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File: sex.jpg (156 KB, 816x769)
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Metallic Groan Edition
Previous thread: >>541214529

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
>Timberborn
>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 theyโ€™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.
>>
second
>>
what should I take to the canary to avoid getting stuck there
>>
SEX < SPAGE
>>
>>541658359
Sex with Spage mechanics > Sex
>>
>Anything less than 200 elec furnaces constantly on is far too slow if you want to leave nauvis quickly
Point taken. I'm just going to send a shipment of copper wire and make steel for platforms in space and in ground at least it's so damned slow otherwise
>>
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Just finished a space science before purple/yellow and clean hands achievement run.
Earlygame, assembler 2 and red belts Factorio is BAD, holy shit.
>Every red and blue circuit has to be BIRTHED
>Every piece of steel has to be WRUNG out
>Every drop of oil is precious
>Everything is slow
>Everything sucks
>Have to fit into 60 MWs of power, 80 steam engines worth.
>Spaceship building takes forever
The solution, obviously, is to expand and make factory grow, but this is a no biter nests run, so that wasn't an option.
No wonder my main save was Fulgora first - free circuits, free low density structures, free rocket fuel, no biters. Sounds like paradise at that point in time.
>>
https://www.youtube.com/watch?v=dL2FWc29fC0
>>
Dosh's critique of SEx still holds true, btw
https://www.youtube.com/watch?v=yZEt5oKoTI4
>>
SEX with machines.
>>
which combat robot capsule would provide the best SEx
>>
>>541658359
I enjoy sex, but prefer Space Age
>>
Earendel was a mistake and Factorio will never recover.
>>
>Changing base game recipes
>Spit out so much junk you have to void it
>No proper voiding method until multiple techs away from when you encounter it
>Just chock it in a big container blow it up and repeat because what else are you going to do
>>
I know nothing about how to use combinators or circuitry and I've just started a Voidblock run with minimal optionals with a few QoL mods like squeeze through. Will I be okay?
>>
sex with cats
>>
>>>/vg/kspg
>>
>>541639235
What I love about this game is how there are multiple solutions to each puzzle and how you can improve your solutions with each try by making them faster, cheaper, and more compact
>>
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Holy shit this is ridiculous lol. Its not even constrained to a specific planet. I guess its balanced by not being an EM Plant but still.
>>
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it is finished
>>
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>>541660653
>Dosh's critique of SEx still holds true, btw
It's almost like there hasn't been an actual update for the mod since then.
>>
>Amazing resource proximity far south of my starting base
>It's completely riddled with bugs
Do I just rush tank and go claim it?
>>
>>541666326
It's a really b/egg/inner friendly game, no limits on the main puzzles. But maxxing speed is where the game shines honestly, I tried keeping a balance between all but speed is where it gets the most fun.
>>541667820
Stationeers? Looks cool, nice work.
>>
>>541662304
>ruins the DLC just to make his mod seem good in comparison
you don't hate the furry enough
>>
>>541669265
Car and grenades can also do a fair amount of damage, especially at low evo factor.
>>
>>541666326
How convenient, that's exactly what I love about every /egg/ game ever.
except spage
>>
>>541657535
good thread
>>
>>541669283
Empyrion, thanks
>>
chains in rails out chains in rails out chains in rails out..
>>
>>541672656
>forgot to add rails in
>train can't physically enter the block
gee thanks egg
>>
>>541658359
True, yes. I am looking forward to seeing if earendel actually does something interesting with 0.8's development.
>>
I wish this shit was about as popular as an unpopular gachashit general nothing in half an hour
>>
>>541675594
I wish you'd leave
>>
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The 20 stone per single unit of landmass is pretty sadistic but so far I quite like this pack. Far less tedious than Py and much more comprehensive than Cube.
>>
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top is serb, literally unplayable
bottom is serb save loaded locally
>>
>>541677906
thats u homie I get a 60/60
>>
I've officially run out of mainline Dosh videos to watch after blowing through all his factorio stuff and his more indie stuff like Marrow. God I wish I could find more people like him and Marsh.
>>
>>541678618
its his shitty internet
can barely even get 600kBps downloading the map
>>
>>541678805
that's on purpose the download speed is capped
>>
>>541677889
>literally just started voidblock
>Far less tedious than Py and much more comprehensive than Cube.
Do you have a loicense for opinions that dumb
>>
>>541679069
Pyblock was unironically so fucking boring waiting for a single unit of coal to fuel my boiler 1% because all the rest of it was being eaten by iron makers. I have some patience but not that much.
>>
Quite sloppy (I didn't make my utility science build super expandable), but I have both utility and prod running at ~90spm. My nauvis base is struggling now, but prod should give me enough tools to rebuild while I chug through the researches.
>>
>>541679405
>Pyblock
full retard.
>>
>>541669598
>>541669283
The solutions look nice to watch
>>
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>>541581795
>>
>>541681214
cum on step it up
gotta go fast

btw airship fuel is the best puzzle in the game
trying to get max cycles on it is crazy because it has three atoms of input and the output is four atoms
>>
>>541682669
that looks good, I never considered putting more than one version of the same glyph, and using arms on tracks to stop the atoms from bumping into each other is smart
>>
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>>541677906
>auto-save countdown timer
what mod
>>
I just noticed I minor improvement I can make to that solution

>>541682880
>using arms on tracks to stop the atoms from bumping into each other
That seems like a weird way to think about it. I just use tracks when I need a movement that a rotating arm can't do. Also I rarely use extending arms because an arm on a track is cheaper and can usually do what you wanted to do with the extending arm.
cycles > cost > area
at least for me
>>
>>541683770
not a mod, it's just one of the built in debug displays
>>
>>541683770
base
>>
>>541682620
Beginner bases have a charm to it. You're doing well, remember that if you need more resources, just make more (it sounds silly but it's an actual mental block people have).
>>
>>
>>541684991
Yo what the hell, that's actually really good, even better than mine >>541684034
Are you the same anon that just started playing?
>>
>>541682620
less stupid than I expected
:(
>>
The weak shall perish
>>
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>>541684782
The patches are butted up against each other so I can't extract more iron than this. Going to need to speed up research for trains already.

One other thing that I've noticed is that my row of 12 steel furnaces for iron has saturated outputs but the belt of half-half iron-coal is full. Not in the screenshot but earlier I noticed the iron plates were facing a shortage that was visible even back here in this smelting area. The cheat sheet says a yellow belt will support 24 steel furnaces, so logically it should have been 12 for this setup. What gives? It can't be an inserter speed issue as the yellows seem to work at full speed. I'm thinking of adding a few more on the bottom as a burst speed smelter backup.

What is different from other games is the relatively extreme speed that buildings are created, so a single stack gets filled often and resources can flow to the next thing down the line. This makes it a bit hard (soft) to figure out whether a line is truly being overstressed or not, especially since I don't need all that many assembler 2s at this stage.
>>
>>541685629
I have spent too many hours in DSP and STFY to be a beginner anymore. Also I did play the tutorial and get to the last level of belt madness (it can wait). Maybe if I branched out to Opus Magnum one of these days.
>>
>>541686347
>I have spent too many hours in DSP and STFY to be a beginner anymore
Okay champ let's not get too carried away here
>>
>>541686347
>STFY
is that supposed to mean Satisfactory? If so that's fucking retarded.
>>
>>541686161
>The patches are butted up against each other so I can't extract more iron than this.
You can use splitters to separate resources. Use priority to prevent it from backing up and stopping your miners.
>One other thing that I've noticed is that my row of 12 steel furnaces for iron has saturated outputs but the belt of half-half iron-coal is full.
Your iron consumption probably was lower than production and allowed them to accumulate.
>>
>>541684034
>>541684991
observe
>>
>>541687105
one can only hope he can unlearn what he got from that
>>
>>541685406
>>541682669
No, that's not me. I just finished airship fuel, first time I used tracks on a solution.

