is likely an efficiency module which makes your power consumption so piddly your solars are as effective as a nuclear setup
>>
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>>540391361
Nice looking city, Comrade Stalin approves
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Server has mech part 2's now.

I took the liberty to make modular armors, extra generators and extra roboports for everyone, you will find them in the box next to the personal fuel generator in the mall.
>>
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This fucking piece of shit seems to fine on paper and works beautifully when it does, but every 5 minutes it causes every train in my system to get lost and just stand there. It causes frequent deadlocks and I dont know how to resolve them.
>>
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>>540391361
>people cities look so good while mine are like this
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Man, ships are worth a lot, who would have guessed
>>
>>540396325
It's not that that's the issue, it's those crossings just off screen which I have no clue why you have them.
>>
>>540396325
Are you dividing your rail lines outside of stations?
What could be happening is that a train picks a route and uses all blocks inbetween the chain signals, so no other train gets a valid route, causing them to wait and eventually all blocks grind to a halt.
>>
>>540396890
You mean the ones that cross between the two parallel rails? i have them so trains can pass each other halfway
>>
>>540397129
Trains do not need to pass each other halfway between 2 stations on a straight line. That's why you have 2 rail lines
>>
>>540397129
Those rail lines are RHD though, as indicated by the signals. Those crossings shouldn't do anything since a train going up can't use one of those crossings to go on a rail that only goes down (or shouldn't be able to, but you probably have 2-way signaling on those only)
>>
>>540371403
>dont wipe
you use a bidet, right?
everyone should use a bidet
>>
>>540398123
Just eat sawdust and you'll never need to wipe.
>>
>>540397459
>>540397608
Some of those rails have like 3 lines.
I make sure that every line serviced has either 1 station and one train or x stations and x-1 trains servicing them. So sometimes, to trains need to take that route. If I have cross-links, they can pass each other on the way.
>>
>>540398649
is there a healthier alternative that accomplishes the same effect
>>
>>540397129
>>540396890
I just deleted a single Chain signal that was on the LEFT hand side from a train that was stuck not knowhing where to go.
I am confused, I thought trains ignore signals not on their right hand side?
Also, how does a chain signal work in conjuction with a splitting path? I am confused by this I thought it just chooses which path is free and directs the train to that area.
>>
>>540398805
https://www.youtube.com/watch?v=wuKidn5Us4k
No.
>>
>>540396542
You're shitting me, I like yours way more. Lots of free space, looks actually habitable. Just let it grow for a couple decades.

Also, what texture pack are you using?
>>
>>540399147
>I am confused, I thought trains ignore signals not on their right hand side?
They don't, all tracks that only have signals on one side are seen as one-way. If it's on the left they don't want to go through.

>Also, how does a chain signal work in conjuction with a splitting path?
They'll allow passage if the next signal in the trains route is green. They might still stop and wait sometimes if the train has planned to go somewhere that's occupied, trains only recalculate their path once in a while.
>>
I wish you could sort the contents of chests autoamtically, so that for example, the inserter takes fuel out of a chest first if it's there and only later it takes out coal and wood.
>>
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>>540402080
>Pikachu used Thunderbolt!
>>
I think I might make a warehouse mall for this SE run - I had forgotten how much of a hassle some of the components are and they really suck to belt. Requester chests are reasonably far away (except for the few I get from the weapons cache), and I want something fairly expandable.
>>540400795
You can do this with a combinator and setting filters on the inserter, but that's a hassle to set up at multiple spots. Still might be worth it for specific spots though.
>>
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>>540396826
Some of the commodity prices make no sense to me. Tried doing a siberian lumber town for my first realism run since there's trees everywhere, but I may have to switch to something else, it barely pays the bills. Wood and planks are worthless apparently even though you're exporting a resource, not just labor added value like with clothes.

Maybe it's just a balance thing, keeping construction materials cheap for import.
>>
>>540402080
Is that ampere or volts exploding?
>>
>>540403170
both
>>
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>>540400795
You can do that with a modest amount of circuits.
>>
>>540403170
>Arc-ing and conducting to ground
Volts
>Burning the wire
Amperes
>>
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Can't have a programming game without Bubble Sort, Snake, and Mazes...
>>
>>540405037
It's always both
>>
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>>540399657
>If it's on the left they don't want to go through.
Should have expected that. Im stupid like that sometimes.
Wait, what if the signals are on the same sections but offset. I want train going out to wait on the inside of a barrier or double-door and a train going in to wait on the outside?
>>
>>540402343
Imagine building shit if planks were expansive

>>540399553
https://steamcommunity.com/sharedfiles/filedetails/?id=3438644110

This city is in final form. Im starting a new one one big patch of flatland on this otherwise very uneven map. Im trying to figure out if I should do above ground metro, make it go underground (which is cancer since you apparently cannot split tunnels) or just fuck it and use above ground trainsets.
>>
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Also this is my port area+shipbuilding town
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>when you notice your refinery complex is absolutely fucked noodles and you need to tear it down to get any kind of expansion done
Why didnt I start by producing this stuff out of the crude oil at the well instead of transporting it to base? I thought I was being clever by not having to transport 3 different liquids.
>>
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>>540407957
you should be able to make an expandable refinery design
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>>540407957
It's better to do it near your base.
>>540408187
14.
>>
>>540406730
>Wait, what if the signals are on the same sections but offset.
Then you have two one-way tracks pointing in opposite directions.
>>
Having some fun designing a warehouse mall, although also having some serious annoyances.
My general idea is that each warehouse will have its own provider list (determined by the 4 recipies set) and requester list (determined by the ingredients of said recipes, minus what is in the warehouses). Each "block" should pass its requester list up the chain, minus the items in the provider lists of the block (since otherwise the inserter signals will be clogged with things it will never be able to pick up).
Most of the problems I'm hitting are with signal isolation, since my ideal is I only ever set 1 signal (the thing I want crafted) per assember, and then everything else is done automatically. I may need several passthrough combinators though, with the sole purpose of isolating the input from the output. It's definitely interesting though.
I'm sure I could do something with recipe switching as well, although I would likely need selector combinators for that (so I would need to get chem science set up as well).
Here's what I'm working with so far - still toying around, but I'm pretty sure the idea fundamentally should work.
>>
Lets see if soviet Republic citizens can stay culturally happy on TV and radio alone
>>
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>>540417314
so many rat-squirrels had to suffer
>>
It ain't pretty, but I think I have a working fully automatic warehouse mall. You just say what you want maintained in the constant combinators, and it crafts them. It only sends the signals upstream if it can't craft them and doesn't contain them.
I had no idea how much of a hassle signal contamination was, but I guess I've never really tried circuitry like this. I wish constant combinators didn't have passthrough though, and only output - my life would be much easier.
I'll probably have many things belting into the first warehouse (gears, engines, circuits, cable, etc) and wire each of those manually, and then have that feed into the input of the actual mall.
>>
>>540231779
i love oosaka
>>
this tailings to aromatics to olefins setup is really good except for the part where it doesn't actually get a continuous supply of tailings
>>
Why the fuck did I install py? I'll consider myself a winner when I build a single splitter
>>
>>540423623
>electronic circuit
good luck

I dropped it after getting logi bots and realizing even they wouldn't help
>>
>>540423774
bots help a ton though
set up a bot mall for the five dozen different buildings you need that are all made out of each other and have four different tiers
>>
>>540423623
have fun
remember that you're fine just voiding anything that you don't want to deal with
post updates as you go
>>
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I have a main bus in factorio that I expand upwards (north?) Should I have my train stations delivering materials and goods align parallel so I can expand them east/westwarsd every time I need another one or should I arrange them perpendicular to the bus so that I add train stations north/southwards as the bus grows and I add more resources further along the bus?
It's kinda hard for the to decide. The latter makes expanding factory complexes further out difficult, but it keeps resources close to the bus. The former keeps the sides of the bus mostly clear but lengthens the distances the resources have to travel.
Both I consider come with their own issues with integrating new resources, but the latter would come with more, I suppose.
>>
>>540419162
It's working well in practice, although there is definitely an iron shortage right now (being remedied, but waiting on the slow crafting of more miners).
I'm hoping 24 inputs is enough - I could have it set up to take more, but I'm assuming 24 will be more than enough until I get requester chests.
Also very much looking forward to stack inserters - I'll need red chips for that though, and I'll have to get an oil setup for that (and I'd like to have a semi-functional mall by then).
>>
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Reminder that this week's VGL friendly is tomorrow

Actually this reminder is an excuse to propose something. I know most of the team is pretty popular and would be hard pushed to get voted out for a new player, but I had another idea - I spend a lot of time tinkering with other teams nowadays (don't worry, not /vg/ ones, just gimmick teams that won't clash with /egg/) and feel like we could, instead of having a set 23 that we occasionally permanently boot some out of, have a larger pool of ready players that we can vote to switch around every few leagues. That way it won't seem quite so final when someone does get voted out, and there's a bit of variety to choose from.

