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Engineers don't do editions Edition
Previous thread: >>541657535

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 they’re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft

OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.

Current and recent /egg/ hosted servers:
>Factorio
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
>>
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>>542004294
le fishe au chocolat
>>
But what does bioflux taste like?
>>
>>542005887
Like salty bags of sand.
>>
>>542005887
walnut with a taste of yuzu citrus
>>
>>541976752
hold up, field isn't strongest at the magnetic poles?
wtf is the earth doing
>>
who left this fish in my FUCKING ASSEMBLER
>>
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In the process of making Printed Circuit Substrate and I'm running out of uses for all the ash, it keeps piling up. Is the idea to just build a fuckton of separators or use a fuckton of wood as fuel substitute?
>>
>>542015152
Give it around two hours and you're in for a surprise.
>>
My biters are starting to get angry and I don't have flamethrower turrets yet this is a problem
>>
>>542016193
You can stockpile it for later, you can void it or you can separate it as 3 useful things. You can make more wood and then use that as fuel or something but you are better off just not bothering with that, destroy the ash if you don't want it directly rather than setting up some meme to do it.
>>
>>542016193
genuinely just throw it in a box and ignore it
it's not worth thinking about
soon you'll be able to delete it by turning it into flue gas and venting it, if you don't want to use burners to delete it directly
you will eventually want a supply for soda ash solution but it's so incredibly not worth worrying about that where you are
>>
>>542017023
>>542016893
Got it, stockpile it is.
>>
Does clearing biter nests even help to control anything at all feels like they just come back in larger numbers
>>
>>542016193
What does the Alien's salary have to do with anything?
>>
>>542016559
I'm supposing you just started and it's vanilla: use the car, red ammo and grenades to clear nests in your pollution cloud. If you don't have both, automate them, don't handcraft.
If you don't have a car yet and you're still in red science, either throw a bunch of ammo in a box to feed ammo turrets (these last for a while) or turret creep and take those nests (place turret, advance, repeat). The shotgun shreds nests in the early game.
>>542017589
Clearing helps and let you focus on advancing, but you'll eventually reach a point where clearing is more trouble than it's worth it desu, especially if there's a bunch of nests already around your base/you let them creep up to you.
If you clear all the nests on 'activated area' (your cloud 'activates areas' btw) you can kill nest expansion.

It's also worth to chuck efficiency modules on your miners and refineries.
>>
Feeling frisky, I might play Satisfactory later.
>>
>>542017589
Nests suck up pollution so when you clear them your pollution has a clear run to the next nests that were previously out of reach. It does have an effect though since ground and trees absorb pollution and you get more of these inside the circle of pollution as the cloud grows which passively reduces the spread of your pollution. Just use a heavy hand and clear well past the current cloud and don't expand like crazy right after and you get to enjoy a good while without major attacks.
>>
>>542017589
At the beginning (before purple/piss science I guess), it help since it will stop any attack for a good time.
>>
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is Mars First Logistics /egg/? pls no bully
>>
>>542017589
Use biter nests to control pollution.
Program a laser turret to attack anything that isn't a nest, then blueprint 8 of them in a "hollow square" shape around a substation.
Center this shape on the top left corner of a biter nest to zap any bugs that come out, and keep them within range of your construction bots (with repair kits).
This should make biter nests consume pollution without troubling you. About 320 trees' worth of absorption per nest, IIRC.
>>
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>>542021857
>>542018701
I beat the game but I'm not quite sure how basic mechanics still work and am just trying to get faster. I may be the only madman that has got artillery working on a ship
>>
>>542023882
you are not the only one trying it on a ship, but you certainly are the only one still thinking it works
>>
>>542020937
>dildo delivery, with an extra XL for OP's mom
>>
>>542024937
Oh it doesn't I removed them for more missiles but it is funny
>>
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Explosive resistance by asteroid size
>Small: 50%
>Medium: 30%
>Large: 10%
okay so naturally it would follow that-
>Huge: 99%
>>
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>>542012284
she's doing her best!
>>
>>542026782
But, if it was 70%, a player could use rocket turrets to finish the game without, bypassing the logistical challenge of using railguns or even Aquilo altogether.
And we can't allow that.
>>
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is there any better stats mods or something on Captain of industry? I'm trying to optimise my shit because my coal is disappearing fast and so is my fuel and I have no idea which place consumes the most and needs updating
>>
>>542026782
what confuses me is that they didn't use dual resistance's like physical resistance has for any of the other damage types
say 190/10% for huge asteroids, so you could still overcome it by creating quality rockets as an example
>>
>>542029440
They specifically do not want you to complete the game with one damage type by brute forcing it, which is why they do it like that.
>>
Why the fuck did I never use steel furnaces before these are great
>>
>>542032681
Steel are particularly worth it because you can just plap them down on top of an existing build. They are worth using pretty much until you get nuclear power, at which point overhauling to electrics with prod modules is worth it.
>>
>>542032860
Yeah I just swapped my full yellow lane to a full red lane by just changing the furnaces and belts that was convenient
>>
Alright, downloaded Mint, downloaded Rufus. Made my backup, made a secondary backup. Time to prepare the bootable usb and install Linux.
See you guys in an undetermined amount of time. I'll finally be able to experience asynchronous saving and the alleged UPS boost. Or at the very least it will free up some ram.
>>
>>542020937
yes
also criminally underrated
>>
>>542029305
Don't burn coal for power.
>>
>>542040885
what should i burn and what should I produce more then? I feel like the entirety of my crude oil goes into diesel making and i'm barely afloat on that level
>>
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Making this thing instead of moving to oil took way too damn long and I don't even know if this thing works, though it should. Even then the red ammo output is under spec due to 0.75x crafting speed, but I can handwave it away as allowing for assembler upgrades later. Still have to do something like this anyway because I have no choice but to expand into biter territory to get that oil and wall off.
>>
>>542005887
Santorum
>>
>>542043689
why do you know what that tastes like?
>>
>>542029305
>>542042090
At the start, you should be clearing the land of trees and using the wood to reduce your coal consumption. Charcoal can be burned to make metals, cement, power, and other products.
Once you can shred wood into woodchips, burn woodchips instead of charcoal to make power or whatever needs steam to make, as you'll get more steam for a given amount of wood.
Later on, you can also grow extra crops on unused land with unused ground water and compost them for fuel gas, which can then be used in place of coal for power or various products. You can also turn fuel gas into fuel to reduce your oil consumption.
>>
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>>542044170
so i need more wood then, do you have a rough estimate on area and number of harvester/planter?
>>
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>>541908019
it was by the lab this whole time
i had windmills placed that covered it
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>>542045696
>>
Server has mk2 construction robots available, also mk2 personal roboports so update your personal gear. mk2 logistics is otherwise done except super steel so when ever that is done the base will cycle out the old mk1 logi bots too.
As a comment, these fucking bots feel so nice when they are twice as fast and I can fit twice as many in the armor.