If you've noticed in this solution, I don't know how to make an arm pause on a step in the cycle, so I made the arms release and grab the reagents a few times to fill out the order sequence while the other arms catch up
>>
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>>541687228
nice
>>
>>541688227
finally, you made the post properly
>>
>>541688285
lol I really need to start proof reading my posts
>>
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>>541688227
I did notice and was wondering wtf you were doing
just leave an empty space
>>
>>541688474
I see
>>
>>541686347
That's actually pretty bad for someone with many hours in DSP.
Why haven't you scaled up at all when you already have steel furnaces and are researching logistics 2?
Why are you not considering ratios in anything you're doing?
No bus?
>>
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>>541688227
>>541688754
And just in case it's not clear, you can leave space at the beginning to have the arms start later. You don't actually need any empty spaces in between instructions for your setup.
>>
>>541690116
>>541688227
Here's the gif that goes with that screenshot
>>
>>541690315
>>541690116
thanks
>>
>>541689887
>DSP
>bus
Look at this shitter
>>
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>finally started with green coobs
holy fuck this was a grind
and it's only 60/min as well so these techs are going to take forever
photon miners soonโ„ข and then I'm going to strip mine entire systems worth of rare materials in the name of building this god damn sphere
>>
>>541685406
Not that anon, no. Went through OM a couple years ago, still like posting my solutions when /egg/ turns that direction.

>>541687228
Oh, that is sweet.
>>
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>>541692520
>>>>73 minutes
WAKE ME UP
It's okay though I can just triple my labs since apparently I'm only consuming 20/min of each coob
>>
Thoughts on Desynced? Picked DSP instead on this sale, might pick it up on next one.
Basically, the draw is that it's automation-flavored RTS where units can be programmed.
Making end-game base run by itself - patrols, expansions, defence seems like a dream, but I never heard anyone talking about it. Even less than about Autonauts (which is cute, but programming sucks).
>>
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>>541692774
Ok we're good
Went from 73 minutes to 24 which is still pretty long but I'm gonna need all of that time to unfuck any production issues that pop up
>>
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serbserv now has neuroprocessors at a humble 90/m
>>
>>541694339
have you found any interesting module exploits yet
I think those come with beacons
>>
>>541695024
not sure what you mean by module exploits
we also don't have any beacons made, there's a fair amount of the supply chain missing for those
>>
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>>541696273
https://github.com/pyanodon/pybugreports/issues/696
something like this
>>
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>>541696907
actually, turns out I was thinking of this
speed beacon+ efficiency module on power plants to get more pressurized steam seems interesting, although power is hardly a problem in py
>>
>>541686161
>One other thing that I've noticed is that my row of 12 steel furnaces for iron has saturated outputs but the belt of half-half iron-coal is full. Not in the screenshot but earlier I noticed the iron plates were facing a shortage that was visible even back here in this smelting area. The cheat sheet says a yellow belt will support 24 steel furnaces, so logically it should have been 12 for this setup. What gives?
If it was ever backed up it has no way to catch up now if there's half a belt in and also out.
>>
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this shit so magnificent
>>
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benis :D
>>
>>541697992
More like, greenis.
>>
Stationeers OOP
>objective: not burn the base
N: Green /egg/s and rum
P: Corneroids

>>541697992
Lava is not stored in the balls
>>
>>541697651
Yes, they are amazing
>>
Is it normal for biters to be super crowded in nauvis a few resource patches away from the start or is this because of my mods somehow?
>>
>>541690315
No more useless orders to pad out the sequence anymore
>>
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Idk if this could be made faster but I never actually finished the game and dont have the save so ita back from mission 1 if i play
>>
It's been long enough now that I would've thought that modders would've risen to the challenge of Space Age overhauls. But what we've currently got is pretty mediocre stuff. Just a handful of passable extra planet mods and 'the old mod but Space Age' stuff. Pretty disappointing.
>>
>>541707426
>Working for free
>Quickly
>>
>>541707426
Space Age killed enthusiasm for Factorio modding. Nobody wants to overhaul a shoddy dlc and what you're seeing is evidence.
>>
>>541707426
what would you like to see
specifically, not "something good"
>>
>>541707426
there were 4 years between 1.0 and space age, great overhaul mods haven't started popping up till like last year or two of that
space age LESS than a year old
so no it hasn't been long enough
>>
>>541709747
oh, and we haven't even gotten all the active mods to update to 2.0 yet
"been long enough" fucking dumbass
>>
>>541710162
Well, if those modders don't start doing their jobs soon, I'll take my patronage elsewhere. Their loss!
>>
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Enough bitching then, what would YOU like to see in a Space Age overhaul if you're so smart? None of this "Hard Mode" crap, or this "+1 Planet" bullshit. Actual overhaul mechanics.
Maybe if you're lucky your dream will come true
>>
>>541711260
I'd just pay Earendel to keep making spex instead. He has the right idea.
>>
>>541711260
Orbital transfer
Space nexus port
Different ship categories
Non jello space
>>
Recombine parts or just make another scrap recycling setup when out of circuits on Fulgora?
>>
>>541712138
You probably shouldn't have a big requirement on circuits on Fulgora to begin with. What're you actually doing with all those circuits? Building modules? Do that on Vulcanus. Do everything on Vulcanus.
>>
>>541712138
proc units should give all the circuits you need, unless you're launching dozens of rockets constantly, and there ain't much to export from fulgora so that's probably not the case
>>
>>541712138
Rerouting stuff in Fulgora to preserve resources is a pain. It's so much easier to just recycle more scrap and void the rest. It was garbage to start with anyway. Making anything that isn't Fulgora specific is more trouble than it's worth honestly.
Remember that the only really valuable thing is Holmium, everything else is a byproduct and can be gotten from somewhere else.
>>
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>>541707426
>that modders would've risen to the challenge of Space Age overhauls
the LUA implementation we have is simply too limited
all in all factorio modding kind of sucks compared to literally every C#/Java game where you have an all access pass to fuck up the original mechanics and add new ones without it being an insanely retarded hacky workaround
>>
>>541713910
what is your point
it ships with a pdb
barely any harder to work with but no one wants to do it
>>
>>541712897
>>541713190
>>541713356
It's mostly because I'm making Legendary T4 Qual modules (modded) once I can make legendary circuits from an asteroid recycling casino I shouldn't have nearly as much demand. Maybe I just ship the capacitors to vulc.
>>
>>541714095
give me the ability to upload my .dll to the modding hub and i'll do it
>>
>>541707426
The problem is SA is already an overhaul - it's basically a well-polished mod. It leaves a lot less to build on than the main game though, since it's hard to make something better than the foundry or EM plant and you have infinite resources at all times.
>>
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>>541699374
Tonight on boiler /egg/ station
>2 men cannot open cans
>Autominer is built and slowly opening deep hell portals
>I keep forgetting suit batteries
>Power troubles (still)
>Vertical pods have been built, courtesy of the WEF
>>
>>541699374
>>541717373
>Starvation staved off.
>Trader cat-calling automated in hopes of achieving reliable food
>Fancy flooring installed
>Global warming monitored