What are some name or model ideas you have for things on the list? I'll probably end up making some of them for fun regardless, just keep in mind we have a VERY big pool of games to choose from that have had no representation in the team so far
>>
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>>540362026
Works fine on windows 10

Microsoft's ceo is indian, they hire indian via H1b program, software turns to shit, force updates to "fix" it. They don't care how much you or your company have to suffer as they force downgrades down your throat. They know people will tolerate crap because it's more expensive to switch to linux than to pay the microsoft monopoly.
>>
>>540403398
Seems like too many combinators.
>constant, whichever items you want at their priority
>decider, if each from chest wire is not zero output each from constant wire
>selector, inserter
>>
>>540424376
did you mix up parallel and perpendicular? Personally I run parallel
>>
>>540424376
by the time I'm setting up a train network past ore -> smelting, I'm done using the bus and I just build the train network around it.
>>
>>540433059
I use the bus to get commonly used materials to factories, like copper, metal, steel, circuits, etc.
I still have a train network to supply raw materials to the bus, it's jsut that that's where my stuff is all at.
>>
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>>540433059
>setting up a train network past ore -> smelting
Do people actually do train networks for ores? I just smelt next to my miners by plopping down smelter+station prefabs close by and transport the plates because why would I do otherwise when you don't use ores for anything else + they have smaller stacks.
>>
>>540434025
makes it much easier to set up, and also means you don't need to make more on-site smelting every time you get mining prod.
Also with any overhaul mod or SA, you'll get more uses for the ores.
>>
>>540434025
There's not always enough space next to the mine, and you bring more pollution with you, and have to carry around smelters and wait for them to be deployed, etc. Stack compression is nice but I don't think it's worth the hassle, compared to having a centralized smelter line that'll just work forever without having to touch it again. And iirc most overhaul mods raise ore stack sizes anyway, or add secondary uses for raw ore.
>>
>>540182242

The house is fucking filthy. It's Got a bad std we're avoiding.

I've finished ALL backend work but the front end needs to be done before Penny Parker is here as she only spends money

Meaning we throw this shit out or get it up to date

I know you backwards ass dog fuckers can barely read but we need shit to pop off
>>
>>540434517
>There's not always enough space next to the mine
Space is infinite
>and you bring more pollution with you
I don't think pollution is something you care about at that point in the game
>and have to carry around smelters and wait for them to be deployed
You're already there setting up the miners, it's just an extra minute or two of prep and another minute or two of setting up.
idk I see how it's nice in some way but the pros don't outweigh the cons in my opinion, plus ore mines aren't hassle free either considering they run out.
>>
>>540273513
The actual construction process needs to be planned out in this game for it to go fast.
Try to work on things in parallel instead of in serial and be proactive in bringing building materials, fuel, workers, and mechanisms to free storages, bus stops, and depots near the construction site, so a nearby free CO doesn't have to go far after a new construction phase starts.
Foreign workers are also limited in number at the start, so use a manually assigned bus CO with a couple vans and a road crane to take them to sites whose groundworks were already done by an excavator. The CO Assign Tool, found on the left menu bar, is great for this.
>>
>>540427065
>>540367695
>>
>>540435148
>>540434025
trains are efficient enough that doubling trips is no big deal, at least for shorter trips
might be in a tricky spot and not have cliff explosives yet
bigger space taken and more pollution made means more defenses needed to set up
there are a few things that use raw ores
I've already a smelter setup in main base as well as lines for raw ore recipes
so it comes down to how far you are in-game and personal preference
>>
>me make clever sewage system on gleba
>me went too far!
>>
>>540441419
ME AM PLAY GODS
>>
>>540432338
No, I mean the rails that arrive are parallel or perpendicular to the bus. Additional stations are then stacked parallel to each other, the question is just if it is better for these stacks to grow in the direction of the bus (northwards) or out to the side (east/westwards)
>>
>>540402343
Trees can grow almost anywhere, so it is for balancing.
>>
>>540444764
oh ok. so personally I have stations perpendicular to the bus, while stacking them parallel to the bus, keeping even belt distances from stations to bus. I have stations where they are needed, e.g., iron and copper before the start, plastic opposite where I manufacture red circuits, sulfur opposite blue science... imo this makes traffic control and belt connections easier. you'll just have to leave enough room that it doesn't restrict your bus becoming thiccer.