We are now using mk2 brain juice too. It consumes the same amount of brains roughly speaking but increases the research efficiency even further but at the same time we will only trigger research half as often as before so do not despair.
>>
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>>542043538
>and I don't even know if this thing works
hello fellow factorio enjoyer. ever considered using editor for testing your builds? its so much more fun. you have infinite inputs/outputs, instant editing. literally everything you will ever need. faster and better. and before you ask, no it wont ruin your factorio life. why would it? just create a build, test it, make a blueprint, and deploy it in your normal game in seconds. trust me bro. its safe and effective
>>
>>542047503
Yeah okay, so where exactly is the editor button again? I've seen people use the editor but fuck me if I want to find it.
>>
>>542044874
There are too many factors to give a figure like that, but wood and crops are almost input free goods, so just plant trees or grow crops on any flat land you aren't using for industry until your coal consumption is low enough that you won't exhaust your deposits in whatever time you're fine with.
You can also dump extra compost to make more land for farming crops and trees.
>>
>>542047664
control+shift+alt+f11
once you go black you can neve4/
i mean good luck bro :)
>>
>>542047826
The map editor's on ctrl shift F11, but no editor. Spage? I don't have it yet.
>>
>>542048173
its not ctrl shift F11
read again
>>
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>>542045696
>>542045926
You will leave the birds alone.
>>
>>542048681
No, renewables will kill ALL the birds.
>>
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Dunno why people hate the burner phase so much, it's peak sovl.
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>>542049843
Stop that. Or else.
>>
>>542050194
where's your processed fuel?
>>
>>542048351
Yeah and it did nothing, its not on the control list either. You sure you aren't too used to a mod? The design worked anyway.
>>
its cute
>>
>>542037378
It was actually really painless. Surprisingly Mint recognized my audio sockets correctly (windows switched the mic and audio sides every time). The workspace system is also pretty neat.
Time to go back to factorio.
>>
>>542050194
pink sus
>>
>>542050194
are those three-lane belts?
>>
>>542044170
Or just mine coal faster
>>
>>542050194
I liked the steam phase from...what was it, exotic, or aai? Had steam-powered inserters built into pipes, stem powered miners and assemblers. And they got better with hotter temperature steam, so you didn't necessarily have to upgrade to electric.
>>
How do I tell a pump to not fill a train more than 5k on circuit again?
>>
>>542057747
Apply your no use case circuit
>>
>>542057854
I don't need more than 5k on a mine with flamethrowers
>>
>>542057747
isn't there a read train contents option on station? use that as the condition on the pump maybe
>>
>>542058226
It does have that but it doesn't show me the fluid
>>
>>542004294
rate
>>
>>542058647
Why is it so big, so slow, AND so expensive?
>>
Damit I'm so slow at pure nauvis I need a 2nd copper mine for fucking certain because I know I need two red lines of copper, 6hr and dont have it done yet
>>
>>542060909
Stressing about time taken in Factorio is silly. Unless you're literally a speedrunner it doesn't matter. Take a hundred hours to build your first platform if you want. Shit doesn't matter. Ain't no time limit.
>>
>>542016559
Just apologise and they'll leave you alone
>>
>>542017589
Pollution determines how many biters attack
The bigger the distance from the nearest nest the more pollution is absorbed by the ground first
This is based on area so it's exponential too (the base amount is very small though)
>>
>>542016559
I'm doing a 50 times tech cost run and I had to use a row of turrets with yellow ammo set to kill spitters and small biter and a second row with red ammo for medium and big biters until I could get flamethrowers online.
After that I cleared my pollution cloud of most nests so I could do something other than repairs every five minutes.
Ballistics upgrades helped a lot, though I only went for the first two damage techs and a firing speed tech.
Not sure what I am going to do with behemoth biters, but I hope flamethrowers and fire upgrades will manage.
>>
I don't have a full wall defended yet they only keep attacking one point this is fine
>>
I have so much petroleum my light oil is short circuiting I have never ran into this problem before
>>
>>542070096
Take the fight to them. Destroy the biter nests in your influence (pollution) range.
>>
Is there a factorio mod that doesn't entirely remove enemies but makes the game easy-mode where I don't have to really worry about enemies? I still want bugs in the game but I also want to build stuff without ever worrying about bugs.
>>
>>542055690
How much stuff works by default with Mint?
>>
am i meant to try to build general industry on vulcanus, gleba and fulgora?
>>
>>542075306
Adam Smith says to make the things you can't make on Nauvis.
>>
>>542074994
I had to change a few shortcuts but other than that everything seems to work. Installing took me maybe 30 minutes. None of my games caused any problem.
>>
Aside from the techs, what determines a train's stopping distance in Factorio?
>>
>>542077558
Weight
>>
>>542077613
That doesn't include what they are carrying though, right?
>>
>>542047664
Type /editor into the console of a standard game
>>
>>542077613
Also friction and air resistance, a train with a wagon in front stops faster and accelerates slower: https://www.youtube.com/watch?v=zBy8xzrJpw0
>>542078121
I don't think cargo is taken into account.
>>
>>542078121
Nope, cargo has no effect.
>>
>>542029305
>600 years in
>no construction 4
Dude what. I was going to suggest nuclear.

Post your oil refinery. Do you have a bunch of gas stations littered around your island? That will cut down on fuel usage by stopping trucks from driving five miles to get gas. At that population 4 distiller stacks would probably be fine.

Don't forget to take care of your pops by giving them new foods/goods. You can save a fuckload of resources with edicts including less fuel usage.
>>
>>542077558
What's the front segment
>>
>>542075306
>Vulcanus
the functionally infinite iron and copper resources makes a primary production facility a very tempting proposition. The downside is that your petrochemicals are not sustainable and you need plastic for advanced circuits. Coal Liquefaction can solve this more or less but you'll simply find yourself expanding to find more coal rather than more iron and copper.

Still, the lack of biters makes expansive vulcanis factories very appealing.
>Fulgora
Space limitations make factories largely modular and train-oriented. A great place to make quality modules and items as the production chains start from the top down, which makes recycler looping easier.

Inability to centralize power production prior to unlocking foundations fucking sucks and 75% of your precious real estate will be filled with fucking accumulators.
>Gleba
Make the science and get out. The resources are infinite but everything will break constantly unless you're some kind of agricultural rainman.
>Aquillo
It's actually impossible to manufacture anything but rocket fuel and the planet specific commodities there so the factory will never be large.

The supercomputer chips are easier to manufacture on a specialized space platform instead of the surface.
>>542077558
air resistance is also a factor, putting a wagon at the front of the train makes it stop faster, Artillery wagons are especially good for this.
>>
>>542078831
>The resources are infinite but everything will break constantly unless you're some kind of agricultural rainman.
Gleba's not THAT hard

Honestly I want to start a run someday where I move there. I'll probably need to abuse Vulcanus's infinite stone to make infinite landfill and ship it there, though. I tried Only Gleba but I bounce after I finally fully automated iron and copper only to have stompers start spawning and they're basically immune to yellow ammo so I basically lost after a few hours
>>
Thanks everyone. A few more questions:
Do a bunch of locomotives in a train with no wagons stop in the same distance as a lone locomotive?
Do locomotives still use their brakes if they aren't pointing in the direction of travel?
>>
>>542079209
>bunch of locomotives
locos are heavy and therefore negate more air resistance as more weight makes air resistance less of an issue.
>Do locomotives still brake if they aren't facing the direction of travel
individual locos don't exert a specific braking force, it's the train in general so it might actually be accurate to say that wagons are also braking.

Also you should know that air resistance is not affected by the front-facing wagon being backwards.
>>
>>542079209
There's two lines of code that are relevant (https://wiki.factorio.com/Locomotive#Maximum_speed)
>train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)
>train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))

Locomotives have weight 2k and wagons have 1k of weight. train_friction_force is 0.5 for any wagon (including locomotives). So, I think equally length trains should stop at the same rate, independently of composition.
Haven't tested it though.
>>
>>542079898
Mixed the ending, trains with locomotives should stop quicker, what I meant to say was that the direction they point doesn't matter. Composition DOES.
>>
>>542080105
So from what I can tell, longer trains brake faster than shorter trains if the ratio of wagons to locomotives is higher. Right?
>>
>>542074810
peaceful mode
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>>542078590
I'm the kind who will set up a part of a factory and then go AFK for a while, take it easy. Incidentally my factory is terrible and many resources just stagnate like the plastic since I'm not doing anything with it yet. I am freeing up space and then doing nothing with it too. Most of my time was spent trying to not die anyway.
>>
>>542081174
Heavier trains should brake faster than lighter ones. Locomotives are twice as heavier, so you would need twice the wagons to match a locomotive in braking.
This is just my speculation though.
>>
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>>542081815
ackshully since the weight of a train directly reduces the effects of air resistance heavier trains brake slower than light ones.

It's worth mentioning that the scale of optimization here is minimal. On one wagon trains air resistance made at worst a 16% speed difference and 20% fuel efficiency decrease. Artillery wagons were worse but I didn't extensively test them.

It's simply not worth worrying about under any practical use case.
>>
>>542082557
>It's simply not worth worrying about under any practical use case.
I'm just trying to future proof a two-way track circuit so when it restricts the allowed direction on a section of track, it gives a train coming from the other direction enough distance to brake and not cause a dead lock.
>>
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>>542082832
We have "ways" of ensuring that trains stop on time when necessary
>>
>>542082953
I considered this, but decided it wasn't practical for long trains and without bots.
>>
Don't really understand minmaxing the train accelerations. If you care so much about train throughput you could just double the tracks and the trains instead with no thought required, right? Space is very rarely a concern. And it seems like such a minimal difference for nuclear trains to have slightly better travel times. Maybe it saves calculations for superbasers?
>>
>>542083358
The real benefit of higher acceleration is better junction throughput, which more tracks can only improve so much on.
Improving station throughput means you don't have to redesign or add to older layouts.
>>
>>542082953
>Preventing the train from grazing on it's favorite meal (engineers)
You're a monster..
>>
any idea how to handle stack inserters from variable-recipe machines? I have a stack of crushers that change recipes, and want the stack inserters to take out everything before changing filters (which will cause it to finish transferring an incomplete hand).
>>
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what the fuck is this shit
>>
>>542087943
did the engine get hit by a meteor?
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>>542088032
it's a 1-4 train so that meteor must've been on full auto
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>>542086894
I ended up creating a separate timer that resets filters regularly
>>
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>>542087943
>Earendel coded the stone poop back in
based! based! based!
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>>542089909
I think that was the train's cargo and not random stone poop.
>>
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I'm trying to edit the save data for Last Call BBS and I can't figure it out.

So far I figured out it takes the input data, adds exactly 8 byes while encrypting it or something, then converts it to base64. Definitely no compression, the saved data is always exactly 8 bytes larger than the input.
If it's encrypted then you'd have to go reverse engineering the game to find the key and algorithm, which I'm definitely not doing, but I was hoping maybe it was something simpler.

Do you guys see anything or maybe just already happen to know what's going on? Anyone know what 78DA means?