Here are my notes on Stationeers metallurgy. Better than the Stationpedia or the wiki.
https://files.catbox.moe/vpn1wu.txt
>>
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Do I need some signals here to be able to take inputs from both sides? Pretty new to making trains not an absolute mess to work with
>>
>>541719958
The absolute minimum would be rail signals at the start of your station and chain signals at the end (after the station itself). And also a rail signal where the white train is now. Why do you have rails curving down?
>>
>>541720234
This is just a test map that's for if I want trains going up and down (ie some patches north some patches south maybe)
>>
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>>541719958
chain signals in red circles
rail signal in green
remove track with red x
>>
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>>541720395
I'm a little rusty on trains, but wouldn't that cause trains waiting even if there's stations open as the path passes through the station's block?
>>
>>541711260
Spaceships that actually look like spaceships. Space stations that are actual factories.
>>541711445
These are great.
>>
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>>541720395
Any problem with this then? I suppose they'll do a full loop north if there's stuff coming in south
>>
>>541721234
yeah but I was hoping he'd figure that out on his own
>>541721643
now you're taking the piss, nobody is this stupid except on purpose
>>
>>541721769
Do I just need a little more space in between the wait station? I am completely new to these and have never used them before
>>
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I made think
>>
>>541722176
you put rail signals where I said to put chain, and a chain where I said to put a rail
>>
>>541722534
Lol I'm genuinely new enough to trains I can't tell the difference between those by looking at them
>>
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Vesta is a pretty decent planet mod, haven't tried out the rewards yet. Its a bit easy though, especially considering it comes after Aquilo.
>>
>>541722527
>sideloading sideloaded weaved underground belts
I'm calling the Hague
>>
rail signals to separate blocks
chain signals to prevent stopping in blocks
gg ez
>>
if mods can automatically do train signals why do they still exist?
>>
>>541723647
half of those are overkill
>>
>>541723647
Since there are blueprints that allow an infinitely expanding fully autonomous factory, why even play the game?
>>
>>541711260
Big fat tits on a galaxy sized woman
Alternatively, (cute) galaxy sized femboy
>>
What if Everything on Nauvis but it's a death world. Death world biter settings, entire planet has worm territory and penta pods, everything freezes like aquilo, when you aggro a worm it also aggros every biter and pentapod in its territory.
>>
>>541726136
sounds literally unplayable
>>
>>541726136
Dosh could beat it. I was originally ambivilant towards his videos but watching his rampant and Hell mod videos tells me he could beat it without issue.
>>
>>541726136
All the biters will be killed by Fulgorian lightning.
>>
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goddamn my first probe to eve exploded almost instantly after dipping bellow 90km altitude, i was hoping it would aerobrake around ~70km into an orbit
>>
>>541726951
the big inflatable heat shields exist for a reason
>>
>>541726308
Shut the fuck up Dosh.
>>
>>541726308
>Dosh could beat it
Mr Reload an Autosave Until I Get It Right
Mr This Pistol I Found in My Pocket Doesn't Count as a Firearm
Mr Let Me Spawn In Some Resources Using the Editor
Mr If You Think This Is Cheating Just Turn Off the Video
Mr There's a Cheated Logistics Bot In There Somewhere That I'm Not Gonna Bother Removing
Mr Using Debug Settings To Give Myself An Advantage Is What Wube Would've Wanted
>>
>>541727654
Something something Doing challenges to test your ability
Something something not to test your patience
>>
>>541723647
damn and i think i'm overdoing it with a rail signal every 2 chunks
>>
Is there a mathematical difference between flipping 10 coins one by one and rolling a number from 0 to 10 (inclusive)? I can't find a flaw in that statement. You sacrifice knowing the position of each individual coin but other than that, would it still give the same result? Assuming perfect rng of course.
>>
>>541731184
yes
wtf are you talking about?
>>
>>541731184
go do your own math homework
>>
>>541731184
Like, the sum of coin flips that give heads vs rolling a number?
It would be different, you see, in the first case your expected mean would be half of all the coin flips (so 5) while in the other, every value is equally likely.
>>
>>541731401
>>541731745
Just a random thought I had that you could replace heads with +1 and tails with +0 and get the same result as normal flip. If you get 0, it's all tails, if you get 10, it's all heads and anything in between.
>>541731613
I'm self taught.
>>
>>541731921
>I'm self taught
i wouldn't call yourself taught mate
more like "self stupid"
>>
>>541731921
bell curve
>>
wait a minute, voidblock is just an idle game!
>>
>>541731184
>flipping 10 coins one by one
i learned on how to flip heads every single time as a wee lad to win arguments and """rng""" selections
>>
>>541731184
The first has 1/2 chance of being 0 while the other has 1/11 chance.
>>
>>541731184
retard
>>
>>541732020
I dropped out of high school at 14 to help my dad who was dying from cancer. Didn't exactly have the best odds of making it big in math.
>>541732119
Then if you roll a number between 0 and 1023 and look at the binary, that would work right?
>>
>>541731184
Yeah. 10 coin flips without order is equivalent to putting 10 balls into 2 distinct bins, which is equivalent to picking a number in {0,...,10}.
>>
>>541732435
why would you drop out of school to off just one boomer
what do you mean "look at the binary" if you roll a number between 0 and 1023 you have 1024 possible results with the same chance, when you roll a number between 0 and 10 you have 11 possible results with the same chance
>>
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>>541731184
>>541732435
You can unironically google the first part of your question
>Is there a mathematical difference between flipping 10 coins one by one and rolling a number from 0 to 10 (inclusive)?
and it will explain the reason why there is a difference.

If you dont want to be made fun off, just post a cute anime girl alongside your question with the note "you should be able to solve this".
>>
>>541732038
>>541732119
actually you're fucking wrong too. think retard think. why is there 2^x results for when you toss a coin? because most results are the fucking same but in a different order. that's called permutation but we don't give a shit about that. what we want is the COMBINATION. COMBINATION RETARD!
>>
fuck off, /sci/
>>
>>541731184
>>541731921
>>541732435
three coins, 1 means heads, 0 means tails
>000
>001
>010
>011
>100
>101
>110
>111
if you get your number counting zeroes the amount of each possible outcome is skewed
there is only one outcome where you get all 0s, same with all 1s
there are 3 outcomes where you get one 1 and two 0s
there are 3 outcomes where you get one 0 and two 1s
so if you use this method to roll [0,3] you are more likely to get 1 or 2 than 0 or 3
>>
How to start a war on /egg/
Step 1: Say something inherently stupid. So dumb that you just have to correct it.
Step 2: Wait for the autists to try to correct you.
Step 3: Play dumb and ask slightly less stupid questions to avoid arousing suspicions.
Step 4: Watch as the autists try to correct you, call you stupid and start fighting with even bigger autists.