tldr: I treat the train line itself as a bus (for trains) parallel to the bus, and the stations as manufacturers, perpendicular to the bus.
>>
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Got R/G/U science at 90spm. Still have about 3 hours of research to make it to bots, so I'm probably going to have to belt in an iron patch (the semi-starter patch SE adds that was ~2m is getting more and more depleted).
Alternatively, I could try setting up core mining - the problem is the 50MW cost and my lack of nearby coal. I might just go to an oil patch and set up solid fuel into boilers, just to power a core miner. It will be annoying managing byproducts with no train network though, and I refuse to set up a train network without bots.
>>
>>540402343
>soviet republic
>resources are worthless compared to labor added value
K-kino?
I know nothing about economics or labor theory of value so this joke may or may not make any actual sense
>>
I think I'm getting a handle on the gleba sewage issue
>>
>>540452898
Don't worry it's fine communism doesn't make any actual sense.
>>
>>540450062
that's what I've been thinking. it's also the one I like more because if I left too much open space "above" the train stations, I'd palster it withs tuff sooner or later anyway.
I guess I have to undo like 5 train stations that cant grow any further up and move them to the side a few good blocks.
>>
This might be bad for the economy.
>>
>>540419162
>It ain't pretty, but I think I have a working fully automatic warehouse mall.
of course that ain't pretty, that is genuinely terrible.
You're wasthing two spaces you could use to put two inserters by putting the combinators in the middle
>>
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How do you guys set up Kovarex?
I came up with this experimental design where the U238 gets sent around the centrifuges constantly, with only a minimal input. The U235 gets sorted out by the filtering long inserters, but the splitter sends 50% of the U235 back, ensuring that there is always some left and I figure this will sooner or later saturize the U235 belt so almost 100% of the U235 will get to go to the big reactor in the sky to make happy sunshine.
I would place several of these side by side but I have a feeling it's not space efficient. Should I go with a 2x2 setup instead of 3 2x1 ?
>>
>>540458916
comrade, have discovered quantum tunnelling for trains. Will make train lines much more efficient.
>>
>>540460296
>How do you guys set up Kovarex?
couple centrifuges usually do the job
>>
>>540460469
I was more concerned about the sterical setup than the scale.
I also came up with this 2x2. The splitter keeps the U238 in circulation but siphons off half of the U235. I figured this might too quickly exhaust the U235 supply since I need 40 of those 41 to go back in.
>>
>>540460296
I use manipulators and logic circuits. Not hard and it starts to produce faster. Which is a real concern because usually start to make nuclear right before power grid death spiral.
>>
>>540460609
just let the belt run freely and use an inserter to only pick up if there's >40 235 ez
>>
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>>540460609
Shit forgot image
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>>540460703
>let the belt run freely
What does that even mean? Which belt? The inner or the outer? Separate input and output or regurgitating products onto the same belt?
>and use an inserter to only pick up if there's >40 235
I dont know how to do that
>>
>>540460804
>What does that even mean?
I don't know, I never found a use for kovarex
>I dont know how to do that
hook up belt to inserter with wire, read belt contents, > 40 u235 enabled
>>
>>540460296
with sideloading you only need one input belt
also only 1 out of every 31 U235 can be pulled off so you better better wire up those belts to ensure you don't starve the centrifuges out
if you want to be optimal you want to set up a combinator mess for each U235 input/output inserter pair to prevent loading excess U235 but that's only important if your initial processing stockpile is small and you need to get Kovarexing RIGHT NOW, otherwise it's fine to let the machines fill up
>>
what's the Good Factorio CPU right now
nothing ultra expensive
>>
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>>540461306
>>
>>540461002
>with sideloading you only need one input belt
And what does that mean? like loading from the left?
Also, why 1 out of every 31? Isnt it 41? And how do I wire up the belts? can logic gates measure how much of a thing is on a belt?
>>
>>540461306
The current X3D chips
>nothing ultra expensive
literally anything vaguely modern unless you're a megabaser
I played spage on a budget i5 from 2013 and only ever dropped below 60 ups when going for solar system edge
>>
>>540461794
maybe play the tutorials before you shit up the thread with basic-bitch questions
>>
>>540461306
My i4770 got me through my 350-hour spex save.
You'll be fine.
>>
>>540461306
if you're using chrome right now you can play factorio
>>
>>540461852
oh it's not that expensive even for the best that shows up looking for "X3D"
I was afraid it would be like thousands of dollars just for the CPU, guess I was thinking of the Threadripper (multi-core nonsense)
>>540462081
I was thinking of making a new PC because RimWorld modding eats up my 4GB of VRAM
Factorio is just the best benchmark
other heavy CPU uses are modded Minecraft and modded Stellaris
but I assume that what's good for Factorio is good for them too
>>
>>540461862
Sorry, Tutorial doesnt say what "sideloading" is.
Maybe play the tutorial yourself first.
>>
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>>540460891
>hook up belt to inserter with wire, read belt contents, > 40 u235 enabled
Like this? i also made sure to override stack size so it doesnt take 2 off the belt at once adn brings it down to 39.
I faintly remember having a much better setup much narrower and more space efficient in the past, but the savegame is gone now so I'm wondering what it was. Im sure it was 2 centrifuges feeding U235 into each other from each other until they overloaded, but then I dont know what I did. I'm sure it didnt use logic gates. or maybe it did and took out one U235 as long as there were more than 40 inside. It also eliminated all need for any kind of belt-reading.
>>
>>540463373
yeah, basically.
>>
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>>540463373
I think I recreated it.
basically, the bottom feeds in 238, the centrifuges feed each other their products to be the other one's educts. The arms activate when the respective centrifuge has more than 40 U235 in them, including the crafting recipe. So at the moment when it is done, the arm snatches one out of the educt slot
>>
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I didn't especially like Gleba during my first playthrough, but now I'm playing a challenge where I drop on a planet without any items and don't import anything before automating rocket launches, and building this unholy monstrosity from the ground up was a whole lot of fun.
>>
>>540460296
I would put priority on the splitter just to feel better, but basically yes. You could also filter uranium isotopes at the splitter and not need two inserters each.
>>
>>540464568
mmm yes, very expandable
>>
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>>540460296
Unless you need hundreds of nukes, something like this usually does the trick.
>>
>>540463373
could also set it up to read the centrifuge contents too, just so it's not waiting on the belt and the centrifuge buffer to fill up fully before it starts outputting
>>
>>540464568
bootstrapping to rocket fuel is beyond painful
once is enough for me, every future Gleba run will be importing a whole base
>>
>>540464891
Is there any advantage to this over simply using more centrifuges? I would say you save on prod modules but the speed ones are just as expensive, and the power cost is probably far higher here.
>>
How come Factorio doesn't have a Grox race that prevents you from traveling to the eye of the universe before the sun explodes.
>>
>>540465669
nta, but overall footprint as opposed to a giant line of centrifuges when all you're using it for is fuel cells. i'd assume if you're setting up kovarex with tier 2 modules and beacons you already have a couple fission reactors online and at least ok module production. you can also just upgrade it by slotting in tier 3 modules instead of adding more or having to potentially relocate your kovarex facilities due to space concerns. that being said, 12 beacons in spage is abject overkill
>>
>>540435441
Thanks. Yeah I built close to the edge. My issue was that I did early start in siberia, so old-ass cars driving over snowy dirt roads.
>>
Hey /egg/ i picked up Captain of Industry again lateky and while im somehow managing id like some help. Im cycling between no food, no coal, no fuel, no maintenance, no workers. How should I plan my stuff to avoid getting in the red, what are ratios to keep in mind? I'm just now getting to steel, i think i have 6 fields and about 65 vehicles. Im at work so i cant screenshot rn
>>
>>540465352
Like this?
>>540464159
>>
>>540460296
I shared this a few threads back. I was just getting into circuits so probably went overkill. this setup basically prevents mats touching belts until there's a surplus.
https://files.catbox.moe/ajofj6.txt
>starting up needs either a lot of waiting or manual feeding
>can increase or decrease machines, just make sure they're daisy-chained, and that the belt-side in/exserters and centrifuges are connected to the circuit network
>if changing number of machines, change the values in the constant combinator and the output belts to
(oldvalues*total new machines)÷4
>>
>>540231193
4chanX is the mark of the newfag
the xitterfag, even
all 4chanX users belong in hell
>>
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love some early game spex
>>
>>540472914
nta but it's got a handy userscript for AI generals, displays image generation metadata in-browser. Only reason I use it.
>>
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>>540474751
does it have picrel yet? it's been a decade, you'd think it'd have something like this by now
I will continue to shit on 4chanX and all it's users by association as a bloated good-for-nothin' mess otherwise
>>
>>540475437
Probably not. I don't know what watching a thread means in this context.
>>
>>540473782
impressively dense mall
join the amogus serb
>>
>>540473782
Im sorry, but what is that fabricator at the bottom left of centre doing? it's between 4 electronics fabricator, but what is its symbol? looks similar to an iron plate or maybe concrete.
>>
>>540478302
stone tablets, from space exploration
>>
>>540478302
Must be a mod that makes electronic circuits out of stone instead of iron. Electric engines are trimmed blue instead of red and efficiency module (below the player) looks weird too, so it's not vanilla.
>>
Do people use storage tanks for steam because the energy to boilers/heat exchangers might fail and so to store energy?
Also, how long can steam be stored for before it loses temperature?
>>
>>540479735
it doesn't lose temperature
and storing it isn't worth it, uranium cells are basically free
>>
I hate early SE
>>
>>540479735
steam never cools down, if you're talking about factorio
it's much better energy storage than accumulators
>>
>>540464568
Gleba is F U N
Is it weird that I don't use paving on planets other than Nauvis (and aquilo of course)? I'll happily pave over everything on nauvis but doing it on the other planets with the unique terrain just feels soulless.
>>
>>540479735
they're cheap as fuck
they're much more energy dense than accumulators (but they need the engines/turbines to use it (but you already have them for regular usage anyway))
It never decays, temperature is a vestigial mechanic (well, WAS before plasma was added, but plasma isn't really a fluid)
>>
>>540464891
>he doesn't have NPS (nukes per second) as the main goal for factory growth
>>
>>540480032
>>540480072
>>540480267
Did not know that about not cooling down and outdoing accumulators. Does that mean that I can transport steam in trains with no loss of power?
Maybe I should try that instead of powerlines that add drain on my main base. My world has very few water so I'd have to centralize it anyway
How does Plasma interact with temperature?
Also, i know that running turbines with normal boilers because at 165°C, turbines produce the same amount of energy per steam as Steam engines. Is that really the only use for the mechanic?
>>
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>heat exchanger produces 103 units of steam per second
excuse me what? What is the point of that specific number? Also, considering turbines use 60/s, why not a better number to fit?
>>
>>540480280
Funny that you should mention it.
https://files.catbox.moe/90auhw.mp4
>>
>>540480969
>instead of powerlines that add drain on my main base
huh?
>>
>>540481353
When I build outside bases for example for mining, I need to supply them with energy. Solar cant do the job, so I use power lines along the traintracks. But that means I need to scale up my own energy production at my main base AND if the lasers at those outposts fire, it draws energy from my main base. By not having powerlines, I prevent that from happening.
>>
>>540481130
That's how the thermodynamics works with those specific input and output temperatures
>>
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First Kovarex cycle begins. This is where things hopefully take off.
Always nice to see this kickstarted. Hopefully, my plan works.
>>
>>540481990
Worked as intended. One more U235 in the box, the right centrifuge is now running.
>>
>>540481990
>>540482105
Discovered a flaw and fixed it:
When the output has 4 U238 chunks, the centrifuge stops accepting more inputs because the outputs are full. So there also needs to be a inserter taking out the U238 chunks or otherwise the process will stop.
>>
>>540462524
>factorio
>benchmark
do not do this
Factorio is unique above all other games on the market right now by having any optimization at all
what works for factorio will very much NOT work for other games, because those games are shitcode top to bottom
>>
>>540481482
But if you're planning to ship steam out to your outposts you still need to produce that steam in the first place.
You're not saving any strain on your power production by changing the delivery method.
>>
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Made my first 2x2 reactor layout. I looked at other designs and figured that with the proximity bonus, I could run 12 heat exchangers per reactors and each runs 2 turbines. Any insights? Yes, I am aware that the conveyor belts arent encessary with logistics chests but for now, I want to keep that avenue open, just like the other two sides remain open for the water.
>>540484394
Im saving strain on my factory grid, not directly power production, perhaps I said that wrong.
But I also can make the power production area smaller by outsourcing steam engines.
>>
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My first "real" ship, rate pls. I play on 400% asteroids (god knows why but too late to change now) and pumps work every 2 out of 15 ticks (160 effective flow rate). I haven't decided on modules yet, probably speed and efficiency.
>>
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>>540485556
>red bullets in spess
>>
>>540480280
Legalize it
>>
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>>540485194
a 2x2 reactor will only be able to supply 83 turbines running at full blast but it's not a big deal and having your setup look nice and symmetrical is worth the inefficiency imo.
>>
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>>540485714
asteroid multiplier fucked me
>>
>>540481130
So that they'll use exactly 10 MW I guess.
>>
>>540485556
removing the outer engines will probably keep the speed the same
>>
>>540485993
more gun
>>
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>>540475437
>Threads now display the number of unique posters in a thread
>>
>>540485791
Since I learned that steam can be stored, i figured I could store excess steam. when demand is high I can use that to drive the turbines higher. If the turbines are always running at full blast, they cant be spooled up to create more energy than they already are, can they?
Im actually designing a 2x3 next, the extra performance per reactor is significant according toi my calculations. With 2x2, I have 4 reactors producing overall 1200% energy, but at 2x3, that goes up to 2000%, so two reactors more to feed and eight reactors extra performance.
>>
>>540486001
Yup, I did just that and saved on some thrusters and gained gun coverage to no speed detriment. Good advice anon.
>>
>>540486668
Space drag is the primary limiter on speed, it's never worth it to make the ship wider just to fit more engines if that's the only thing you are doing.
>>
>>540486897
ah i see, the waters of the firmament truly do a number on those who seek to leave the turtle's back
>>
>>540486451
That was fun while it lasted.
>>
Anyone play the new Stationeers update?
>>
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I think I found a design I like.
>84 turbines, none wasted
>very compact
>narrow access
>perfectly square 54x54
I dont think I could make it compacter unless I made it an unaccessible block
>>
>>540491072
or used quality turbines
>>
>>540491072
Okay but how do you expand it once you need more?
>>
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>>540476764
>I don't know what watching a thread means in this context
The watcher is just picrel
You can "bookmarks" threads, and it tells you how many unread replies a watched thread has, whether it's alive/archived/dead, and whether you got a (You).
Autowatching just meshes post filtering with thread watching: if an OP matches a filter, it adds it to the watcher. Somewhat handy for generals, extremely useful for semi-recurrent threads that may pop up at random and you'd rather not miss.
>>
>>540491407
just build another one?
>>
>>540491550
>wasting proximity bonus
>>
>>540492096
I so far havent seen design that is infinitely expandable. i know that going 2x3, 2x4, 2x5 etc. gives more bonus overall but according to my calculations, beyond 2x4, the bonus drops off pretty damn hard quickly.
>>
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When the station is so busy that 2 loading and 1 unloading tracks are sometimes not enough
>>
>>540492609
it's possible but only if you go EXTREMELY wide
>>
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>>540493034
Did you just say, wide?
>>
>>540493304
break out the triple mousepad and you'll be 1% as wide as a 2xN reactor setup
>>
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>>540492609
I've tested like 2X8 but anything more than a 2X6 you should probably just build a new one.