The reason I'm doing this is I wanted to make a custom server that actually has network access by making a program that pipes data in through the save file. And yes, I tried just using fetch() in the server .js, it just gives the error "fetch is not defined".
Unless you guys have something I think this is the end of the line.
>>
>>542087943
Well "CTALKEP_" (if that is your real name), this is a cargo wagon. And it appears to be full of stone and not attached to a locomotive.
>>
>posts something with the most obvious standard zlib header ever
>"yeah it definately doesn't have any compression"
is this bait?
>>
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>>542092540
I hadn't considered the input was too small for the compression to do anything.
>>
>>542050194
what mod
>>
>>542096506
https://mods.factorio.com/mod/AmongUsCharacter
>>
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serbas, these are set to receive copper and iron ingot "waste", which fucking planet is making ingots as waste
>>
Copy pasta feels really good after not having bots for hours just copy pasta an entire mine with the train and it took no time at all
>>
>>542096554
every planet that has core mining
stalker is a retard that thinks the trickle of shit from core mining is going to be a huge issue and it is VITAL that there are 6 trains to immediately offload a rocket that launches every 60 hours
>>
>>542005887
Texture = sugar candy.
Taste = sweet/sour and a bit spicy. Intense. Like a grapefruit with sugar and ginger.
>>
>>542074810
Lower evolution. Small biter can be killed with a fucking starter pistol.
>>
>>542074810
it's always easy mode
bugs are a supply challenge, not a combat challenge
>>
>>542049843
This is so sad, can we get 20TW of nuclear?
>>
>>542055223
North Korea is gonna retaliate.
>>
I'm starting space ex. I'm not really sure why there is a mini burner phase, it's a bit retarded. At least it doesn't seem to last too long judging by the tech tree.
>>
>>542102541
>a few ancient tech rockets
>no modern penaid
>no MIRV
the only people who should be worried are the retards who built their capital in artillery range
>>
>>542102876
because the furry thinks minor nuisances are the height of design
and the problem isn't that you have to deal with burner shit for an hour
the problem is you have to make that shit in your mall for 500 hours
which is just more pointless busy work
>>
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Should I be packing more shit for vulcanus or fulgora? I'm otherwise completely ready to leave nauvis
>>
>>542104346
Besides the landing pad
>>
>>542104346
bring some pumpjacks if you're going to vulcanus
>>
>>542048681
>>542051147
harpy anon?
>>
>>542104346
Bring more shit. All the shit you would want to jumpstart a game from the very beginning. Inserters, chemical plants, everything.

And if you're going to Vulcanus then bring some uranium cannon shells and ammo.
>>
>>542104346
a system to remotely request things from nauvis and have them delivered
without a full bot network, I think you can do it kinda janky like this:
>remote drive tank with roboports, construction bots, and logistics bots
>requests fuel and building items
>drive by mall to restock
then
>drive tank to where you have an item on belts or whatever
>place down inserters
>let tank get filled up partially
>remove inserters
>have filtered inserters next to silo
>drive tank up and let inserters take items
>>
>>542105349
I know about the u-cannon shells I think I'll just pack some stuff to make the shells and a tank the science will research on the way there
>>
Just landed on fulgora. Having a look around and all I can think is the amount of landfill I am going to dump on this cute little coral reef of a planet. If she rides my production well maybe I'll give her some concrete too. Maybe import some coal and give it a nice whiff of some smog. It's just like my Japanese corruption doujin.
>>
>>542106115
That's Gleba.
>>
>>542106151
My bad, I've been on fulgora for so long it's still in my head.
>>
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Is that going to be a problem? The flamethrowers+bots+repair packs seem to be doing the job
>>
>>542106363
is it supplied with bots and repair materials? if so, not a problem
>>
>>542106115
glad to know I'm not the only one that gets the names of fulgora and gleba mixed up
>>
>>542104346
Ignore the other cowards. Go in raw, drop down nothing.
>>
>>542078163
Oh okay. Later then.
>my achievos
>>
Is there a mod for allowing duplicate items on the hotbar? Factorio's huge hotbar row count is neat but you can't have the same item on different rows, so the active hotbars really have to be the most common items only or I'll be opening the hotbar selector all the time. Maybe I should rebind the key to open the hotbar selector for convenience.
>>
>>542104346
Grab some of concrete for vulcanus to kickstart foundry production so you spend less time manually collecting shit from rocks and don't need to start up an entire concrete production chain for just one building.
>>
>>542047664
I just pick map editor in the main menu and convert a save
>>
>>542107787
You can?
>>
>>542109107
Russian hacked version, I tried and IT DON'T WORK SUCKYA BLYAT.
>>
https://files.catbox.moe/cn0hd0.webm
>>
>>542109835
Kek. Uncheck this option. Interface tab.
>>
>>542110282
Alright thanks I'll take a look at those options when I get the chance.
>>
>>542109107
Same item different rows, anon.
>>
what do you guys think about my roundabout?
>>
>>542111820
You can.
>>
>>542112345
Not frisky enough.
>>
>>542112345
I've never seen jojo
>>
>>542112345
useless if it's not for trains
>>
new HDD gave a recipe that completely revamps how I make steel ingots
oh well, better scrap my factory and start again
>>
>>542112345
makes me want to replay this game and focus on aesthetics this time/10
captcha: G0YVP
>>
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>>542055690
Welcome to the hive
>>
>>542113050
this is going to keep happening, don't worry about it
>>
>>542112417
I know. I'm nitpicking your dumb screenshot snip.
>>
>>542077558
Friction and air resistance.
Friction depends on amount of locos and wagons.
Air resistance on what's at the front of the moving train.
>>
>>542079209
Yes to both questions.
>>
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nice expansion base and fuck you too
>>
How does Foundry compare to satisfactory or factorio?
>>
I'm looking at the gleba tech tree and correct me if I'm wrong but is there absolutely no way to semi-automate gleba science production? By that I mean if I want to research a tech with no gleba science I can't pause the production and then continue it once I need those packs again, since I can't store initial pentapod eggs for startup. Every time I want to start up again I have to go to gleba, go kill a slime, get the egg and manually seed up the whole production process again?
>>
>>542119570
Just put a priority splitter into a burner and have the process run continuously.
>>
>>542119570
You can endlessly clone pentapods. Just burn the excess they are flammable.
>>
>>542074810
use the railworld preset then just turn off pollution spread
>>
>>542119559
looks ni-
>paradox interactive
yeah nah
>>
>>542119570
let it rot
let it rot
there's fresh fruit on the plot
>>
>>542119570
a lot of gleba-specific production lines benefit from putting a restart bit at the top. pentapod eggs are no different: recycle biochambers until you get eggs.
>>
>>542079156
In my experience, Gleba is okay if you make a pertinent use of logic circuits (you just need to read the contents of belts, and to disable a few things based on that info) and inserters' filters.

If one is allergic to logic circuits, though...? Way harder.
Also, that planet was totally meant to be visited AFTER Vulcanus and Fulgora.
Going there right after Nauvis makes it needlessly painful.
And the Pentapods are a legit threat.

I totally understand why people would hate it.
>>
>>542120852
Gleba is my favorite planet, I'm on my 3rd SPAGE playthrough and I can't wait to land there
>>
>>542120440
Wasting fruits trigger my OCD.
Producing more pollution triggers my anxiety.

:-(
>>
>>542121273
Why not using alternate start to begin there, then?
Also, for me, it's Fulgora.
>>
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is that a pentapod save me earndel
>>
>>542121510
Would.
>>
>>542121290
therein lies the challenge of video games
>>
spage is too hard it makes me feel like a fucking retard the base game had kinda this elegant simplicity
>>
>>542118951
this is why we have quality
>>
>>542119559
It's more similar to fortresscraft, might as well be a minecraft mod. Biggest issue for me is that you have to place down every single tile manually, even in late game. Scaling up is a pain.
>>
>>542123254
In retrospect I feel like base game is so simplistic I don't know how we lived with it. There was something there if you were megabasing, but just launching a rocket was piss easy.
>>
>>542126098
Yeah that's why even simple mods like bob's were really popular. Just gives you more to do.
>>
>>542107285
I got all the way to Aquilo before realizing you could drop shit manually. I somehow missed that blurb in the tutorial messages.
>>
>>542123254
You can always brute force base game, but the further in to spage you go the more pigeonholed you get.
>>
>>542119559
Needs a couple years to bake. They're working on a blueprint system which will solve most the issues I have with the game. It's not bad but it needs a bit more quality of life before I'd recommend it.
>>
>>542120852
You can get by just fine on Gleba without circuits by just watching your ratios. You ensure there's no extra eggs by having slightly more science demand than egg production.

Excess fruit gets seeds extracted+burned
>>
a splitter is all the logic you'll ever need
>go here first, then go here
that's enough for anything
>>
>>542126098
>if you were megabasing
Isn't that like the whole point of the game? You unlock all the tools by the time you launch the rocket/reach shittered planet and then you can finally start playing the game for real?
>>
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>>542126098
i think oil processing/blue science is the great filter
wanted to prove my claim but the achievment statistics are all fucked
>>
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Using the the new radar system i can upload malicious signals from hidden places.
>>
>>542128512
Blue potions are fine liquids are essentially the same as solids but with belts that don't need inserters. Purple potions are what makes me fucking groan and go take a break to mentally prepare for every single time just because of how utterly cancerous steel production is in terms of pure scale for minimal return. The kind of smelter stack that's enough to supply your entire factory's production is barely enough to sustain even half of your purple potion production. It's just such utter AIDS. Similar principle happens with yellow potions and green chips for blue chips, but at least you don't need to cover the entire map in assembler stacks to sustain it like you need to with purples.
>>
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>>542129093
sorry, radar signals can't transmit across surfaces. This is a blessing and a curse as if radar signals weren't surface isolated you'd only ever have two channels to broadcast over ever. However the inability to automate cross-surface logistics is kinda dumb. It would be nifty if the science factory on gleba could know when the potion belt on nauvis was running low so it could spool up, but apparently that's just too much power for us to be allowed to have... I guess?
>>
>>542129148
I read
>Blue potions are fine liquids
as its own statement and couldn't figure out wtf was going on with your post for several seconds

It sure is a fine liquid though.
>>
>>542130695
He's reviewing the potions, purples make him groan while blue is fine.
>>
>>542130695
oops I guess I just had a let's eat grandma moment haha
>>
>Red science
Berry blast gatorade flavor, a slightly gritty liquid in texture

with the shortest crafting time and cheapest recipe it's so forgiving it's common practice to just hand-craft your first hundred or so since automation will take longer than building and tearing down already defunct infrastructure
>Logistics science pack
A bitter taste with a smooth texture, like vinegar. stains horribly.