RAM STANDS FOR RODEO ASSHOLE MAPPING
SSD STANDS FOR SOFT SALT DISK
HDD STANDS FOR HUNT DOWN THE DOSHMAN
>>
i keep starting a factorio run... getting like 1-2 hrs in, and then deleting my save. because i shouldn't be playing such a timesink. but im still thinking about it
>>
>>541733943
I understand you. Sometimes I have fun and I realize that I could be working instead so I start to cry but then I feel bad for not working so I just work while silently crying. My boss says I really should talk to our company's psychiatrist, he says it's not healthy and he starts to feel genuinely worried for me. I don't reply. That's a waste of time I could spend working. That's also why I don't finis
>>
>>541733918
>NOO STUPID PEOPLE DON'T EXIST
>you're being manipulated by Big Reply!
How to verify whether you're correct about something:
Step 1: ask people whether what you're thinking is correct
Step 2: wait for them to reply and confirm or refute it
Step 3: if they claim it's wrong go more in depth into your train of thought, to find out either where exactly you're wrong or if they misunderstood your claim before
Step 4: repeat while augmenting your reasoning with the information provided until a conclusion is reached
https://en.wikipedia.org/wiki/Occam%27s_razor
>>
>>541735002
This post was paid for by Big Reply.
>>
I choose to get into internet fights for the pure joy of knowing I'm wasting my precious time on this planet arguing with strangers.
>>
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>>541735121
Guess what you just did
>>
Anyone else think the factorio ost is kind of like a lullaby? It makes me really drowsy.
>>
>>541723647
>chain signals on left turns
>bidirectional signaling that (fortunately) does nothing because one end is still unidirectional
If that's really the work of the mod in question, I think it's clear why people would rather signal manually.
>>541723784
Overkill's not bad, though -- in some cases such as left turns (well, if you use rail signals like you should) technically increases throughput, if only by a tiny insignificant amount, and in the cases where it has literally zero benefit, it costs next to nothing.
It's the nonsense signals that are a problem.
>>
How to make combinators that move a specific amount of items with inserters (ie, 50) and then have a reset condition? I can get them all separately, but not combined.
>>
>>541739801
>he doesn't understand rs latches
retard
>>
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So how did you guys solve the toaster mission?
>>
>>541739801
Memory cell -> diode -> inserter set to set filter and pulse contents ->(different wire color) -> arithmetic each times negative one -> the memory cell. Write 50 of the item you want to the memory cell to start it. Haven't tested this but it makes sense in my head.
>>
>>541743047
How does one gain the entry level knowledge of how to work with combinators and then the further knowledge of what you can actually achieve with them
>>
>>541742398
Grip from the top. Either the base, or the actuating piston will hold the toast in.
>>
>>541743489
It doesn't seem that complicated if you already know how to program.
>>
>>541743489
The basics you can just learn from your preferred medium or playing around in game. I'm not some kind of expert, but I mostly learned more advanced stuff its applications by solving problems in game. For example: robust sushi before wube made it easy, making a factory expandable from map view without using a giant bot network, and uh trying to use landmines without massive bot casualties lol. Most tricks are just consequences of the fundamental behavior of circuit networks, which is quite simple at its core.
>>
I had forgotten just how fast these space trains are.
They're probably the second cheatiest mod I have installed at this point (the most being AAI loaders), but I remember loving how the look in space.
>>
>Attention, all Stationeer workers: quit being poor.
>>
>>541707426
>It's been long enough
It's barely been a year you entitled little fuckwit.
>>
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>>541714551
Essentially this.
You already have a planet that gives literally infinite resources and free energy with no downsides, one that gives functionally infinite resources and free energy with no downsides and better buildings than you will ever have in the game, with no downsides. You have infinite resources in space, with no downsides. You have the option to make labs that double your spm, and a lategame tech to make your science give more science per science.

You can't really improve on anything. I think most 2.0 overhauls are actually going to be spage-age incompatible, or be something apocalyptically huge like nullius and PY that will integrate it much, much later.

It's really hard to imagine something tying in with the DLC.
>>
>>541725609
galaxy sized femboy using gleba as an onahole is how we got the pentapods son
you're banned from this discussion
>>
>>541727654
Damn son I can't actually hear you with the man's dick that deep in your throat, do you mind repeating that
also the way you hug your moai dakimakura is kind of worrying
>>
>>541657535
Has anyone here played Exotic Industries: Remembrance?
Any opinions on it?
>>
>>541746921
>Any opinions on it?
ai slop garbage
>>
>>541746551
Totally worth it..
Meanwhile Shattered planet is what happens when galaxy sized woman (with big tits) hits a planet with her ass.
>>
>>541745130
>Hey guys who does one gain entry level knowledge in this concept
>"It doesn't seem that complicated so long as you know how to program
I don't. I don't know the slightest thing about coding or programming. Did you think this was helpful?
>>
>>541743489
Basically, you don't.
>>
>>541747304
pic related
t. procrastinating it myself because it got hard
>>
>>541746902
Did you read that post in reverse?
>>
>>541743489
The entry level is just reading numbers and then enabling or disabling something based on those numbers i.e. automating balanced oil cracking, and that's basically all you need for vanilla.
Even SA barely needs any more complexity than that.
>>
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>>541747304
It's essentially logic but not having any kind of background will hurt because trial and error is not the way
you wanna learn circuits you will have to learn about basic logic
nobody expects you to know how to write actual code but a dusting of how things work will help a ton

>>541747634
No, you're simply in extreme denial
The only people that obsessed with someone to know those minuscule minutiae are the ones that are the most obsessive fanboys

it's hilarious
>>
>>541747304
Learn to program retard. Not knowing how to program in 2025 is peak retard behavior.
>>
>>541743489
read pic related
or just read up whatever you can find online on logic gates and understand how truth tables work.
>what you can actually achieve with them
you'll know what you can achieve with them once you understand the underlying concepts

>>541747098
yeah, the images on the mod page were a bit off-putting but is the mod itself shit too?
>>
>>541747912
> Not knowing how to program in 2025 is peak retard behavior
literally nobody needs to know how to program in 2025 if they're not doing a desk job. You keep your weird fetish to yourself.
>>
>>541747960
>the images on the mod page were a bit off-putting but is the mod itself shit too?
The images on the mod page prepare you for the mod itself
it's essentially factorio++, a vibe coded complete overhaul off the rails with no cohesion or higher thought put into it
if you ever tried 248k it's that, but worse
there's better overhauls out there
>>
>>541747976
ooh, look at mister "I don't use a computer" over here posting on the indonesian autogyro enthusiasts image board for some reason.
>>
>>541747807
>minuscule minutiae
It's called watching the videos. Have you spent your whole life surrounded by ADHD/early onset dementia victims? You're coming across as desperate to score a gotcha. Wouldn't that make you the dicksucker?
>>
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>>541748149
>It's called watching the videos.
yeah I bet you go off to sleep listening to his videos you little freak
it's fine, we all have our little quirks, you can accept yourself
>>
Humble beginnings of a dedicated steel town. Laid down with the express purpose of providing enough workers to finally start adequately manning my iron mine and steel refinery, will probably expand it towards mechanical components and vehicle manufacturing once it grows large enough.
>>
>>541748257
I'm sorry that you think basic memory and cursory interest in a youtube channel is that impressive. What I don't get is why you're so aggressive about convincing me of that.
>>
>>541748096
Sounds like cancer. Thanks for the heads-up.

>there's better overhauls out there
Alright, hit me with one. I have finished my first playthrough of Space Age earlier today and I'm not really in the mood to build a ship for Promethium research right now.

>>541748396
sovlful apartment buildings
>>
https://www.youtube.com/watch?v=St8iEpkcDJc
>>
>finally build cargo rocket
>get to the canary
>drive it back to nauvis orbit
>clear the platform
>have absolutely no fucking idea how to progress from here
I am NOT barrelling lube to put in a delivery cannon and firing it into orbit to be unbarrelled just to make basic belts what the FUCK
>>
>>541748497
>Alright, hit me with one.
Oh jeez. Right now? Are you sure you wouldn't wanna wait a little bit more? There's actually not a heck of a lot right now, I'm just saying there's better overhauls in general but they're still slowly getting ported.
I can really just recommend pyanodon's at the moment. I can't even recommend K2.
>>
>>541748550
I have shipped 12 thousand barrels of lube and 24 thousand barrels of petroleum so far
The good news is you can recycle them in space for steel, which you also need ample amount of.
>>
>>541748650
>pyanodon
That's the turbo autist one no one ever finishes?
Might as fucking well.
>>
>>541748859
There's also space exploration if you feel like it
>>
>>541748497
The best overhaul to start with is probably K2. It's different enough, especially later, that it's refreshing while still being factorio at its core.
>>
My base is now an elephant trying to stand on one leg
>>
>>541749176
>The best overhaul to start with is probably K2.
I really, really don't like K2.0
even as a standalone K2 was kind of half cooked, it gave you 50 types of weapons to fight biters but no biters to fight because you could remove your pollution cloud
you can still do that now in a more convoluted way
the entire game just feels like it's meant to be played as a side overhaul to another mod
It rubs me the wrong way
I think K2SE for 2.0 might actually be the way to go right about now with how much the mod has changed overall
>>
>>541749334
I think a lot of K2 stuff is for later in the game, so it's really good when you try to build big and get at least ~1kSPM.
>>
>>541697140
Honestly kinda confused on what he means by "other sources of power" because there's like 6 version of the "burner" power plants and then there's renewables and then there's the early game power (actual burners and oil burners). Early game should be supplanted by the much more interesting and engaging molten steam setup of the power plants which should be lot stronger than renewables because renewables just work and are better for UPS. I guess they could be too strong so to say but I dunno.