Heat mechanics don't work the way most people probably assume they do, and that's because they don't work well or correctly. At all. Heat pipes look for a source of heat and then reduce the amount of heat they receive from that source as a function of distance from it. Separate heat pipes from a heat source and they will not distribute heat among themselves, the part closer to the heat source will retain a higher heat than the ones further away forever.

UPS restrictions or whatever, it's just not a great system and it means that systems that generate a large amount of power will have difficulty actually properly distributing 100% of that power to the necessary amount of exchangers. The heat model was designed assuming a 2X2 reactor and there aren't great incentives to push beyond that.

Heat pipes never lose heat. Nuclear is always a lossless transfer. However if you make a 2X2 reactor and then heat pipe it's output like 500 tiles away, the exchangers will only be able to suck down a fraction of the reactor's output. The reactors will only need to generate enough power to provide that fraction, but you'll get pennies on the dollar of what a reactor of that size could generate at any given moment, assuming that at that distance the temperature can even reach over 500c.

As a general TL:DR, just keep your reactors 2X2, keep the exchangers as close as you can to the reactors and due to the new fluid systems, keep the turbines within a 5 chunk radius.
>>
>>540480969
>How does Plasma interact with temperature?
>Unlike other power generators, the heat of the plasma generated is variable and is determined by the reactor's neighbour bonus. With no bonus, the plasma generated is at 1 million °C. With a 100% bonus, the plasma generated is at 2 million °C, and so on. Different reactors in an array can generate plasma at different temperatures, with the temperatures averaging out within the plasma fluid system.
>>
>>540493304
we have to go wider
>>
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>>540494850
>>
it's not nuts to make circuits using assemblers on fulgora right? there's way more iron gears than copper cables and I want it to be as inefficient as possible to keep shit moving, as odd as that sounds
>>
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>>540467714
>>
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https://files.catbox.moe/t4j7xg.png
Slav Py base screenshot I took before leaving. I want to actually start putting lamps down on all factories, looks almost like an inverse South Korea / North Korea map.

Some good news. Most of the byproducts of meat, bones, lard, skin, blood, guts and whatever else are now on rails and should go somewhere. Some don't have massive demand like lard, but with a bit of help blood is starting to run through and thats feeding blood meal, which means Xys can be produced in some quantity which then means Anthro blood. I'm hoping this should help us when we start building out vans.

Another small win is that we are now turning shale into Nitrogen, really we have an infinite source of Kerogen so we should be fine on this. I'll also post this here just in case, but Slav is away this weekend. Might be a good idea to put off any heavy UPS pushes, just incase the server crashes.
>>
>>540495390
Just crush the resources you don't want, no point wasting copper cables by making circuits in assemblers.
>>
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>want to program inserters so they prioritize a specific item from a chest if it is in the chest
>use a decider combinator to detect that item
>go from chest to decider to inserter
>set up as "if more than one X, output signal X"
>tell inserter to set filter
>this makes it so that only when the item X is in the chest, the filter is set and the inserter grabs the item to pass it on
>but when the item isnt in the chest, the inserter is inactive and grabs no item at all
WTF? This is basically just a normal filter then, isnt it? How do I set this up properly?
Why cant I set a single decider to output several signals under different conditions? It always transmits all signals if the conditions are met and there are only and/or conditions.
>>
>>540501942
Decider with red wires at both ends to each item