With only two assemblers onto one belt sustaining 12 science assemblers, it's cheap and easy to set up and will sustain science while you build the base for a bit.
>Military science pack
tastes like dirt mixed with sugar, mildly toxic due to the gunpowder

The red ammo is the shitty part to set up because of it's crafting time but you're probably making that anyway. You don't need much though, and handcrafting just 50 is enough for flamethrowers. technically optional.
>Chemical science pack
Saccharine taste, like someone dumped uncut aspartame into a beaker. Laxative.

Takes more than twice as long to produce than military science and more than 5 times as long to produce as logistics science. The extensive crafting time of the advanced circuits and engines also means that this is where you MUST scale up and build dozens and dozens of machines to produce a good SPM. Just about triples copper demand
>Production science
Crush grape soda. Y'know, that purple stuff.

Notable mostly for it's crazy steel demand, this will require you to build a dedicated iron and steel stack just for it. However, rails, electric furnaces and prod modules are all useful things to be making anyway. Takes the longest to produce of any science.
>Utility science
Acerbic with an electric tingle. An energy drink.

Pretty much requires you to capture a new copper mine and make a dedicated copper stack. The LDS and processing units are craft-speed bottlenecks.
>Space Science
Regolith powder mixed with water to create a creamy, cheesy milk.
>>
>>542132404
what about the other planets' science packs?
>>
thought I'd get some pushback on my take, I was ready to argue with you ninnies for the rest of the afternoon, c'est la vie
>>
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>>
Train signals are a bit of a bitch. How do they work exactly? Do I need them even on parts of a track that I don't need traversal through yet? I tested a build on editor and when all signals were placed down no train was hanging up, but the same thing didn't really work out the same when I had some paths I didn't need trains for yet without signals
>>
>>542132619
>Metallurgic science
Orange Soda (off-brand but just as good as the real stuff) served hot. Does not cool down over time so learn to life with it.

Hilariously simple to make if we're being honest, the biggest difficulty is making the machines you need to make it in the first place.
>Electromagnetic science pack
Peptobismol with taurine and guarana. So smooth to drink that you might just die of a heart attack like that lady who drank too many panera bread lemonades.

Easy to make in small quantities. Annoying to make in any sufficient quantity as the facilities to deal with the byproduct become much larger than the facility to produce the science itself.
>Agricultural science pack
A health slurry like you'd get out of that stand in the mall staffed by that 17 year old girl who smells like a barn and doesn't believe in space. Gets stuck between your teeth, coagulates in your mouth, gives you the runs.

Easy to make a small amount under supervision, requires pretty ridiculous amounts of militarization to actually make safely in sufficient quantites due to the natives of Gleba being overtuned.
>Cryogenic science
A sour mix with a refreshing aftertaste, you suspect it contains primarily menthol. Strangely, it makes you stop wanting the factory to grow... I wonder where that comes from...

Not terribly hard to make, you just have to automate the power production and ice platform production to make the factory to build it on in the first place which is oddly slow and laborious to kickstart.
>Promethium science pack
You'd never have described a fluid as crunchy before, but this is downright non-newtonian. It seems to resist being swallowed and turns to hardened globs in your mouth but returns to liquid once spat out.

We all know the hot mess that thing science is. Most easily made by using unintended oversights in design. Biter eggs can only be made in the location furthest from promethium, and promethium can't stack... or can it?
>>
>>542133654
signals divide rails into segments
automated trains will not go into segments that have a train (or a part of it) on them
automated trains will not go into segments "behind" a chain signals if they can't pass through it without stopping
>>
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>>542133274
you shouldn't be allowed to post that
>>
>>542134401
Gleba only challenge, Moaiman?
>>
>>542133654
To add to that >>542134039 post, use chain signals in places where a train should not be waiting (in the middle of an intersection, single track/two way segments). Normal signals elsewhere, as they allow a train to path and clear way, waiting in front of the signal until the way clears.
Putting normal signals on non-intersection tracks allows your system to run smoother as the trains don't have to wait at a station until the path clears up.
>>
>>542120852
>Also, that planet was totally meant to be visited AFTER Vulcanus and Fulgora.
I've just now bought Space Age. I'm going to figure out how to megabase a smartbase, then head straight there.
What'll I need to succeed, king?
>>
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>>542130263
Signal problem? Compute with items instead. If your veggie juice runs low on nauvis then send a package to gleba.
>>
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>>542126098
Logic ciruits, blueprint-enabled speedrunning, and a lack of familiarity.
It's a perfectly engaging game if you act like you have finite time, or if you aim to bend the game in on itself and make it play itself for you.
>>
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>>542135493
>megabase a smartbase
sorry, but your Nauvis base is going to be entirely at the mercy of cliffs until you get to vulcreptum. Same for artillery.
>What will I need to succeed, king?
The enemies on Gleba are only really susceptible to rockets and tesla turrets, they can walk over walls, out-range gun and flamethrower turrets and are immune to landmines. all enemies on Fulgora are 50% resistant to lasers as well so those aren't viable either. Rockets are researched on Gleba so they are not viable to start. Tesla turrets are from Fulgora. You will pretty much just have to let the enemies destroy your farms and shit constantly until you can get rockets researched and automated.
>>
>>542136370
>sorry, but your Nauvis base is going to be entirely at the mercy of cliffs
I have dynamite.
>Same for artillery.
What?
>The enemies on Gleba are only really susceptible to rockets and tesla turrets
Got it. Fulgora it is.
>>
>>542137776
sorry mate but in Spage the ability to put a bunch of dynamite in a barrel alongside a grenade is locked behind Vulcanus science. Artillery as well, and both now take resources from Vulcanus.
>>
>>542138009
you can clear cliffs with nukes without leaving nauvis
>>
>>542138104
And it just so happens that they more than tripled the uranium cost of nukes in spage, totally unrelated~
>>
>>542133654
I've said it before and I'll say it again:
CHAIN IN
RAIL OUT
>>
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>>542138009
>>
>>542136370
Well, kinda. Lasers work fine against early strafers despite the armor, just give them target priority. And small stompers die to gun turrets with red ammo. Just prioritize rocket research+automation before medium ones start showing up.
>>
>>542121290
>Wasting fruits trigger my OCD.
How do you feel about wasting sunlight? Every square inch of nauvis not covered with solar panels is wasting power.
>>
>>542130263
lord earendel fixed that YEARS ago. just give radars network groups
>>
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oh fugg :DDDDD
>>
gleba is too hard for a girl like me im only interested in fashion shopping and gossip
>>
>>542091806
0x78 0xDA is zlib compression magic for the header, specifically best compression. It's possible it IS compressing it but its already as good as it gets so the output is the same and its put the compression header on. Another thing zlib likes to do is put things into blocks but then if its not alterting the data its not surprising its the same in this regard.
Back in the day we used aluigi_altervista_org/mytoolz/offzip.zip to scan such things, it recognises zlib quite well. Apparently that link is spam reeee.
Can't say i ever bothered to have a look at the savedata but i do have it installed.
>>
>>542138157
Uranium is the most plentiful resource in the game.
>>
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>>542141629
I'm really hoping he adds bridges with roads so I can have scenic ones over rivers. I know you can fill it in, but I want my island to look aesthetic.
Also, I did learn you cannot make a -20 z death pit with sheer faces and fill it with landfill, it's a processor destroy button.
>>
>>542045926
Honestly disappointing. I was hoping the last sock was going to be on the moon or something.
>>
>>542142882
yeah i hate those land bridges, plus it takes so much longer to make than an actual bridge. Trains have (limited) bridges too so where's our road bridges??
>>
>>542112345
Satisfactory is bitter for me because it had a really strong start in early access, a nice ui and it felt fun to build, and then it just...nothing. All the mystery items turned out to be nothing, as if they just gave up dead there and then. It felt pointless.