>>541694339
Very nice, I think those unlock more mk2 buildings. Probably bit of an overkill production rate vise but hey if they back up they back up.
>>
>>541749451
>Honestly kinda confused on what he means by "other sources of power"
he's talking about later in the game so I'm guessing nuclear/fusion but let's be honest who the fuck knows
barely anyone gets to chemical science in the first place
>>
>>541733237
So, fuck thinking but just staring at the pic it kinda looks like connecting the centers would give you a triangle with a right angle at the smallest circle. Which would mean what, (r1+r2)^2 = (r1+r3)^2 + (r3+r2)^2 i think, iirc? Is that enough of a "relationship" to answer the question? Is pythagoras' theorem simple enough to not be considered part of trigonometry? Seems like if I kept drawing random circles the right angle would hold, but that's not really "proving it".
>>
>>541749050
>>541749176
Thanks for the suggestions. I've installed pyanodon and give that a shot. Been curious about it for a while.
>>
>>541749451
>molten steam
??????????
>>
>>541749771
Py is a pathway to many abilities some consider to be... unnatural.
he means pressurized steam from hot molten salt
>>
Anons, i cant find anything that can scratch the same itch that KSP can, so im thinking about doing a new career with following rules:

- max difficulty on everything, including g-force part overload, active comms for unmanned vehicles, destructible buildings etc.

- restarts are allowed, since i dont want to lose a shitload of progress because of bugs and glitches

- it will be a 100% forced IVA mode. With all the necessary mods.

What do you think? Will it be too painful?
>>
>>541749531
I suppose those are thing, were only at chem science on the server which is the furthest I have ever been myself and considering this is already what 600h or something in, I would say that for majority of the run the power has been very well balanced. Efficiency mods are certainly good on the power plants but they aren't like game breaking at this stage since power draw is also rising pretty fast atm. I suppose it would suck a bit if coal power plant is just better than nukes though.

>>541749771
Molten salt sorry.
>>
>>541749919
Max difficulty on money settings just sounds grindy as hell. I think that overhaul mods are a more interesting way of introducing challenges. Forced IVA is interesting. I had fun playing around with RPM and its add-ons back in the day.
>>
>>541749919
What about the real solar system gravity mod? It sounds hard.
>>
>>541750709
> overhaul mods
Any specific mods you can recommend?
I havent played ksp for a year or two - anything new on the mod scene?
>>
>>541745506
>making a factory expandable from map view without using a giant bot network
what how
>>
>>541749919
I tried that with some solar system replacement mod since I was tired of always taking off from Kerbin. Found out 10 hours later than it's bugged and I can't enter the sun's SOI.

g-force limit is dumb, most parts just have the same default value so all it does is nerf aerobraking a bit
>>
>>541746391
Combat is still an area largely unexplored. For all that spage does Nauvis bugs are still just an early game nuisance and gleba is just a tesla turret check.
>>
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>>541752158
>Combat is still an area largely unexplored.
I have played rampant. With K2, too. To give those weapons a good test.
As a whole, I do not recommend rampant. Even using the plague, the game was unplayable 90% of the time.
>>
>>541749919
If you want to go autistic and go hard, just install RSS/RO/RP-1. It's like a brand new game at this point, far more realistic.
>>
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I want to taste it.
>>
>>541751194
Can't speak on new mods, since I don't really keep up with the scene. My most recent save used the full USI suite, which includes life support, crew rotation, colonization, manufacturing, and a way of simulating the logistics to support these things. I also enjoyed a remotetech focused playthrough.

>>541751571
Small convex networks supplied by trains with materials to build copies of themselves and the readout from a ghost scanner (mod). I would build the train stations of a new network within the construction range of another, but they didn't connect. This is probably less valuable nowadays with the new bot behavior.
>>
>>541666326
I like spinnamathings no matter how pointless they are.
>>
>>541752693
POINTLESS
SPINNAMATHINGS
>>
>>541752807
S P I N
Okay I'm done I swear.
>>
>>541752896
>Okay I'm done I swear.
no
you must
R O T A T E
>>
>>541752958
GIVE THEM THE OL ROTATO
>>
>>541752693
HES GONNA SPINNAMARINK!
>>
>>541752693
Here's one of my favorite solutions. It has a big spin and the spin even has a point.
>>
>>541753524
replace all arms with spinners
>>
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I did the rocket under 8 hours with this. Starter patches were big enough to launch the rocket without having to mine anywhere else but not enough to launch enough rockets to build a science platform and a ship that could get out of nauvis
>>
>>541753956
bro, your canary?
>>
I got my first space platform in Factorio, which planet should I go to first without spoiling too much? I also launched it with steam power and no yellow/purple packs which I guess I wasn't meant to do since I got a bunch of achievements....
>>
>>541753956
>I did the rocket under 8 hours with this.
You'll eventually manage to do a better job.
>>
>>541754113
If you don't have purple science there's only one real choice and it's got worms on it.
>>
>>541754113
Just don't go to gleba first that's recipe for disaster there's good points to going to either other first.
>>
>>541754113
the "intended" order is vulcanus, fulgora, gleba
>>
>>541754241
>intended
optimal, although you can do fulgora first no problem
>>
>>541754113
The powergamer move is going to fulgora and leaving within the first 20 min after getting scrap recipe and having enough materials on ship to build a rocket and enough parts to launch yourself back up but that would be cringe especially on a first playthrough
>>
>>541754315
that's why I put it in quotes
>>
>>541754174
I have yellow/purple packs now and nuclear power sorta running. Also should I be doing anything in particular with my space platform aside from getting research?
>>
>>541754315
I haven't explored fulgora too much but the pattern I've noticed is that islands that aren't so tiny you can't build anything on them have very light scrap patches that get depleted way too soon, and all the patches that are millions large are barely big enough to put drills and batteries on. Rail support foundations are pretty much mandatory.
>>
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>>541754131
I can clean up the delivery I know everything's rated to 60spm assuming everything got constant delivery which I struggle with until unlocking planet upgrades. Just got to go out and make more mines early and use trains better I guess. That's probably still not enough furnaces for constant 60spm but before nuclear is on those are stone cause the power drag is pretty big
>>
>>541754520
Build a dedicated ice farming platform for fulgora. Water will be your biggest bottleneck, even if you're not an autist like me who insists on paving everything in quality concrete.
>>
>>541754602
You can just go out and find one huge island you never have to move out of and just bring scrap from the tiny patches with big scrap to it since it's always the case the big scrap patches are in very small islands you have to connect
>>
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>>541754602
>and all the patches that are millions large are barely big enough to put drills and batteries on.
nah bro, just get CrEaTiVe