Red signal:
if [priority item] = 0 then each.
Green signal
if [priority item] = 1 then [priority item]
Set filters
>>
>>540503060
Sorry I meant red and green wires at both ends. Can't do this in 1.1
>>
>>540499949
read that back to yourself
>>
>>540501942
Bro what if you used... TWO inserters?
>>
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>>540503060
>>540503183
nevermind this doesn't work the way I thought it would.
>>
>>540504040
Try a decider with pipe = 0 -> everything, and a constant combinator with pipe = 1, both wired to the inserter and the decider reading from the chest.
>>
>>540497660
Very nice image friend. I have been slacking on putting down lamps. Quite funny to take a night time lamp perspective image like this
>>
>>540504854
That's where I would go next but the riddle was a one-combinator solution and I don't think it can be done.
>>
>>540501942
decider 1: if priority item != 0 output priority item
decider 2: if priority item == 0 output everything
>>
>>540504983
Replace the constant combinator with a chest with a pipe in it, then 8^)
>>
>>540504983
Just constant combinator everything -X and prio item with +X and then set filter
>>
>>540497660
i basically stopped putting lamps on builds the moment i got NVGs, honestly
i guess i could start putting them back
>shale to nitrogen
that and one other desulfurization recipe looked super nice, but i can't remember if it also ran off kerogen or not
i'm almost wondering if it's better to run air separation for nitrogen as long as oxygen isn't in surplus, but that takes up so much space
>>
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>>540501942
>decider combinator (chest to green input, constant combinator to red input)
>if each > 0 (green) and each > 0 (red), output each (red input)
>another decider combinator (chest to red input, earlier decider combinator to green input)
>if everything = 0 (green) and each > 0 (red), output each (red input)
>selector combinator (first decider combinator to green, second to red)
>index 0
>output to whitelist for inserter
From there, you plug whatever items you wanted to prioritize into the constant combinator, using the values to set the order of priority. (1 iron, 2 copper cable, 3 steel, etc.)
>>
>>540497660
>Another small win is that we are now turning shale into Nitrogen, really we have an infinite source of Kerogen so we should be fine on this.
Are we talking about "infinite" or infinite again, because stone patches are kinda small compared to regular pyatches
>>
>>540501942
Why not just filter them into separate chests?
>>
>>540506846
Is selector really needed? Inserter will pick the first filter it gets.
>>
>>540507431
The selector allows you to manually control the priority from the constant combinator. If you don't want that, drop both of those and just plug the two deciders directly into the inserter.
>>
>>540503060
>>540505415
>>540506846
These are getting more convoluted and weird by the minute.
I tried using just one decider, 2 wire colours. How do I give a "red" signal? I can choose colours for inputs and for outputs, I can only choose the colour if it's "input count"
Also, what does "each" mean? i can only set one filter, is there some symbol that represents no filter? I tried leaving it blank and all it does is shut down the inserter as i said.
>>540507238
This might actually be the best way. It's only a loading gate at a trainstation after all.
>>
>>540508827
Oh, I found the "everything" and "anything" symbols. Okay.
>>
>>540508827
Don't worry about the wire colors, I was wrong, it doesn't work.
>What does each mean
Each is a wildcard condition that deals with every signal it receives individually. Apparently deciders can function with Each. I forgot that. They can only work with Everything or Anything wildcards.
>>
>>540508827
>This might actually be the best way
The slam dunk counter to almost every post is always "your use case?". Like in this case the problem is fun to think about conceptually but if you ever encounter it in nature you have made a mistake and should do something else instead.
>>
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>>540508827
how is mine convoluted
>>
>>540509087
It's 2 deciders, which is mroe than the previous' anon's 1 decider
>>
>>540228325
>playing without nice try train
>>
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>>540508827
>>540509365
Fine. 1 decider it is. Let X represent the item you want to prioritize.
>red from chest
>green from itself
>if each (red, green) > 0 and white signal (red, green) > 0
>or
>white signal (green) > 0 and each (red) = X (red) and each (green) = X (green) and X (red) > 0
>or
>white signal (green) > 0 and each (red, green) > 0 and X (red) = 0
>then output
>each (1), white signal (1), X (1)
When the chest has "X" item, the inserter will only be able to pick that item up.
When the chest doesn't have it, it'll technically be instructed to pick it up, but it won't have any to target, so it'll just target every other item instead.
The white signal can't be used by the inserter, so that gets skipped.
>>
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>>540515894
Easier to read.
>>
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>>540491530
nta
the tabs tells me that
so it werks just fine for me
>>
>>540515894
>>540516095
Parameterized:
0eNrdlVFPwjAQx7+KuedihAyQJfLktzCk6dZDGrd2th1IyL6714ITAXESfPFxt7v//e5/TbuBrKixskp7SDegcqMdpE8bcOpZiyLEtCgRUpCYK4m2l5syU1p4Y6FhoLTEN0j7zYwBaq+8wm19/FhzXZcZWkpgZ3QYVMZRqdGhH8n1BoMxgzWVjZPbIbWRymK+TUgYEKS3puAZLsRSkQBV7WQ5/ZNRyoXo/hdBzZV1nn+O5tdVQFoq62uKtIzbjB6KfBGGJNRK2IiawpQiv1ZaLZTHI6kH+Agg3wkILa+nP6W8fSGu0a+MfYnWWJSQzkXhkMGzRSRrva2xuaD7h08Og9/86OgEohI9Lf3upAfnGQNVixiBD1t1rLmO1X877ImF/DjsyZqOw3aAnl62of90sI+aX8/dh+u5S1ewqX1V+8MbvPOU1Zruz1p7Prem5EqTVmtlF67gwSWr/b7vV8Xv/DxTP2uaYMyKHpBgy1OfDVifJTOKtTJbv3a4Sn6SPqKjOnlDoCVF6dfX5gxeaTJ653rtQxMwd0FK1saWcfSDnUemqJruPcAMCpEhTQr9vefxxpmijtIMlgQbmwxHg0kymQzH42Q0up80zTuKWLhS
>>
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serbogus
>>
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>>540516862
I'm sure a smarter man than I can use exactly the 50 vulcanite blocks and cryonite rods that the orbital base gives you to get blue chests and cliff explosives, but he ain't me.
>>
>>540516862
EMERGENCY MEETING
>>
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>>540517105
already got one impostor out
>>
>>540517285
shoulda brought his hookshot gun
>>
>>540516394
yeah, base thread watcher functionality isn't particularly noteworthy. it's the auto-watching filter that really sells it, so I don't have to scour a board every day for the once in a blue moon thread about some obscure game that manages to make it past 5 posts
>>
>>540501942
Anon, I put a BP here for the thing you asked for: >>540516608
Come and get it.
>>
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this is a no bussy zone
>>
One match warning, we're up in about 20-30 minutes. Macro- vs micromanagement against /civ4xg/, let's give them a warm welcome after so long out of the race
https://cytube.implying.fun/c/vgleague

The friendlies are all autopilots with premade instructions so I'm not directly holding the reins, but I'll warn you right now I already made a minor mistake in the instructions so I'm sure there's plenty of other things I could have broken too :)
>>
>>540525294
I lied it was sooner than expected, only a penalty shootout then we're UP
>>
>>540228325
Well, where is it? Where is the heckin serverino?
>>
>>540527000
>>540525294
was closer than I expected
also nice trips
>>
>>540530483
>>540230470
I missed it too
>>
>>540530718
>>540230470
When I connect to the usual IP i land in pyanadons
>>
>>540531258
different port
>>
>>540527000
That was a fun match. Wish I got a screenshot of stalin lining up the bomb kick
>>
>>540530507
>>540527000
Fun game, good to see them back.
I made a promise elsewhere to try and figure out how to make a Workers & Resources player if Stalin scored on us, so ideas for their name and appearance are welcome!
>>
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I'm trying my best.
>>
>>540533128
not sure you really wanna go that hard on the regular mining drills that early
>>
>>540533128
do yourself a favor and mail yourself 5000 electric motors.
>>
>>540533417
>>540533439
The ship I came in got absolutely obliterated so I'm stuck here and my Nauvis sucks cock so I can't even make a better one faster than I can whip up a base in here
>>
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>>540533905
the good news is, no biters
the bad news is that you're going to have to automate all the way up to fucking electric motors using whatever lint you have in your fucking pockets
>>
>>540533905
this is why you should do no drugs. they make you leave nauvis early and in shit state. get some help
>>
>scrape together a few thousand space science
>make it off muluna
>production then power immediately dies
>not enough for kovarex because I researched prod 2 modules
>refining backed up eight hours ago and I didn't notice so no kovarex ready anyway
>probably wouldn't have had these problems if I just used solar on muluna to begin with
I keep getting punished for building too small and I hate it
>>
>>540531258
>>540531430
Yeah just try all of them.
>>
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guys, I don't want to alarm you, but I think there is an impostor amogus
>>
>>540538732
I saw the iron ore train venting.
>>
I kinda miss 1.0 rails, they were more compact
I'd like those plus el rails
>>
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>>540539072
>they were more compact
eh, only if you're a dipshit train specialist obsessed with space optimization like me. New rails would be more compact if you were allowed to put train signals on top of rails that are next to rails. For the average user the additional flexibility is going to be worth it.
>>
Noticed that Mars First logistics hit 1.0
How good it is compared to stuff like Stormworks and KSP1 vehicles?
>>
>reconfiguring stuff on gleba
>forgot that I picked up a few trays of eggs
luckily was still standing in the high-security area, but what a scare
>>
>>540534095
Getting enough uranium for portable reactor and 1 uranium missile shipment to vulcanus to kek worms instantly is the best time to get out asap though
>>
>>540531734
Last thing, forgot to say: that was the only match this weekend, the other two are on the 4th and 5th October. They're both gacha, so uh... care if you want to I guess
>>
Offshore pump (No Power)
>>
>>540516862
>username lily
>pink name
On brand for a slavserb
>>
>>540467714
coal is your number one friend until nuclear. try to find a coal mine on the map so you can bring in shipments of coal, or do contracts. stay ahead of power needs. Also make sure your oil supply is enough.
once you have power, you can desalinate water for farms.
contracts in general are OP as fuck and are the true redpilled endgame. You can get infinite iron ore just by making Vehicle Parts 2, which is done in the first hour of gameplay.
look closely at your farms average output and see if it matches the food factories needs. check the food needs too to see if your factories can keep up.

Running out of oil or coal is the number one cause of death, second is running out of maintenance because you aren't mining enough ores, so always make sure you plan to the next ore patch or set up contracts like I said
>>
bros how do offshore pumps work without power
>>
>>540555181
sheer force of will
>>
>>540555181
you crank it once and then siphon action works it for you for the rest of time
>>
>>540555181
We discovered perpetual motion machines but only once and we used to to create a pump that works forever with no outside interference.
>>
>>540555426
hot
>>540555504
>perpetual pumping machine
is this the conclusion of inceldom
>>
>>540555504
If we could move water without boiling it first we wouldn't fucking be here.
>>
>>540555181
>install wind turbine mod
>install pumps need power mod
>>
>>540556553
honestly it'd be enough to have to manually crank it just to get boilers running to power it.
>>
>>540556553
AAI industry, a required pack-in for Spexploration, adds burner generators that don't need water but are inefficient, and then also make off-shore pumps require power. I imagine a lot of people are bumping into this for the first time right about now.