Made me realise i'd kill for a game like this that had me trying to build weaponry and vehicles for a far flung war and trying to meet quotas to stabilise the front.
>>
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>>542143379
I'm pretty impressed with the game so far as it is, I just want to connect my islands without turning them all into one. The engine is impressive and it scratches an itch with all the animations, they even added animation to hoppers. I'm too retarded for trains, but the only niggles I have is that I somehow maxed out map size and you can't make inland seas, as soon as water is cut off from the main sea it drains. River sources in mountains would be great, but I tried to make a landfill pit I was going to fill with toxic water and keep my citizens in line by threatening to send them to india with it.
The city must survive.
https://www.youtube.com/watch?v=oVZ9nRAFR8s
>>
>>542144045
If you go to their discord, you can get large maps that actually justify using trains.
>>
>>542128512
>Steam power 33%
>Train 50%
Something seems off there
>>
>>542144045
I respect the hell out of Frostpunk 1. Fucking hate playing it but man what a vibe.
>>
>>542144751
Oh, I make my own maps, but it still has an integer size limit and I can't make my island any bigger.
>>
>>542145236
How is the gameplay? Was uncertain or getting it or not because from what I heard it just boils down to a single meme strat.
>>
>>542145236
NEW LAW
NEW LAW HAS PASSED
https://www.youtube.com/watch?v=6WOcVuuX8MI
Pity frostpunk 2 shit the bed so hard.
>>542145476
It has different scenarios and ways of playing, a lot of it is seeing how paths go. It's not really an engineering game but it is fun. You can recreate it in Workers and resources if you play winter maps because the cold will get you.
Otherwise frostpunk is an emotional ride and when the storm hits you feel it.
>>
>>542145476
It's something of a sit-and-wait management game but the dirty details end up a bit RNG and micro-manage heavy.

You send out expeditions for random events that take an amount of time to unfold and offer a choice. The choice is generally RNG as to whether it works out well or not, with one particular choice being a coinflip that is so impactful to your overall ability to survive that it's losing it is usually a reset.

The early game has a really really annoying "trick" that you have to use to survive which both does not make sense and also requires babysitting. You put laborers on mines and resource gathering sites from 7am to 6pm, longer if you put them on extended shifts, and "hunters" will leave the town at night to gather food. Hunting is the only viable way of getting food without using a very limited resource for building kinda bad infinite food buildings.

The problem is that you can just... pull laborers from mining/gathering and put them on hunting jobs at the end of normal work shifts to go gather food. They will not see this as encroaching on their free time or make them sick from lack of eating. Hunters cabins also don't require heating so they can be far from the generator and not consume coal to maintain. And since food is so finite this is functionally required to do every single night. It's not a suggestion or a glitch, it's basically a requirement to stay afloat.

Also there's an on-going storyline in which you have to make the city hopeful after a dissident movement arises. If you peak under the hood though you'll find out that this mechanic just wants X number of "hopeful things" to happen in order to be defeated so you're incentivized to actively not build your base well until the movement arises, and then defeat it instantly by finishing the orphanage, enacting extra rations, etc, etc. Otherwise this arc goes on for literally dozens of hours and actively drains resources.

TL:DR riddled with poor design choices. still cool tho
>>
>>542146168
I still can't figure out how to stop hope from falling without going full dishonoredpunk watchtowers
>>
>>542133274
LOOB
>>
Today, I have not been filtered.
Thanks to the Anon who advised me to play around with eth stuff Green Science gets you first, there was so much to do before the new stuff from it was even close to being exhausted.
>>
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meanwhile on the serb...
>bad video stream
>corrupted file type
how do i convert video??
webm 4 retards mangles the colorspace
ffmpeg mkv->mp4 doesn't but can't be uploaded
>>
My holmium build (at least the only nontrivial part of it) is capped by long inserter speed, and it is making me mad.
However, they will not bottleneck once I get the final inserter capacity upgrade, meaning that I might just place it down anyways and have it work once I hit mat2.
One of the few things I miss from K2, the superior long inserters.
>>
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>>542151179
I find compression color artifacting for webm tends to always skew purple when you are over-compressing a file. I used webm for retards, not sure which version, the app doesn't really have an about or .ini file.

So basically I capture using OBS, .mkv file type as that still produces a coherent video file if the application or computer crashes during recording. X264 encoder, CRF rate control with a CRF of 20, or 23 if I'm recording very long stretches to save space with veryfast CPU preset.

Webm for Retards can convert directly from MKV no problem, no need to remux. Editing software needs remuxing though. for the conversion settings I use Variable mode with high quality and then manually dial back either the resolution or frame rate if it comes out blasted. In less busy scenes I raise the conversion CRF to 39-42. VP9 will make conversion take longer and I've never noticed a quality increase. A lot of people say to just set the size limit to 4mb, and that sure is easier, but has always produced worse results in my experience.

Factorio can be particularly rough on video compression due to how many moving parts there are and visual effects like water ripples, belts moving, rain, cloud shadows etc. Part of why Dosh's videos get fucking blasted for the first few days on youtube. It just is what it is.
>>
>>542151179
I'm using Handbrake as an UI to ffmpeg, convert to webm
>>
>>542151179
i record with OBS as mp4
>>
>>542153149
>>542153812
I can't understand how people who aren't streamerscum can get into the mindspace of starting up OBS any time they start a video game. I just use the steam recording function instead because I always have steam running for my games anyway.
>>
>>542112345
the elevator isn't in the center
>>
>>542155910
I've heard good things about steam recording but it's a new function in relative terms, and OBS is established. I don't know if steam has a lot of features that I use, such as per-application audio capture, and acclimating to a new system requires opening yourself up to new problems and errors.

Streamerscum covers a much broader amount of people than you think it does these days. The enemy is sometimes closer to home than you think, gentlemen. Always bear that in mind.
>>
>>542155910
or just hit windows+g, there's a recording widget
>>
>>542156570
every sane person has the game bar permanently disabled
>>
>>542153149
i record losslessly, so in case i record some pixelshit for /v/ it doesn't look horrendous due to chroma subsampling and the works
it can be mangled later if i deem the filesize/quality tradeoff to be worth it
>>542153812
might start doing this actually
>>
>>542136370
>sorry, but your Nauvis base is going to be entirely at the mercy of cliffs
ahem
>>
>>542155910
i'm a boomer about anything with the term "overlay" near it
i've learned that it usually means "absolute trash shit heap that fucks with your game and makes everything ugly and shit"
>>
>>542157996
>i'm a boomer about anything with the term "overlay" near it
You're not gonna like it when you learn what your OS is
>>
>>542157996
I remember using xfire back in the day, now that was a shit overlay
>>
>>542158621
>you're not gonna like it when you go into that field of cows and stick your nose in shit
i just don't use the overlay portions of it
>>
>>542145213
It's a newer achievement, isn't it?
>>
>>542157996
bro, your rainmeter?
>>
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I'm trying to figure out how to set up an ammunition supply train that visits various outpost stops to deliver >= X amount of ammo. Then the train should leave back to the supply stop, wait until full or after some time, then only leave to an outpost if it needs ammo or otherwise just sits at the supply base.

1. Do circuit networks need me to connect the green or red wires ALL THE WAY back to every other station that requires a signal?
2. The option on the stop that says deliver circuit result to the train, does that mean the train docked to it and only it?
3. I did manage to get it to wait at this outpost station for unloading once, but unsure of which combination of conditions caused it. Then when fiddling with them it no longer does so (reverts to initial behavior below).
4. The current behavior is that the train will come to the outpost but unloads exactly 1 ammo before it goes back to the supply base.
5. The 600 ammo limit is placeholder for experimentation, 6 boxes/slots is probably excessive.

I can see why people don't really like learning circuits and other games vastly simplify the signaling.
>>
I fixed my setup (and it even has the SE signature - a warehouse to store landfill), although now it costs a trillion undergrounds. This is enough for like 1/3rd of my planned holmium for the save (targeting 30SPM in space, since it's a 10x run), so I'm planning on just building this three times.
The blue beads are going to be annoying to make on-site since I'll need to deal with more oil processing, but shipping rods is 10x denser (and those savings are too significant).
>>
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>>542160254
This can be as simple or as complex as you want it to be but the baseline is that you can set a train station to enable/disable based on the contents of a circuit network or logistics network. If a train station is in a logistics network you can just push a button at the top of the panel to connect it to the logistics network and it'll know the contents of all providers chests in it's area via wifi and can enable, disable itself as necessary. Or you can hook it up via wire direct to the chest you want monitored.

Trains just telepathically know the status and condition of all relevant stations on their schedule and will idle if there are no stations that are enabled or have a vacancy in their train limit. If you want to get really complex with it, just look up "supply trains" on youtube and you'll probably find a hopelessly complex video about how to automate these kinds of systems that I made like a year ago.
>>
>>542161086
>Trains just telepathically know the status and condition of all relevant stations on their schedule
Well alright, so then the important point is that the train stop needs to be wired to those chests in order to get the readout of the amount in the boxes. However the train doesn't seem to be obeying the conditions or I'm using the wrong ones. I did see the train station being enabled when meeting the condition of less than 600 ammo so I at least understand how that works.

Logistics network? Bots? I'm way too far away from bots, don't look at my research for my actual progress. I've placed down a pumpjack but have been putting refining off because there's nests encroaching on the oil and I'm trying to wall off the entire area first.
>>
>>542133654
signals keep trains from crossing to the next block
chains keep trains from stopping in the next block
>>
>>542161894
Currently your condition for the request of new ammo and the condition for the train to leave are the same number. You want a buffer of resources supplied which will run down before the train wants to supply more. For instance if you set the train to depart when the station holds over 1000 clips and the station to request more ammo when it has less than 400 clips, the turrets will have 600 clips to chew through before requesting another train.
>>
>>542146168
sounds like a smaller-scale Against The Storm
>>
>>542162409
The condition of the train stop for the outpost is:
Empty cargo inventory
or
Circuit ammo >= 600

Is this "Circuit" condition not the value coming from the train stop, which I presume is feeding the amount read to the train since the checkbox is ticked? If not, then what is "Circuit"? The stop is reading 502 ammo from the 6 boxes.