later on I fixed it and made it output x4 as much
>>
>>541754782
You misunderstood. The islands are just big enough to mine and power your drills, but you need the supports to rail the trash to an island big enough to actually support your recycling operations. Without vulcanus tech you're pretty much doomed to constantly transporting scrap by hand.
>>
>>541754778
Spending hours running back and forth hauling scrap between your mining and processing islands is peak retardation. Sorry but no, this is not "viable".
>>
>>541754927
You only need vulcanus tech for deep oil you can still brind in small oil no? But you can easily land in fulgora and unlock the recycler and launch yourself back up in less than 15min just recycling. You can make steel in space and pack the red engines to make the rocket. You can very easily make rocket fuel, blue chips and lds there or you can pack em
>>
>>541755063
You can still use elevated rails on non deep* oil without the tech right?* Might be spaghetti but it'll usually still let you connect
>>
you know what
no
I am not barrelling lube to make fucking basic belts in space
I'm just editing the recipe and moving on with my life
>>
>>541755203
Just put the finished belts on your transport rocket bro.
>>
>>541755203
Just rocket the belts themselfs? How tf much you even need?
>>
>>541755203
just make more rockets
>>
>>541755286
>>541755415
>>541755437
>basic belts
I'm not talking about spage, dummies, that's easy shit for babies
>>
>>541754927
>Without vulcanus tech you're pretty much doomed to constantly transporting scrap by hand.
?
????
do you see the minimap
>>
>>541755203
Those recipes suck some ass
>>
>>541755203
lil bro nahhh :skull::skull::skull:
if you're going to edit the recipe the first moment you need to do something as meaningless as barreling lube you're going to edit the 16 sciences
you're not ready to have SEx
>>
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UH OH STINKYYYY
>>
>>541756184
"thanks, idc"
good
>>
Are the early py recipes a noob trap or should I utilize each and every one? I have already unlocked a multitude of things that I doubt I will touch within the next 10+ hours. Just tryna make some potted flowers.
>>
>you can't wire delivery cannons
AAAAAAAAA
>>
>>541757075
You'll have to be more specific than that
>>
>>541757075
Just focus on progressing, pick an item you want and then do the things that you need to do to get that item. There's bunch of recipes you can use if you want but don't need and others that are intended for niche uses (such as pyblock or to enable no voiding or other challenge runs), others are just bad intentionally to highlight the good recipes.
>>
>>541757075
In general, resources other than iron, copper, stone and flowers have such insane richness as to be effectively infinite. So you can use whatever recipe gets you more science faster, and void any byproducts without a second though.
>>
>>541757290
I'm manually crafting flower pots on the side while still figuring out a good setup for basic copper/iron drills. But as I research more stuff I get recipes to make limestone, muddy sludge, etc.

Was just wondering whether I should hold off on researching too much at first in case there's an "intended" path that gets muddled with too many new things on my list.

>>541757372
>>541757440
Fair enough, makes sense. Thanks.
>>
>>541757234
holy shit shut up you daft cunt
>>
>>541754113
vulcanus is quite fun. they all are, but vulcanis uses a more traditional factory setup.

>>541754692
I reckon the bottleneck fluctuates on fulgora. I never had holmium bottlenecks, I did have a battery bottleneck, which solving resulted in a water bottleneck, but more scrap fixed that. Now only red circuits are slightly bottlenecked.
>>
>>541754315
you can do gleba no problem too, use rocket turrets instead of teslas
>>
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Okay I know I'm late to the party but
>Two recyclers facing each other to delete shit can choke and stop working
Dumb.
>>
>>541759114
So just place 3 of them?
>>
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>>541759161
Into each other? Like coal snakes?
>>
After playing Turing complete, I have an irresistible urge to build a computer in factorio, someone stop me
>>
>>541759647
nta check what the longest recycling path is (lds) and then chain that many recyclers and let the last 2 face each other
>>
>>541749331
It's Sweet Bro falling down the stairs
>>
>>541760357
I TOLD YOU BRO
>>
>>541760326
can still deadlock, only 100% deadlock free way to recycle is to not mix inputs
>>
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>>541760326
>>541760872
>tfw my lazy solution is starting to take way more effort than just doing it properly
FINE. I'll just build the factory the right way. Fucking hell. Hope you guys are proud of yourselves. You dicks.
>>
py sure likes its waste products
>>
>>541752336
How is rampant if you tone down the difficulty settings? I like the idea of biters being a lot more active then they currently are but I'm not especially good at the game so I'd probably get filtered hard by the full blown rampant experience especially with special biters and similar.
>>
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>>541761292
Bro literally just
>>
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>>541763205
>How is rampant if you tone down the difficulty settings?
Buddy, that was WITH toned down difficulty settings. Like, to the lowest possible.

Rampant (fixed) is a fucking nightmare. And it's the only version that's updated for 2.0. If you're playing with rampant, you're essentially going to live in a cuck box forever. All attempts end up like that dosh-goes-to-hell video

This was after I had managed to get artillery to clear the nests around this (notice the biomass where the old nests were, in a ~10 chunk radius, and then the nests immediately re-settling) to place down a smidge of uranium mining on a temporary outpost. I managed to dig up like 20k units before I had to abandon everything via car and retreat to the box, with flamethrowers and improved K2 turrets, which do exponentially more damage. It was madness. Even with all settings to a minimum, the entire situation was insane and I had to hide away on landfill island and play around with lunar landings only sending rockets of copper I had stocked (since the moon was a surface without copper), before abandoning nauvis altogether because the lag was just insane considering all the biters were trying to path towards it by the tens of thousands
>>
>>541764234
just have it unload directly onto the belt
>>
I want a demolisher (small) and a pentapod (relatively small) as a pet..
>>
are stompers, wrigglers and the other one all the same species?
>>
>>541764887
it's ok
you can admit to wanting to stick your dick in a wriggler here
>>
>>541764798
Then it ends up on the wrong side, also it has less buffer.
>>
Is there a purpose to weapons and military tech during Voidblock? I hesitate to think there's any islands out there with spitters if I haven't seen any already.
>>
>>541765743
Wouldn't a buffer on the input end make more sense?
>>
>>541768550
Not if you're trying to keep the output clear to stop it from clogging.
>>
>>541768906
The output will be clear fue to the buffer on the input though unless your inserter is too slow, but in that case you're going to get congestion with an output buffer too.
>>
>>541657535
How would a sex mod work on Factorio?
>>
>>541770849
Asssemblers are women being tentacle'd
>>
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>>541711260
>Enough bitching then, what would YOU like to see in a Space Age overhaul if you're so smart
For vulcanus : needing special pipes for lava/molten metal that need a bit of tungsten, no underground variant, these pipes can also be used on aquilo without freezing, reducing the amount of heat your aquilo base will consume to not die
For fulgora : make it so bots are half as crippled as the ones on aquilo to encourage belt sorting for mass scale recycling without punishing logibot based small fulgora bases, add the robot enemies mod (not as is, mferrari can't balance for shit), make the vaults be defended by a few derelict defenses like gun turrets, add the repair tower as a fulgoran tech unlock
For gleba : a way to "refrigerate" produces, reducing their spoil rate by half, make the fish recipe for nauvis substainable, double the biter egg nutrient return so you have a choice between being an inefficient coward or the de facto factorio engineer
(The issue with that planet is having to wrangle the finnicky spoilage balance while even more satanic variants of biters go around stomping your nuts for the hell of it, fulgora has no danger whatsoever and vulcanus is like playing with biter expansion off, providing inequal level of difficulty and rewards, which is why gleba was the most hated of the 3)
Aquilo is perfect but if you want it to be annoying just add the enemy they teased with the first devlog about space age

The issues aren't related to a number problem (hard mode) or a lack of content (modded planet addition) but rather the interactions between the systems, loops and more being uneven, once you address that the expansion become enjoyable through and through
>>
>>541711260
Demolishers changed to be non-aggressive and occasionally surface deposits of tungsten/calcite along their patrol paths, which you can barely reach with big miners without getting in their way.
>>
>>541772864
explosive biters on vulcanus actually work pretty well, only place where having to constantly replace walls, turrets and construction bots doesn't hurt

spoilage refrigeration could work using floroketone
>>
>>541711445
Is fixing the space drag really so difficult that no mod has done it?
>>
>>541774067
Hardcoded
>>
>>541774067
>>541774195
there's this https://mods.factorio.com/mod/Rocs-Improved-Platform-Drag
could probably be adapted to just remove drag, or divide it enough as to be negligible
>>
I am too small brained to play factorio. I can't build a mall to save my life and I don't know how to reliably automate green science because every time I try and set something up it looks bad in some annoyingly unaesthetic way and I rip it down and because it takes centuries to rip down buildings without logistics bots (even ghosts take a second or two) I burn out hard. There's no hope for me.
>>
>>541774898
Malls are optional, just put a chest near where stuff is being made and handcraft the last step which takes 0.5 seconds. Aesthetic is irrelevant, efficiency is irrelevant, only throughput matters.