It's important to put a solar panel or two and a few accumulators in a dedicated separate electrical network just for the pumps to a nuclear plant.
>>
Easily the biggest upgrade to a playthrough, bar none.
Next step is probably start getting core mining up (once power stabilizes from playing a hundred roboports), and also get a rail system up. One core mining fissure is near enough to my smelting lines that I can start there, using priority splitters to feed my lines first, and just landfill the rest (and most importantly, start collecting the red gatorade to get casting set up as soon as I unlock it).
>>
>>540467714
take it slow. build things in phases and wait for everything to stabilize, build more housing if you need more people, and make sure they have food and the other stuff they want/need.
but overall, take it slow.
>>
>>
>>540558256
solar flare shield?
>>
>>540558256
Some people hate CMEs, but I love the concept. It's also the best way to make pumps requiring power matter - if you use all of your power and blackout your system, you're actually stuck in a death spiral if you weren't careful.
>>
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>>540558524
YOU HAVE 36 REAL WORLD HOURS TO GENERATE 40 GIGAJOULES OF POWER AT A PEAK DRAW OF 2.1 GIGAWATTS OR I MIGHT DESTROY A COUPLE OF YOUR BUILDINGS IF YOU'RE UNLUCKY.
>>
FLARES?!
>>
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>>540556447
>>
>>540559595
>the warp core noise is just a tea kettle whistle
>>
>>540495390
Why? Use EMP to make intermediates for Q3 personal equipment or modules. Scrap LDS for copper and plastic.
>>
>finally have gleba running
time to work towards building silos
>>
>everyone from murrica to yurop have healthy sleep schedules
>gooks, snowniggers and roos sleep to match the western hemisphere
>>
https://mods.factorio.com/mod/PipeVisualizer-Updated
what's the purpose of a mod that's already in the main game
>>
>>540572925
>snowniggers
Sweden/Norway?
>>
>>540555181
https://www.youtube.com/watch?v=t5WoHi7Oyiw
>>
>>540573036
brighter colors I guess
>>
>>540572925
there's at least one burger here with a shit sleep schedule
>>
>>540573264
there's at least two
>>
>>540572925
As an aussie, all my american friends are asleep when I'm awake and I'm a retarded neet so I don't have to do anything during the day :(
>>
>robots don't place buildings according to FIFO
>or LIFO
>or even just want's closest to their roboport or provider chest
>they place them AT FUCKING RANDOM
WUUUUUUUUUUUBE
>>
>>540557870
I use to take it too slow and waste my supplies on maintenance fuel and food...
>>540551592
I'll see what contracts i can get. Took me way more than 1h to get to vehicle parts 2 tho. But i'll manage. Ive been close to death a few times, have to micromanage my coal mine to make sure they dont dig just stones too... Thanks for the tips
>>
>>540576025
what does FIFA say
>>
>>540573075
That's nordcucks, comrade.
He means us Russians.
>>
>>540577726
>us
my condolences
>>
I've heard bad things about trains in CoI what am I in for?
>>
>>540576025
are you sure it's not based on combined distance to provider chests and then to build site?

speaking of, how do yous deal with returning buildings via personal logistics? I just have buffers as the provide chest and set requests for 5 million of the items, but I know it's not ideal.
>>
>>540579251
>are you sure it's not based on combined distance to provider chests and then to build site?
yeah I built a really long set of belts from my new iron mine to the smelting stack and they were placing belts at random along the entire length
>speaking of, how do yous deal with returning buildings via personal logistics? I just have buffers as the provide chest and set requests for 5 million of the items, but I know it's not ideal.
I set up a requester for literally every item to inject it into whatever production line is using it, unless it's an end product in which case I do what you're doing with buffers
>>
>>540577894
My mom was born in Kharkov, it could've been so much worse.
>>
>>540579938
>it could've been so much worse.
short of being israeli, I genuinely don't know how. Russians live with the lifelong shame of being russian, not even death can wash that off.
>>
>>540580717
What ever should we be ashamed of, comrade?
>even in death, I still squat
>>
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>>540581112
2 thousand character limit
>>
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Oi oi oi. The politics board is 15 doors down. Quit being elves.
>>
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>>540581323
(this kind specifically)
>>
>>540581415
what if we fucked the elves
>>
Do idle games qualify as /egg/s if they require you to build a factory or set up production chains?
Finished Immortality Factory recently. It's somewhat idle-like, but ultimately doesn't scale to 1e100 and such numbers, it seems.
Built production clusters there anyway, it's a habit at this point. I blame Factorio.

>>540581157
Unity- I mean, Yotsuba, not us!
>pic
And you are the punchline.
>>
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>>540582116
If you fuck your enemy, they win.
>>
>>540582521
>Do idle games qualify as /egg/s
how dumb do you have to be to think that
>>
>>540582521
Idle games go to /indie/
>>
>>540579496
>placing belts at random
on my 1000+ construction bot networks, when I build long belts, they come in hypnotic waves and lay them in stretches, but I have noticed bp building tends to be random.
>requester
I just use filtered storage chests for injecting mats back, else it'll draw from the provider chests I set up for them, and other requester chests.
>>
>>540582521
as long as you have to implement a persistent novel solution it's egg to me
>>
>>540583139
>if they require you to build a factory or set up production chains?
I don't know, how dumb do you have be to lack reading comprehension?
>>
>>540576025
it's better that way
>>
>>540579154
kino
>>
>>540555181
It skims off the hotter top layer of water to drive the internal mechanisms. This is also why it outputs water at 15 degrees even though nauvis receives 6000+ kW per square meter - the boiling part is filtered out.
>>
So if nuclear power creates a clean, efficient, closed system of energy creation, why are we still on fossil fuels?
>>
>>540585931
he must be a limbus company player
>>540588619
Because the people selling the fossil fuels are in bed with your governments and making propaganda that tells the average fuckwit (the everyday man and woman) that nuclear is dangerous and bad.
>>
>>540588619
how would that help the boomers and gen X though?
>>
>>540588619
because fossil fuel is owned by old money and they'd rather promote mass unnecessary abortions using OOOOOH RADIATION SCARY than move their money into new technology
>>
>>540585921
I checked a video and, at a glance, it looked like it was more idle game than automation, there didn't appear to be any restrictions regarding placement or connection.
>>
>>540589228
isn't nuclear also cheaper on the consumer end?
>>
>>540589306
and? that just means boomers will have to bother finding an alternative way to extracting that wealth from young people
>>
anons I think we can all agree that the "rules" of supply and demand no longer apply; the only rule is that everything gets more expensive no matter what.
>>
when im king I'll reverse that
>>
>>540591343
inflation is already a rule, it correlates with growth, and growth happens because it has to, because the population keeps increasing
>>
>>540588619
Too expensive, but if you are offering competitive price I'm buying.
>>
>>540591483
then, the solution really is simple
billions must die
>>
>>540591537
or not be born, that's also an option
remember the goal is to decrease misery, and genocide seems counter productive to that end
>>
>>540559254
>GIGAJOULES OF POWER
energy*
watts are units of power
joules are units of energy
>>
>>540591343
money itself isn't exempt from supply and demand
also every person creates demand, but only some people create supply, a substantial portion of world's productive output is used up to supply care for old people, which if you are not an old person, you have no use for
>>
>>540593017
gigajoules of power hours
>>
>>540593017
Niggawatt of joules/hour
>>
>>540593017
THIRTEEN MEGATESLAS
>>
>>540593017
21 NIGGAWATS
>>
>>540582116
>>540582767
>"you WILL put your furnaces in the forests"
>"you WILL put efficiency modules in your assemblers"
>"you WILL make solar farms in open, unused spaces"
>"you WILL make your steam engines into a backup power source"
The only escape is space.
>>
>>540598305
You WILL use green modules in everything on your platform to avoid needing acres of solar panels.
>>
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>>540593017
oh boy if that bothers you, check this shit out.
>>
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>>540582767
She looks like a cross between Lyfa and Elf archer. Either way I really want to head patan elf while tucking her in for the night.

Question for the /egg/. Whats the best handheld for Factorio? It appears to me that a Steam deck would be the best option but would like some opinions if people have any.
>>
>>540598305
https://www.youtube.com/watch?v=g1Sq1Nr58hM
>>
>>540599965
fucking lmao
>>
>https://forums.factorio.com/viewtopic.php?t=121429
>laser turrets have a secret max power draw that isn't explained but is way higher than the tooltip indicates
well that explains why my space platform keeps flashing red
>>
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:3
>>
>>540602704
wait until you learn about inserter power draw... TL:DR it peaks at listed but is generally about half listed overall
>>
You're talking about offshore pumps being perpetual motion machines that don't need a power source but we still ignoring the fact that you have entire planets absolutely covered in a massive network of conveyor belts that run on thoughts and prayers?
>>
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>>540605331
The electrical infrastructure we're offered is just too restrictive too allow for full coverage of all belts.

In order to have powered belts each belt should need an "anchor point" which can convey power along itself for any number of tiles so long as it remains connected. Splitters should cost more, obviously, undergrounds down would cost less but undergrounds up would cost more with an overall higher cost for them to exist.

Generally I'd say it's just a UPS cost saver to not implement a system like this as it would need to apply to literally hundreds of thousands of entities that are already running inventory checks.
>>
>>540599965
I'm not even mad
this is a level of retardation that is actually impressive
>>
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>>540605626
Cute loli.

I'm glad belts are magic, early game would be handfeeding cancer otherwise.
>>
>>540605331
>>540605626
In practice belts are practically 100% of the time connected to a power pole on both ends; just imagine the power they use is really small.
>>
>>540605331
Obviously the inserters push them along as they deposit items on them.
>>
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>>540605331
where are the power Poles?
>>
>>540606332
in power Poland
>>
>>540606240
What about when miners put stuff on them?