I don't mean the train is leaving the Ammo Supply stop after loading 1 ammo, I mean it comes to this outpost and drops off 1 ammo before leaving. We're not getting to the point of needing a buffer amount yet.
>>
>>542162906
Oh, I see the problem. Turn off Read Train Contents on the outpost, it's placing the train's cargo onto the circuit network which means that the condition for ammunition is filled instantly.
>>
>>542163260
Will give that a try the next time I play. Then that means that option is meant to tally the total amount between the train and connected chests. Not useful for this current setup unless I want to do some kind of load balancing in the future.
>>
>infinifactory
>get to training routine 5
>the dog
THIS IS NOT OKAY
>>
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>>542150568
Was so engrossed in cramming more stations and trains into my Railghetti I forgot the pic.
First Blue Science, my beloved. Now I need to set up productions for Bots
>>
>>542142269
Me again, I looked into it and it is indeed a Base64 Decode -> zlib inflate when its loading the base64 from the save.
Heres a simple setup using cyberchef:
https://gchq.github.io/CyberChef/#recipe=From_Base64('A-Za-z0-9%2B/%3D',true,false)Zlib_Inflate(0,0,'Adaptive',false,false)&oeol=VT
Yes, that is opensource glowie bong tech.
>>
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10 hours to go at the current rate
and I still need to research stress system three times more
>>
>>542157996
based
>>
>>542165401
If you haven't already I suggest making some basic ratio'd blueprints so you can stamp out more production quickly and easily. You can even plan around them having 4x stacked items once you get that research.
>>
>>542160254
You want to do essentially what you did but your conditions need work. The "OR circuit ammo > 600" is what stops it from unloading more than 1.
You want the drop off points to tag it's boxes and then compare it to some reference value you want to have at the stops at all times like the 600 you set (can probably be lower), then you want to order a train by enabling the stop.
For the train you want it to load up full (or how much you want to deliver to one station in one given run), you can limit the loading by limiting the wagons or setting up a condition for loading. Then order it to empty cargo. Ensure that the unloading station has enough box space to fully unload. For instance in your case it would be when ammo drops below 600 it orders the train that then delivers another 600, so you need at least 1200 space in the boxes so it can dump the whole load. The station then orders a new train when the stock is below 600 again.

That way of supplying a station will be fine for 99% cases. You can come up with more complex behavior if you like but above minimizes the need for circuits to potentially just 1 wire from 1 box to the station with no other orders on the train besides full load and full unload if you use the wagon limiting.
>>
By the way, I've seen stationeers screenshots. When is it going, timezone etc? Nearing the endgame or still starting? I wanted to give it a try in multiplayer because solo made me suffer for hundreds of hours
>>
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>>542165401
oy vey
>>
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>>542170852
I warned yall
>>
>Biters spawned in oil sea can cross the sea and are unaffected by speed
This planet mod that combines biters, worms, oil sea, and lava is more insame than I thought. You have to defend your island chokepoints against biters because you will be creating pollution
>>
>>542145236
The titular "frostpunk" was the only true strength this game had since it isn't that great of city builder, not a great logistics game, not a great narrative game or a great strategy game nor great for roleplaying nor a great society simulation. It's only mildly competent at all of these genres mashed up together. As if it wasn't sure what kind of game it wanted to be, the "frostpunk" was clearly developed first and then they had to make it a game. The setting would work just as well as a movie or a series if not even better.
I think it's why Frostpunk 2 didn't find the same success. They tinkered with the game's identity, aesthetic, setting and vibe as you put it. The most important part.

BUNDLE UP IT'S GETTING COLDER
Protip to avoid a death spiral: heat all the fucking homes
>>
Is there a tag system for Factorio Train Stations or a mod that adds it?
I know that you can have multiple stations with the same name to make logistics easier, like having multiple ore pickup stations and only activate them if enough ore is available to bother sending a train to it.
But can you add separate tags to it to send trains to correctly tagged stations and have the tags activated and deactivated with circuit conditions?
Like an outpost defended with flamethrowers and turrets whose station has 'oil' and 'ammo' tags and depending on which tag is activated an appropriate train is sent.
Basically: multiple names for stations which can be separately activated.
>>
>>542172243
Yes that's vanilla behavior
>>
>>542172243
>Basically: multiple names for stations which can be separately activated.
Just put more stations down I guess? I don't think you can have circuit based station names but I haven't fucked with it that much myself
>>
>>542172461
Maybe suggest it to WUBE?
Variable station names that are set by circuit conditions.
Want to request ammo? Send an ammo signal to the station.
>>
>>542172829
The idea of having an on-call train bringing me shells and boolit gets me hard but i'm too smoothbrain for logic circuits, I can't focus enough to do them.
I want to be a techpriest but I am a servitor
>>
How bad is py really how long will doing anything take me if I start a run right now?
>>
Are speedruns done with biters on? I saw that circuit someone posted earlier I'm assuming that just controls what some assemblers are doing no?
>>
>>542175876
The most popular one does default settings, so yes.
>>
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>last Francis John factorio video was 3 months ago
please... I need to see him fail at space age because he read a tooltip wrong, didn't read it at all, and/or over analyzed something new
>>
>>542175587
Id say easily hundreds of hours
I just leave my pc running and queue techs while I go about my day, when I come back I have 10 new ressources to set up and need to upgrade 10 others
t. Py noob
>>
>>542172243
>>542172461
>>542172829
>>542175456
isn't this almost exactly the same thing as "how do i make an automatic assembler factory that somehow doesn't 'waste assemblers'" but in train form?
how are you going to handle logistics of taking potentially completely random things out of a small train in a way that wouldn't be beat by just making a separate ammo train station with an "if ammo in buffer chest less than X" single circuit to toggle it?
>>
Wow, blueprints in DSP are fucking useless. Can't paste a simple block of wind turbines.
>>
>>542181856
Stuff like this has some nice benefits, like having a few assemblers make everything in your mall means you only need a handful of very expensive modules for a few assemblers instead for each item you'd want automated, and combining train trips means less traffic on your railway network, which means it can support more outposts before it gets too congested.
The issue is the complexity in getting it to work and the lower inherent reliability.
>>
>>542182525
the grid they picked for the balls fucks with a lot of things
should've just made the planets discs
>>
>>542183275
if it's insignificant enough to go in a mall it doesn't need "a handful of very expensive modules"
if you want to combine train trips, just do that?
have it send ammo and iron plates or whatever and if you're full on ammo just have it sent back for next time
>"The issue is the complexity in getting it to work and the lower inherent reliability."
you sound like an LLM and not a well-trained one
>>
>>542183275
>he beacons and modules his entire mall
>>
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>>542119570
One egg maker working non stop, no quality, with the best productivity modules I have to make it as slow as possible, set aside from the speed beacons but beaconed with efficiency to minimize the nutrients drain. The eggs are going to the burner past my actual heavy duty science egg makers, and their inserters are wired to only activate when there's a ship with an unsatisfied science request in the orbit.
The factory is almost idle with minimum fruit waste when not producing science, but goes full ham when science is needed.
>>
just make science at the full rate constantly and burn it if you don't need it
resources are completely free
pentapods are a complete nonfactor if you're not dumb about clearing the perimeter and dropping a spidertron or two
>>
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>Spawners eat pollution
>Capture spawner
>feed spawner bioflux
>30 eggs per bioflux
>900 nutrient return factoring in 50% prod bonus
>Exchange rate of bioflux to nutrients normally 1:12
>Exchange functional during night time with zero sunlight
>Nutrients can be used to breed fish
>Fish can be eaten

Conclusion: You can almost directly eat pollution.
>>
>>542185317
>Captured spawners still eat pollution
Huh. Mildly interesting.
>>
>>542185317
>He who fights with monsters should see to it that he does not become a monster himself. And if you gaze long into an abyss, the abyss gazes also into you
>>
>>542185670
Factorio engineer was always the darkness. Frame one. The Borg are less scary.
>>
>not happy with what i built
>click new game instead of fixing it
>never make it to the endgame
what is the cure for this
>>
>>542185984
Methylphenidate (brand names include Ritalin, Concerta, Focalin, Daytrana), and amphetamines (e.g., Adderall, Dexedrine, Vyvanse).
>>
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>>542185984
just build the factory
>>
for me personally its grey market modafinil the only good thing to ever come out of hindustan
>>
>>542185772
I was more referring to the pollution eating bit, you biter scum.
>>
>>542185984
Why not just compromise and build a new factory in a different plot of land on the same state, leaving behind industrial ghost towns where you have failed?
>>
>>542183746
>if it's insignificant enough to go in a mall it doesn't need "a handful of very expensive modules"
Some items you'll use in the thousands, which a few modules will easily pay back their value in.
>if you want to combine train trips, just do that?
This is harder to do if you want a bunch of trains doing it for a bunch of different outposts with varying demands.
>you sound like an LLM and not a well-trained one
Sorry, I was busy training your mom on the finer points of silicone.