There also mods that add weak construction bots to the early game, exactly because rebuilding stuff by hand is a huge pain nobody really enjoys. DSP took this lesson and starts you off with construction bots from the get-go.
>>
>>541773286
Just having more biters on vulcanus feels kind of bland even if they're explosive. I'd prefer some kind of demolisher encroachment mechanic where you're encouraged to use your artillery to keep them from reclaiming territory.
I think the 2.0 version of rampant adds something like that but
>rampant
>>
I'm glad I could be away from this place while that guy argued for the 50th time that everyone who touches a computer can program in LUA.
>>
if you are filtered by green juice you need to find another game
it just isn't for you
there is no hope
>>
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rate my spaceship. (ignore the destroyed railguns)
>>
>>541778985
buranyo/10
>>
>>541778985
made me smile/10
>>
>>541778985
Is there some mod to turn gifs into displays?
>>
>>541778985
big
>>
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>trying to start tree automation
>need botanical nursery
>need glass
>need molten glass
>need quartz and a fluid with fule value
>check the codex showing all types of fluids
crawlspace moment. that's a lot of fucking fluids.
>>
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does the ambient temperature affect how fast things cool down? the upper one runs at 700-720, bottom at 200-220. it seems like the temperature goes down at the same rate, but im not sure
>>
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Choosing this map with 1.0m uranium close by seems to have caused the rest of the resources to spawn further away. Not a single iron field in sight. Should have probably built radars earlier if I knew this would happen. Walked around and cleared nests so it will probably take a while for them to attack my base but now my severe bottleneck is ores. Seems like belt upgrades aren't as immediately necessary here but no point in trying to turn off mall stuff yet to increase research, just have to get more ammo and walk around even more.
>>
>>541743047
That works good, but how would I go about resetting the memory cell to the original value (ie: 50)? I assume sending a pulse of that value would do it, but it always creates an infinite loop.
>>
>>541784692
there is no ambient temperature
>>
>Can't figure out why spaceship clamp isn't putting through the circuit network I've attached it to
>Apparently they have two attachment points and it only puts the circuit through if you put it in the top right corner
oh... how silly of me...
>>
>>541784643
welcome to py
most of them don't matter but it'll be a while before you're comfortable knowing what comes from what
>>
>>541784692
heat pipes can only heat adjacent to one degree below their own temperature, essentially
>>
>>541786658
so theres so loss in fuel no matter how high it is as long as it doesnt exceed maximum
>>
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>>541786724
yeah, that's the impression I'm getting. I also keep forgetting that everything spits out ash and combinators are also far away and it doesn't fucking help that my starting iron patch is this damn small.
that being said I'm enjoying this a lot.
>>
>>541784692
There is no such thing as heat dissipation or ambient temps as others have said, heat only get consumed
In Aquilo's case, each entities have a hidden value of heat consumption, with underground belts and pipes being egregiously energivore according to what some peoples datamined
>>
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not kool mart
>>
>>541788215
iron shouldn't be a bottleneck, the later science packs only require negligible amounts of it
>>
>>541668253
>>541668013
>>541667820
cute
>>
>>541693595
>>541692520
Careful with how much you rely on rare resources. I scaled up once and ran out of Spiniform Stalagmite Crystals because I didn't research enough mining productivity first.

These days I think you can get all/most the rares from enemy drops so it's probably less of a problem if you bother setting that up.
>>
>>541764887
Get a snek and a tarantula, sneks are actually really cute.
>>
>>541792382
Those and unipolar magnets are pretty much the only ones you can run out (and only if you hastily extract them before your science is properly set up). Once your science is setup mining prod reduces the mineral drain faster than the research consumes minerals. It's still a good thing to be aware off and avoid tapping into those resources early if they are very limited in your seed.
>>
>>541789062
is that maxmaps
>>
>>541711260
Big orbital refineries above planets. Docking ships with those platforms in real time and watching them unload/work. Space elevators etc. Basically more SPACE beyond big slow boring platforms.
Platforms should have needed fuel and other resources from the ground/orbital structures instead of being self sufficient. Infinite iron/copper/coal/sulfur mining in space is just weird.
>>
>>541778985
Would issho ga ichiban with kimi.
>>
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i need this on my aquilo base. can someone add the pipes? thanks
>>
Around 300 elec furnaces constantly on needed in my base to guarantee 60spm yellow before leaving nauvis well could be worse I guess
>>
>>541796365
Why bother building up so much before getting foundries?
>>
>>541796495
You can keep doing infinite researches for those 10+ hours needed to set up a vulcanus base.
>>
>>541796807
>10+ hours to set up a vulcanus base
What are you doing to take that long, punching a worm with your bare hands?
>>
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look at the gleba science consumption. its much higher than other sciences. why is that? spoilage level? these are all uncommon. this is a /4 slow motion footage
>>
>>541796495
Well you can do less and less mines and furnaces it just won't be constant 60spm
>>
>>541797474
>spoilage level?
Yes. You only get 10% of the science out of a 90% spoiled pack, so it goes very quickly. But that's okay, you'll use up all the mostly spoiled ones fast and then more, fresher, ones will get shipped.
>>
>>541797474
Yup, spoilage level.
Make fresher agri.
>>
>>541711260
In general, I want more space economy. Not just bioflux to keep the biters on nauvis happy, tons of resources going all over the place for different reasons. I want the tech trees to be deeper and more interconnected, not just something you can fully solve in isolation from the other planets.

And I want more things for the space platforms to actually do, especially if they're going to nerf the harvester ships.