Also are there any other way to get items onto / off of a belt? I can't think of any off the top of my head.
>>
>>540606443
recyclers also dump shit like miners do
manually throwing it onto a belt with [z]
>>
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>>540606332
>>
>>540582521
Factory Idle is pretty close, but it's such a bastard with forced wait times and lack of cost scale balancing for a game that doesn't keep running when you don't have it open.
And no, the shitty consolation prize you get of a miniscule fraction of the equivalent of the time away does not make up for it.
>>
>>540607125
Since we're on the subject of idle games…
https://www.kongregate.com/games/cael/reactor-redux
Oldie but a goodie. This is the sort of shit I want when games give me reactors to fiddle with.
>sandbox-ey approach of just giving parts and letting you figure stuff out
>free building, figuring adjacency modifiers, both positive and negative, rests solely on you
>multiple ways to solve problems
>some of the ways branch, intersect and crisscross
>upgrades can radically change how you design stuff
>upgrades are limited, so you have to pick what approach to focus on
muh dik albeit it has some rather cancerous microtransaction, which is kinda fitting for a game about reactors, though
>>
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>>540588619
Environmentalists got tricked by the oil lobby to fight against nuclear energy.
>>
>drink refreshing boiled water
>>
>>540613357
I do agree with the message shown
Greenpeace should be shut down
>>
>>540613562
kek
>>
>>540613426
how did you get the power needed to boil that water?
>>
>>540608068
i reached early plutonium and it's just kinda
i'm sitting here waiting for cash to upgrade capacitors because i'm hard limited on power exports, and the only way to get better exporting is... more cash
>>
>>540588619
because the population consists of goyim, not people
>>
>>540593017
what's the difference? energy is power
>>
Wish I had read a guide on vulcanus before going there so I would have brought all the materials needed for a foundry beforehand. I have no idea what sort of retard drugs wube were taking when they thought anyone would enjoy running around manually mining fucking rocks for hours just to get the startup materials.
>>
>>540616017
Your platform deliveries?
>>
>>540616017
>manually mining fucking rocks for hours
Sis your construction bots and personal roboport?
>>
>>540616017
Happened to me the first time I played SA. But it didn't take more than one or two hours to bootstrap a foundry to make more foundries. Once you get three or so it's smooth sailing.
Getting a base that can deliver any material back in Nauvis really pays off.
>>
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>>540614963
From human minds who have designed the rearrangement of some parts within our universe's energy workflow. Meaning from the conceptual realm, as long as the transfer mechanism between physical energy and conceptual energy remains unidentified i cannot accurately answer your question.
>>
>>540616148
I have one platform that I used to get there before setting up a robot network. I am not taking ym spaceship back to Nauvis just to get this shit and then fly back. I went in with the mindset of starting from the ground up with only the help of some solar panels and electric furnaces to boost me but I didn't expect they would have designed the startup to be such absolute cancer.
>>
>>540613357
>coal plant steam tower
>radiation
they got cabbage for brain matter
actually no, at this point, they're paid ops and cult sheep
>>
>>540616635
but coal plants put out more radiation than nuclear ones
>>
>>540615438
Do remember that when you manually vent heat or sell power, you double the respective throughput.
>cooling H/Es with coolant cells
Comrade, I…
Heat exchangers fill to a % of their own filled capacity. You can use heat in/outlet as buffer, they got great capacity.
Don't fear the reactor heat — it's your biggest buffer, with as many access points as you have heat outlets, and dissipates heat on it's own too, albeit slowly.
You'll need outlets anyway as the waste heat grows, especially with quad cells. Consider slapping multiple quad cells for a while before you jump fuel tiers.
Always go for adjacency bonus, it's like having a free fuel cell, and lets you match next tier's output with lower tier stuff, even if you have to use quad cells.
>>
>>540616635
And the ironic part: doesn't coal power plants release more radioactive particles than nuclear power plants? So they're protesting against nuclear power, on the wrong power station, while their actions will lead to more radiation being released.
Such clownery.
>>
>>540616876
>manually vent
yeah i know but holding the button for a minute at a time sucks
>coolant cells
they're great actually
half the throughput of a vent 2 at like a tenth of the cost and no need to think about reactor heat
>biggest buffer
actually that's my network of heat exchangers
>free fuel cells
they're cheap as shit anyway
>>
>>540588619
CHERNOBYL BAD, 20,000,000,000 DEAD, SHUT DOWN NUCLEAR LEAVING NO OTHER ALTERNATIVES -person who thinks they are protecting nature because oil industry founded paranoia convinced them
>>
>>540591502
Its less expansive after ~10 years and that is with current production and construction rates compared to mass adoption that fossils have.
>>
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>>540588619
No one invests in anything that doesn't make a quarterly gain. Investing in a steady, reliable profit is stupid and gay.
>>
>>540617932
>yeah i know but holding the button for a minute at a time sucks
Then you need more capacity. Power wasted is money missed.
>that's my network of heat exchangers
They fluctuate like motherfuckers and are liable to blow up on you at any moment.
Don't ever have something with capacity touch more than one exchanger, it'll flicker like crazy.
They also generate waste heat too. Those early ones don't, but next tiers will, and you will have to deal with it.
H/Es fill to own % filled, and outlets, and especially inlets, have crazy capacity.
Best buffer, hands down, second only to plated reactor itself.
>>
>>540619217
>Then you need more capacity. Power wasted is money missed.
yes
that's my bitch in the original post
>>
>>540618803
>Investing in a steady, reliable profit is stupid and gay
Hey, you've got inflation to thank for that. Isn't fiat amazing?
>>
>>540616017
>I have no idea what sort of retard drugs wube were taking when they thought anyone would enjoy running around manually mining fucking rocks for hours just to get the startup materials.
They were thinking no one would be retarded enough to forget to bring materials for a base or at least a rocket silo.
>>
>>540619689
They foresaw that, every planet except Aquilo can be completed from zero (good luck on Gleba though).
>>
>>540619646
>inflation
That's not what you call rich cunts stealing your money's value.
>>
>>540619689
that's how I did my first run, I imagine a few people did each new planet with no backup
and I went to gleba first because I heard it was awful, and now it's my favourite planet
>>
>>540620467
But that's exactly how you call it?
>>
>>540619646
Inflation helps nuclear massively because it makes the debt from the initial investment go away faster and the power plant once build isn't really reliant on input prices, it just makes steady money since electricity is always wort the same (one kwh is worth one kwh) no matter how bad the inflation gets. Nuclear would be even less viable with no inflation or god forbid deflation
>>
>>540621945
yeah but it doesn't make your line go up on a specific quarterly so investors will FUD it.
>>
>>540622195
I know you have some kind of disability but that doesn't relate to my post what so ever, with bigger inflation nuclear would be more viable, not less because it would make the line go up more not less.
>>
>>540622329
All that matters is that the stock price go up so that investors give us money rather than taking their money back. We can keep our profits going up forever.
>>
>>540621945
>it makes the debt from the initial investment go away faster
In a fantasy land where loans don't have interest I suppose
>>
>>540622651
In the real world where loans have interest and interest is not tied to inflation. Are you so economically illiterate that you do not understand how inflation erodes debt away?
>>
>>540623057
In the real world nobody is going to fund a nuclear reactor on the terms that would lose them money over time, inflation or not. That's just not how investment works. You must be thinking of charity or student debt or something where such things are allowed because at some point even bankers have to realize that robbing the penniless is a pointless venture.
>>
>>540623835
Banks give loans for money, this is profitable for the banks, again this has nothing to do with my post and you are still wrong.
>>
>>540623835
>terms
Terms that have included "every possible measure" and continually changed through the years to bankrupt every construction project
https://www.youtube.com/watch?v=cxDd3Whl_9s
>>
>>540608068
the only fun idle gayme I've played is antimatter dimensions
>>
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>/egg/man
>against nuke
>>
>>540626596
That looks like the same brand of ass as 'Kittens' and Candybox
Ponder the Orb of Creation instead.
>>
>>540627845
Nevermind, it's somehow even worse.
>>
>>540623057
>and interest is not tied to inflation
It is. Bonds have to be refreshed or the business is forced to refinance. It's why slowing investment (usually caused by treasuries eating up investor funds) can hurt large chains.
>>
>/egg/ - Exponential Growth Games
>>
>>540630857
They are only tangentially related trough that mechanism, it again does nothing against the core point and OP is still wrong. If you have a loan and biden turns on the printer then that's good for you even if you have to finance later again with potentially higher interest rate.
>>
>>540627007
Uncontained explosions are wasted energy.
>>
>>540631198
Gambling on an inflation spike to clear some of your debt for you is not really a viable plan unless you know exactly when it's going to happen, mr. speculator.
>>
>>540631206
who said it wouldn't be contained
>>
>>540604006
that's how I normally handle fulgora, just get science and forget about it
I'm actually trying this time, and it's miserable
>>
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>>540631904
>>
anons, is Mars First Logistics any good?..
( have over 1000h in ksp and storworks, and looking for similar kind of game )
>>
>>540631806
Again that has nothing to do with my post, please stop being retarded.
>>
>>540632523
I've been playing it since yesterday, it's cash. You don't have that many parts at the start, focus on doing missions for them
>>
how goes the day, fellow engineers?
>>
>>540631198
>If you have a loan and biden turns on the printer then that's good for you even if you have to finance later again with potentially higher interest rate.
Business loans' interest rates aren't equal to the overall inflation rate. They're directly subject to the bond market, the business' prospects, and investor appetite. Inflation only changes the environment for this market and the behaviors of investors.
It's entirely possible that treasuries go to 7% again and stay there before a bond rollover, leading to your business loan interest rate hitting numbers like 15-20%.
Nuclear has an advantage in that no one really stops using electricity just because their currency weakened, but the business itself has operating expenses and a need to have a net profit, finances included. The whole project may go under if the financial market changes pace before the thing has paid itself off.
>>
>>540632224
s'cool
>>
>>540633370
Again has nothing to do with my post.
>>
>>540630936
it's more of a decline than growth.
>>
>>540633637
Right, you're either trolling, or blissfully unaware of how businesses are funded.
>>
engineers do not have good business sense...
>>
>>540634252
I take it you've never met a financial engineer
>>
>>540632653
thank you for your feedback anon!
is there any meaningful "goal" is SP you can work towards to? stormworks has no goals at all, so building vehicles for the sakes of it got old at some point
>>
>>540632654
I made a super cool, 1-combinator solution to a generic problem, and I'm pretty sure no one noticed.
It will have to be my own hidden technique from now on.
>>
>>540634331
that's a thing?
>>
>>540634839
I noticed, then I filed a patent and already got a 5bil offer from nvidia for it, sucka
>>
>>540589535
GRIM
>>
>>540634969
Yes, 6 gorillion of them even got gassed once upon a time, and now they won't shut up about it.
>>
>>540635431
kek i understand now
>>
>>540606723
>lube tube
EARENDEEEEEEL!!!
>>
>>540635429
very grim that we stick to antiquated means for energy when the future of energy was proven decades ago.
>>
We're not going to engineer our way out of this mess, or could we?
>>
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I always forget that inserters have wifi to the current logistic network. really trivializes unpacking rocket segments.
>>
>>540635317
share your wealth with your engineer bros
>>
>>540588619
>>540588817
>Because the people selling the fossil fuels are in bed with your governments and making propaganda that tells the average fuckwit (the everyday man and woman) that nuclear is dangerous and bad.
It's more than this.