>>542183819
I mean, if it is only a few assemblers, why not?
>>
>>542186763
>"is there a mod that lets you do this"
>no
>"the issue is the complexity and lower inherent reliability, also i put beacons in my mall"
>lmao wtf
>"combining train trips is too hard, what i want is varying dynamics in combined train trips"
ಠ_ಠ
>>
>>542186162
That's the thing. Engineer is the pollution. We are all the pollution. We are ruiners, you and I. We make the galaxy unclean.
>>
>>542187401
Stop ridiculing him for beaconing his malls jesus christ what if he needs to use 2400 bulk inserters at once?
>>
>>542188094
Just because I defecate doesn't mean I eat shit, you disgusting glyphid.
>>
>>542188094
>We make the galaxy unclean.
The Factorio engineer runs the largest recycling operation in the (known) universe. That must count for something right?
Maybe there's a carbon credit scheme somewhere to exploit.
>>
>>542188170
the ridicule is mostly because of the LLM writing style combined with the weird pathetic behavior of asking about if something is possible without asking if anyone has tried or attempted it, saying what he has tried (nothing), what exactly went wrong, etc.
>i_have_always_wanted_to_pet_a_dog.jpeg
>>
>>542188415
Capitalism does it again.
>>
>>542187401
>is there a mod
>"combining train trips is too hard, what i want is varying dynamics in combined train trips"
I never asked for mods to simplify the game. I am also not the guy asking how to automate his ammo supply trains.
>the issue is the complexity and lower inherent reliability
Yes; more complex systems are harder to design and have more ways to break than just adding more simple stuff. They are also more fun to design than just pasting a less efficient design.
>also i put beacons in my mall
>>542188170
Never said anything about beacons.
>>542188447
Are these mall beacons in the room with us?
>>
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Anyone got anything smaller that's been tested on fulgora start runs where you simply can't unlock military before leaving?
>>
What do in vulcanus before leaving and coming back with em plants? Just get foundries, big miners and ship 60spm to nauvis then come back and get 1k spm with em plants?
>>
>all art of nauvis shows the planet half green half blue
in practice the planet is 45% green 45% desert 10% blue
why is this
>>
>>542191301
cliff explosives and green belts, and enough silos to move them in bulk
>>
>>542191476
Tangentially related, I google searched some pictures of Earth from pace and they were roughly 100% computer generated. I guess we'll never truly know what Earth looks like from space.
>>
>>542191815
Space doesn't exist.
>>
>>542191301
the only thing EM plants add on vulcanus are blue circuits for rocket launches
you can skip them entirely
>>
The Devs don’t want you to know this but metal at the foundry on Vulcanis is free. You can take as much as you want home. I have 458 steel plates.
>>
I set up everything on Nauvis because I LOVE draining resource patches. I even import blue circuits from Nauvis to Fulgora instead of setting up more recyclers.
>>
>>542192845
Anon, do you LOVE Trains too?
>>
I hate nauvis so I installed biolabs anywhere including on platform, nauvis is now a uranium, biter and fish farm doesn't need to export anything else
>>
>>542193131
I AM TRAINS
>>
I beat the game with only 1 train in fulgora how many have beat this challenge
>>
>>542194634
Who'd need more? Scrap is almost endless on small islands.
>>
>>542195142
Not what I meant, only 1 train in fulgora, 0 trains anywhere else
>>
>>542194634
>>542195142
If you bring quality big miners then even the 'small yield' scrap piles are enough to beat the game with.
>>
>>542195437
Trains are kind of worthless in SA, since all builds are small, you don't need multiple patches for anything, and belts are 5 times better then before
>>
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i think i finally just figured out how the new /egg/ multi-fuel input stations will work
these ones should be able to handle any amount of input fuels/fluids, not just six, and any sort of fucked up shape or size of fluid cargo wagon, since py's "advanced" ones are odd and much smaller than the vanilla ones, which made the previous stations extremely incompatible
about 80% of the puzzle solving was figuring out i could use py check valves as weird tiny fluid buffers to create a fluid load balancer to stop the fluid wagons from loading unevenly
>>
>>542195437
>the things people do to avoid figuring out if it should be chain in rail out or rail in chain out
>>
>>542196568
It's not even the small builds or the belts being better, it's the fact that the trains stayed the same while throughputs across the board increased a hundredfold. Meanwhile wagons still stayed the same size and of course you can't even upgrade them using quality.
>>
>>542195437
I had to use some on vulcanus because the nearest non-starter coal patch was miles away.
>>
>>542194634
I used a car full of barrels and a tiny solar powered oil pumpjack outpost I dismantled every time to steal oil from behind biters' backs in my last deathworld play.
>>
>>542196692
py is so fuckin ugly.
>>
>>542197364
My 2nd coal patch is pretty far in vulcanus just got there, I have 7 different mines connected by rail in nauvis not doing that shit again I had labs running in vulcanus in that playthrough instead of nauvis until gleba and after I shipped everything to nauvis for research while nothing was getting mined there
>>
Do you guys bother using walls in gleba? They only stop the little guys the pods spawn
>>
>>542200061
Nah. I use a sort of checkerboard pattern of turret nodes
>>
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>>542197912
"Biters could be here" he thought, "I've never been to this oil field before. There could be biters anywhere." The lightly-polluted wind felt good against his modular armor. "I HATE BITERS" he thought. The Oil Industry reverberated his entire car, making it pulsate even as the half-spoiled common fish circulated through his powerful thick veins and washed away his (merited) fear of insects after dark. "With a car, you can go anywhere you want" he said to himself, out loud.
>>
>>542201634
KEK
>>
>>542200061
>Walls on Gleba
With what stone. Your tiny patch that can accommodate 2 whole drills and is only 50k total?
>>
>>542204128
I mean it'd only be around yumako and jelly who would cover everything they dont even attack everything not that it works anyways landfill patterns to kill rafts are strictly better than even turrets but take time to make
>>
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Yo Slav, can you yell into the void that is your ISP. Just loading into the server is going to take around 10-15 minutes. Its taking me back to playing Nascar 2003 with these speeds.
>>
>>542204394
the server is currently at the mercy of my new multi-fuel IN train stations
>>
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>>542204493
>tfw when the factory runs on a setup you couldn't comprehend if your life depended on it.
>>
>>542204394
>>542204493
I completely forgot /egg/ had a server. Are you guys having fun?
>>
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>>542205192
>>
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>>542205087
Originally came to just check it out, have clocked 132 hours now on the Serbs Py server. It has been a lot of fun to experience Pyanadons and just contribute to the grand effort, its something I don't think I could ever do myself unless I was retired or unemployed, which I am sadly neither.

Sadly as you can tell from the above image, joining the server is a real bitch. It took me just under 20 minutes to join and thats with a kind anon pausing the game. I'm personally blaming the sex server in this case, as its a notorious hog on resources when hosting.
>>
>>542205192
>>542206053
The first time I tried to play space exploration, I instantly died within the first 20 seconds to some random shit which also destroyed most of my ship.
>>
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Kicked the Fog off my home.
>>
>>542206053
it was bad but not god awful
then he moved and it got 20x worse
seems pretty clear that what changed was his internet and nothing to do with how taxed the server is
>>
>>542133972
tldr
>>
>>542206707
What did the frog ever do to you?
>>
>>542208405
Frogs can go fuck themselves. Ribbiting faggots.
>>
>>542206569
that is the first CME
it is guaranteed and welcomes you to space exploration
>>
>>542200061
No one visits me on Gleba ;_;
I use a spidertron to clean two or three rafts that spawn close every few IRL days, but otherwise the planet feels lifeless. There are some big nests far away, but all the spores get absorbed by terrain long before reaching them. They nerfed spores way too hard.
>>
>>542208557
Ah that's neat. I'm pretty sure it wasn't supposed to actually destroy my ship and kill me while I was reading the tutorial that popped up for the info mod though.
>>
>>542206948
I'll wait for the Slav to respond but the Py's autosave is starting to chug. Which is an indication the the client is starting to bottleneck on CPU resources. From how I understand it, it's running both saves on the same host, so its not to much of a surprise this is happening.
>>
>>542209025
>I'm pretty sure it wasn't supposed to actually destroy my ship and kill me
You're playing sex with wrong mindset.
>>
>>542209025
you may have misunderstood what i meant by 'welcomes you to space exploration'
>>
Pretty new to these games but ended up trying Satisfactory and realized I liked it a lot. Are there any good automation / logistics / factory management games that are good in value for how much replayability they have? I'm looking for something around $10. Also I would like for it to be a little bit more chill and not as demanding, late-game Satisfactory hurt my brain so I kind of gave up around the nuclear stage... I don't think I'm smart enough for that. So if you have any recommendations, let me know.
>>
>decided to stop being lazy and set up fulgora properly
>start running rails everywhere dealing with deep lakes
>entirely forgot rail foundations aren't tied to building foundations and are in fact researchable right now
time to rip it all up and make s t r a I g h t l i n e s
>>
>>542214232
Factorio never goes on sale but has no drm (hint hint).
Mindustry is free, mix automation with tower defense. It's nowhere near as good or deep as the satisfactory and factorio but it's still a pretty fun game. It has a phone version.
Other than that, you can just check the "Logistics and factory management" part of the OP.
Other big names: Dyson sphere program, captain of industry, shapez.
>>
>>542171274
silly.