>>541797474
Your bio science is nearly rotten dood.
>>
>>541796495
The real question is why go for electric ones at all instead of just keeping his steel/stone furnaces?
>>
>>541797007
>Wrestling the worm with your bare hands like a man
>>
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>>541797794
>>541797835
>>541797961
shit mechanic desu. when my food irl has 1 day left its stil considered 100% fresh for consumption
>>
>>541798312
Skill issue. How did it take you nearly two hours to get it to nauvis?
>>
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>>541797474
read, nigga, read!
>>
>>541798468
it was always there. i was just researching something not requiring gleba. then i resumed rockets and notice it
>>
>>541749331
rabbit 90o counter clockwise.
>>
>>541788215
the good news is you don't need all that much iron, at least for a while. it's pretty impressive just how small that one is due to overlap though. worst case, you run a fuckoff belt from another patch
ash will continue to be a fuck until logi science or so but you can just put it in a box and ignore it until then anyway
>>
>>541786148
Yeah a pulse is what you need here.
>>
>>541798103
Well if you already setup purple you already setup elec furnace automation and I just set a chest to 50 and replace stuff. Not really viable before you have nuclear on but after why not
>>
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>>541785073
Well that wasn't so bad, even when building around trees just to preserve forests and trying my best to have a "natural" train track rather than something that's on a grid. Probably should hurry up with the rest of the base game and decide if I want Space Age or not.
>>
spoilage, gambling and platforms are shit mechanics desu. i just modded the game to remove spoilage, make everything legendary directly and craftable link chests
>>
>>541801153
Just spawn a ship at the solar system edge.
>>
>>541726136
This but also every raw material and intermediate spoils and everything you mine has a recycle loop.
>>
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>Make warehouse ship
>load and unloading speed bottlenecked by inserters
>Make trains that go into the ship instead
>90% of the capacity and swaps cargo in 5 seconds
I did enjoy setting this up but it does kind of highlight one of the arbitrary reasons *why* trains are better, and that is because loaders are not stock for some reason.
>>
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>>541800178
Yeah, I reluctantly went with the fuckoff belt method. Since I made a couple separators and can now somewhat deal with the ash I decided to just rebuild everything to hopefully automate flower pots within the next 5h or so.
>>
>>541802235
that's sexy
>>
>>541778985
how are the UPS holding out?
>>
>>541770849
>>
>>541770849
>when you spend the whole day watching your artillery shooting crabs instead of automating clit-strokers, so all your biolubricant reserves dry up and your factory tells you she's got a headache
>>
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forensic science has now uncovered what the perfect aquilo block might look like. our data is not biased btw
>>
>>541774898
>ghosts
use Alt+D
>>
>>541804928
you aren't allowed to do that
>>
>>541805331
trust the science
>>
>>541804928
Why rocket fuel?
>>
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>>541805439
>look inside
>biter eggs
>>
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>>541804928
>heat towers supplied by bot
>on aquillo
I know, I know, legendary bots with legendary ports can handle it.

Can we talk about how the poor bot logistics on Aquillo mostly just makes construction feel terrible? I mean it's not like you can automate space delivery without using logistics bots in the first place.
>>
>>541805735
You can put in the requested stuff with inserters.
>>
>>541805620
its the natural resource of aquilo and its durable enough
>>541805735
wtf are you talking about? you know you can manually load the silo? you only need bots for heating, and thats just few common bots per many sectors.
>>
>>541805735
>I mean it's not like you can automate space delivery without using logistics bots in the first place.
What the fuck am I reading
>>
>>541806063
>>541806161
>>541806373
You will never be able to make a belt-and-inserter delivery system for rocket requests because you cannot transmit circuit signals between surfaces. Only silos can communicate with platforms by selecting automatically fulfill platform requests.
>>
>>541806430
>because you cannot transmit circuit signals between surfaces
and bots can do that? what the fuck are you even talking about?
>>
>>541806430
"If "Automatic requests from space platforms" is not selected, the silo acts as a large container. Items can be inserted and removed with inserters. If the silo receives a full rocket of a single item that is requested, the rocket will automatically launch to the platform requesting that item, even if the payload is more than what is being requested. If multiple platforms are requesting the same item, the rocket will prioritize the earliest platform that the player created."
>>
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>>541806430
embarrassing post
>>
>>541806430
But you only need a few things from that planet in the first place, there's basically nothing there. You can count the silos you need on one hand and your dick.
>>
>>541806430
>Build 10 rocket silos
>Uncheck automated requests
>put belt of aquilo science.near them
>???
>profit
It's that easy.
>>
>>541802235
heresy
>>
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>>541789062
>Huh, I didn't notice that watching the recording
>Find it
>He was typing 'big' and corrected it
>Didn't register what he almost did so doesn't say anything
>Bunch of people in the chat going "WHOA", "Close one" etc.
>>
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>>541809884
>>
>>541798312
think of it this way
it's like having a loaf of bread with some mold on it
10% mold? gotta cut it off, now you only have 90% of the loaf usable
90%? you're cutting bits of bread off of your loaf of mold
>>
>>541774898
>A mall
0eNrFlk2PmzAQQP9KNKe2gpbvDai9pOdKPeytWiEDTmIt2Kxt0q4i/nvHhFAS0GaTHqJIKBj7jd/YHthDVja0loxrSPbAcsEVJL/2oNiGk9K0cVJRSIAoRausZHxjVyTfMk5tH1oLGC/oH0jc9skCyjXTjB4I3c1rypsqoxI7WG+SLKiFwsGCm5gGGMafQwteIbHdJf7FUJLmrDaEmkhEaSptB47N6UtDSgyIj7mQFc69tSaT8IZJ1DgLtqN2LcWOFUjKt1TpC9OIcBozVH+gSvrSIOYt3PIUZx3HpGtW4kBlOiqamzGHPB4TbMHQ46R1EDrmxMWwk2RYkIvK9NECZwzfuobGrLprjHqcN4PzrsN5I5w/g/Ovw/kjXDCDC67DBSNcOIMLr8OFI1w0g4uuw0XtE/5mdtg/86wpn23GFZXIv7BdH7r9hUdaS1GmGd2SHTMh96aN4x5LtUhLsWFKszzlVP8W8hkSLRtqwdCOfYshxJpJ3KqT4jA+kIeQSpNucznOme5XaOcMw/cbLs8NCyYPBwaSpSlDw2wOR0W/dkWDFTDE+C7JWi8et0yZC9/gE3x8Xlj6lbNPMnB5OTu9cdAztPsfaFNvN5IWDNNni/Uk9UPgPq/W8U8CJuwauU1J8K5i/EPtpsqqnZS5X/CqP0XOR+xT0JrijjarZ3bCBRnvPjLeVMbrZbzbZfz7yPhTGb+X8W+XCe4jE0xlgl4muF0mvI9MOJUJe5nwdpnoPjLRVCbqZaL3ycwUFcc5oSJGzSCwKDNNK1Pdh89NfMWQjOJbBFZEsXyxEnrxg5TlYvVz8Xj4eNphCe9SE0ZeHMRx+BAHvhdHbfsX9neLCg==
Like a bot mall? You can just tell this what to make
>>
>>541797474
>these are all uncommon
they're all common, actually. clearly no green dots
>>
basic smelting and a mall
>>
For the megabasers out there, how viable/convenient/UPS-firendly is it to
>Make ALL sciences rocket silo-based
>Create a stationary platform that's just stationary cargo bays
>Nauvis sciences get sent up, rain back down to the cargo landing pad, get sorted into their respective belts through a small but very active bot network
>No trains, no long belts
>>
>>541813267
Just watch this guy's stuff.
https://www.youtube.com/watch?v=gikrR2Xuvvs
>>
>Aquilo, but you have to heat up stuff with flamethrowers
>>
>>541813267
rocket silos seem to have a huge UPS overhead when there is a platform above the planet
>>
>>541814370
that's not true anymore (as of a couple days ago), and it wasn't _that_ high to begin with.
>>
>>541692839
I'll paraphrase my post from a year ago:
It's ass and barely even runs on top end hardware. If the devs don't optimize the game, it just won't do.

I tried it again in july this year and it still runs like trash. For reference here are my current specs:
CPU: Ryzen 9 9950X3D
GPU: GeForce RTX 5090
RAM: 96GB+32GB VRAM
Tested both on Linux Mint and Windows 10
The game crash way too often on Linux and barely less often on Windows.
>>
>>541814807
>$6000 worth of hardware
>The game still lags
We can't escape from poorly optimized games...
>>
>>541815310
western game dev has been here
>>
>>541815923
Don't think asian devs are any better. Or eurojank for that matter.
>>
>>541756184
Somewhere down the line 'amHunter' is going to turn out to be an alias account of Deadlock, won't it?
>>
>>541813128
oh fuck it's out? gotta get on this
>>
>>541816056
>looks at factorio and dyson sphere programm
sure buddy
>>
Haven't played in 6 months, what should I do?
Thinking either a Fulgora start or voidblock?
Any particularly good planets to add?



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