The environmental lobby's power relies on people's belief that there are no technological solutions, only political solutions. Anything that seriously reduces emissions (ie not micro-optimizations) without giving them more power is an opportunity cost. The micro-optimizations that do pass don't have any meaningful effect on emissions and just make everything more expensive for poor people.

The reason governments don't view nuclear as a solution to energy costs and emissions is because both the oil lobby AND the environmental lobby stand to lose. If it was just one of those factions losing then it would be a debated/controversial/partisan/etc issue and most countries would have at least one mainstream party that was pro-nuclear. You local woke left party would be pro-nuclear if it only hurt the oil lobby and your local boomercon party would be pro-nuclear if it only hurt the environmental lobby, but because it hurts both lobbies you don't get any parties running on this platform.
>>
rip sex serb
>>
>>540639984
I already hate lobbyists, but apparently not enough
>>
>>540640007
whuh happen
>>
>>540640163
liquid went to mariel
i pinged the ruin on the planet and he went in
he died
then he suicided in nav orbit
few minutes later server crashed with an infinite recursion in player teleport_to_surface
>>
>>540640434
cannot believe earandel did this
>>
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>>540632654
Implementing A* pathfinding for the maze game in drone farmer
>>
>>540640159
something needs to happen to them in minecraft.
>>
>>540632224
contain the nuke with the environment:
nuke the forest to make some space
nuke the oil/gas deposit for mega fracking
nuke mountains to create path
>>
>>540641501
>nuke the forest
:elfshock:
>>
>>540641501
nuke the cities too.
>>
>>540640007
Something tells me you are not supposed to be able to remote view the inside of a pyramid.
>>
>>540642036
huh?
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maybe there is a silver lining
it could rollback to before you died
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>>540640007
if all goes well i'll be home in about 16 hours
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>>540642417
I pinged the inside of the pyramid after I died. After after a few minutes I reviewed the ping and manuevered the camera to the exit, which caused me to be ripped out of map view and placed outside of the pyramid on Mariel, despite the fact I had respawned on Nauvis. I tried to do it again and the server crashed, presumably because the game tried to teleport me to a surface I was already on.
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>>540641793
nukinate all the peoples.
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so i wanted to do a train requester/provider as in the provider turns on only when there is a request. ive spent lie 10 hours doing circuit black magic, probably more, and i have no results. im gonna kms
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>>540643943
Train stops have a 'trains heading here' signal. That's the lynchpin of such a system.
You hook up your providers to publish number of full train hauls available.
You hook up your requesters to publish number of full train hauls left unfulfilled.

Then you need to realize: each train already heading to a requester station, as well as each train already heading to a provider station (because after pick-up it will start heading to a requester) already represents a train load that will be fulfilled.

So you can subtract those from the number of unfulfilled train hauls in the system.
And once that modified number hits zero, you can close off the train limit to all provider stations.


This is open to the 'stampeding herd' problem, but that can be mitigated via a simple trick:

all your train schedules should have 'go to depot and wait N seconds' as their only fixed stop. Everything else should be handled via interrupts. Because interrupts are ONLY polled when a train attempts to leave a stop, this effectively means trains will poll their interrupts every N seconds. As it's extremely unlikely to have more than 2 or 3 trains that arrived at depot stops within a few ticks, and the necessary signal propagations to open/close stops can all compute in ~5 ticks worth, this means you deftly avoid the stampeding herd.
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>>540634416
In MFL you're tasked with delivering things across martian terrain, so the goal is to have enough money/parts to build EPVs capable of regular use, as far as I can tell. Once you start doing some main missions the side missions start giving you a bunch of money.
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Yeah... that makes sense...
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So anyway, this is how you void items in space exploration
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>>540648743
thats how you void items in base game. you new?
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>>540649057
This is fully automated using delivery cannons. You can't automate artillery to shoot specific things in base game.
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>>540647259
baka
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>>540643943
what are the advantages of going fully on-demand-delivery, compared to setting train limits and having full trains wait at the pickup stations?
i can think of several disadvantages and no benefits
>you need depots
>trains crowd around the depots
>higher latency
>lodsa items in chests, so if you ever need to move/deconstruct something it'll cause pain
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>>540650050
The main reason is if you have small quantities of many different items. It's not a use case that happens in vanilla, but some mods end up like that (especially if you're in space in SE).
I still think dedicated trains are cooler, but it is a use case.
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>>540650050
the reason i wanted it is gleba and spoilage. i didnt want trains to be sitting at provider stations waiting for requester to turn on. my providers have river like buffers so the train gets always fresh products but i cant control how long it stays at the station
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It's over, SeXbros...
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I can't believe host died in the special military operation, now I'll never have sex
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Personally, I think it's based how Earendel doesn't like Quality. He's just like me.
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have space exploration
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is there a mod that slows the walking animation and sfx the more exoskeletons you have on?
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>>540654215
Those 9 ranks of modules are pretty much whatever quality is supposed to be, except its way better and actually makes sense as the recipes become more complex instead of requiring the same shit plus lottery
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>>540657316
uheh?
https://www.youtube.com/watch?v=ZATspm_d168 ?
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>>540650992
you don't use trains on gleba
how the fuck is your gleba base big enough you'd even consider trains
you have green belts you fuck why do you need trains ON GLEBA?
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>>540659462
the two farming biomes aren't always next to each other, and the space you can build on without landfill is never near the farming biomes
do you run huge belts back and forth to the agri towers?
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>>540659462
Ofc you do trains on gleba, thats actually the fun part to programm the fruit harvesters to harvest fruits only when train arrives, to make it as efficient as possible
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>>540659462
The UPS autism guy also made a 4m SPM megabase, and iirc gleba was the primary place he used trains.
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>>540659192
christ that guy is running fast
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>>540641501
>Nuke mountains
Thanks Kim Jong Un
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>>540660792
>>540660792
>>540660792
New Thread
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>>540659192
I've met this reaction before, is it so hard to grasp that with stronger legs, faster strides become less efficient, and instead we would adopt longer, leaping steps?
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>>540648743
Yeah but voiding in space exploration is something you meet really quickly with insane quantities of coal



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