>>542185984
just do it
>>
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>return to Factorio
>have on track but not lazy bastard
>3 years ago
kek
>>
>>542189102
I don't think anyone does fulgora starts.
>>
>>542193396
>anywhere including on platform
oomfie,you can't put biolabs on platforms...
>>
>>542214832
>no drm
Unless you want mods
>>
>>542204493
what in god's name
>>
>>542218051
You can still 5 finger discount mods too, it's not that complicated. I started that way as well to get some QoL mods for 1.1, but I don't recommend it

factorio is unironically one of the few games I actually bought in full in the last decade, base and DLC, because I like what wube is doing and I want to support them.
>>
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another day
another youtube rec of the dumbest shit i've ever seen
>>
>>542218051
>Unless you want to use Wube's servers
>>
>>542218610
>watching anything factorio on youutube
I make an exception for mr stonehead but anything else is just utter trash
yes even the gachafag who comes here to post about his terrible spage run with terrible opinions who has now retreated in the shadows and stopped shilling his vids
I see you, you cement eating fuck
>>
>research railguns
>demolishers become such a non-issue to the game, they're effectively deleted from it.
>go miles capping worms like it's no one's business
>all you're left with is a barren map full of lava and ore patches
Anyone else kind of disappointed about it?
>>
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Nature is healing. More effectively than trees too.
>>
>>542218770
cool but didn't ask you about your boyfriend
>>
>>542219623
>oh no not the free resources on the biterless planet anything but that aaaah
>>
>>542020937
This vidya was great. Didn't even know it existed till the fall sale.
>>
>>542214232
OpenTTD mogs everything out there in the market and it's free.
>>
>>542219623
they hyped them up to be some big boss battle
and yet they easily fall to the same bullshit that normally works on biters, turret spam
gleba enemies actually are more interesting
>>
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You want this?
>>
>>542221757
Asteroid casinos aren't impressive. Show an actual efficient ground-up build that turns iron ore, copper ore and oil into legendary modules then we'll talk.
>>
>>542222018
how do you get legendary eggs with an asteroid casino genius
>>
>>542222268
So exploiting the rest is fine because you have one setup of biter spawners and recyclers. Well worth bragging about, yeah. Haven't seen that one before.
>>
>>542204493
aromatics nooo
>>
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>>542222018
Here you go.
Maybe add some more grenade 2, 3 and 4 assemblers so it doesn't get backed up.
If you don't like the LDS shuffle, roll steam turbines/nuclear reactors/heat exchangers.
You tryhard.
>>
Gleba kept the cut content fruits as background trees.
>Slipstack: A gleba coral stack that excretes blobs of slippery mucus
>Funneltrunk: A Gleba fungus that forms a hard outer funnel and cultivates symbiotic worms
>Hairy clubnub: A Gleba fungus with hard woody stems and club-like caps that catch flies with sticky hairs
>Teflilly: A gleba plant with strong PLASTICY leaves
>etc.
You can even tell how some of these were meant to be the plastic, lubricant and biosulfur recipes they threw into Bioflux instead.
>>
>>542226332
there's mods to bring back some of those.
>>
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>>541581523
>don't forget to post your abominations
Mamma mia

Also I just realized the iron belt is empty and I should probably bring a second iron mine online and double-side-load the iron train.
>>
>>542227270
And I realized the problem was actually some trains having a <30 fuel condition instead of >30. Whoops.
>>
>>542227270
delicious
>>
>>542204824
My entire life runs those setups
>car, thermodynamics magic
>computer, silicon magic
>lasers, physics magic
>metallurgical magic
>polymer magic
>circuit magic

Arguably the entire political system that make those other magic possible is alien to me, and would take years to fully understand.
>>
>>542219657
>5 million
>>
>>542227270
That's the good shit

blessed
>>
>>542175587
It's an extremely long mod (like 1000h long) but there's not that much waiting to be done in technical sense. You will almost certainly be massively behind on actually building things compared to research unlocking them the whole game.

>>542196692
mk2 multifuel is pretty good, some of the stations had throughput issues already.

In good news I think the mk3 train goes back to the mk1 train layout and that is generally backwards compatible with the mk2 stations (except for item and liquid buffer amounts) and then the mk4 is the mk2 again with the small wagons.
The whole thing where the train starts out as normal and then goes double wagons is a real fuck you by the creator though, if it was other way around it would be much more manageable.

>>542204493
/egg/ PY "god's mistake" server

>>542205087
Yes.
>>
>>542219623
I had the same reaction. At least with artillery spam or turret blocks it's kind of impressive with the sheer quantity involved, just one-tapping them is strangely unsatisfying in comparison.
>>
>>542229851
>(like 1000h long)
I've seen people throw around "1000H" as the idea but all the playthroughs of Py I have ever seen are actually several thousand in length
serb is 700 hours in and it's in the mid-game, meanwhile it only gets grindier from there
I still think 1000 is speedrun tier
>>
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>>542227838
>the manufacturer that built the fans inside your computer wasn't the least bit concerned with the logistical chain of his raw materials and just ordered a truckload of plastic to be brought to his factory
>the global trade system that makes this possible has its own macro-level patterns that sometimes cause catastrophic failures if not properly managed
>there are specialists who have studied for years to gain a basic understanding of one narrow piece of the whole pattern and somehow they keep it all from burning down
>>
Anyone played this? Is it a fun little sandbox or a boring waste of time?
https://store.steampowered.com/app/1957760/Islands__Trains/
>>
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>>542219623
>wage war against worms by building a huge artillery battery and frantically clicking in front of them, hoping I delete them before they delete me
>go to Aquillo so I could obtain the ultimate weapon and have tons of fun hunting down the biggest behemoths
>research damage upgrades
>find an enormous worm
>prepare for a heated battle
>shoot it in the face once
>it says AAAAAAARRRRRGGHHHHHH and explodes
>that's it
I still had some fun when one of them smote me into oblivion miles away from the base and I had to navigate to my corpse by car through mazes of volcanic cliffs, but the whole experience was very underwhelming.
>>
>>542204824
Me when I toast a piece of bread, flush my toilet and get out of bed
>>
>>542231580
>We were inspired by beloved games such as Islanders, Dorfromantik and Townscaper.
Just an eyecandy game, it seems
>>
>>542231135
And those are the (((((people))))) that mocked the soviet planned economy…
Truth be told, though, it had similar problems, albeit at a smaller scale.
I would argue that *keeping* them small-scale is the biggest benefit here.

Liberal globalism, capitalism, and consumerism were all costly mistakes.
>>
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>work towards equipment you know is overpewered to deal with enemies causing you trouble
>use it
>it's overpowered
>>
>>542232126
Dunno about the first one, but Dorf was a city builder hybridized with deck building, I think.
Townscaper was pure art thingie. A neat and relaxing one, but no gameplay to speak of.

TS could get /egg/y, actually, if resources and adjacency bonus/malus mechanics are added.
Multiblock structures that need a certain number of X, Y and Z building "block" types.
The wonky grid, and how everything fits together, would make for some very aesthetic industrial districts.
Mind you, there's a snowflake's chance in hell of that happening, but that would be the way to do it, without losing the game's original idea.
>>
>>542232367
I fucking hate these kinds of developer apologist posts. If I'm not having fun, it is the developer's fault.
If I'm not supposed to use it, then they shouldn't have put it in the fucking game. I don't owe it to them to design their game for them.

I personally don't even think there's anything wrong with railguns btw, I just think you're a cunt.
>>
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>>542235790
>If I'm not having fun, it is the developer's fault.

is it?
You're already at the very end of the game, you've got access to infinite resources, you are given a gun to destroy house-sized asteroids so you can get to the "win condition" of the game, and you're crying because the enemies on a planet are completely incapacitated by the fuckhuge endgame gun that unlocks post-end content.

I don't think you understand the problem here and you're not offering a solution either.
>>
>>542236014
>is it?
yes
>>
>>542236116
nigger faggot
>>
>>542236162
nta but you're wrong and he has a point
acting like a condescending asshole doesn't make you correct nor your stance appealing
>>
You're both wrong and consecutively both nigger faggots.
>>
>>
Anyone played this? Is it a fun little sandbox or a boring waste of time?
https://store.steampowered.com/app/1536610/OpenTTD/
>>
>>542237592
>you're wrong and he has a point
I'm waiting for it
>>
>>542237941
>>542235790
>>
>>542238002
that's him bitching about something he doesn't like, not a point
>>
>>542238084
>If I'm not supposed to use it, then they shouldn't have put it in the fucking game. I don't owe it to them to design their game for them.
>>
>>542237898
Where are the 4k graphics, the sun rays, the water physics and the fingerless glove meters??
>>
>>542238127
that's still not a point.
all you're saying is "I shouldn't be able to use this completely unrelated post-endgame weapon on the ground and it's runing my game because it's making this niche thing less enjoyable!!!"
It makes no sense. It yields no argument. You're trying to sell it as an argument. You're stupid. Stop breathing. Make a point.
>>
>>542238127
>why does a sandbox game have options?
You're bitching about being awarded a powerful item for beating the game. You are quite literally retarded. Do you bitch about your end game build being able to clear the game's starting area mobs effortlessly in RPGs too? Is factorio your fist ever video game and you're still having trouble wrapping your retard brain arouns progression mechanics?
>>
I SHOULD NOT BE ABLE TO PLACE RAILGUNS ON A PLANET
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
MY GAME IS RUINED
>>
>>542204394
was someone else downloading at the same time?
limit's set at 1MB/s in the config which translates to roughly 900KB/s through my network and 600KB/s at the ingame downloading map meter
could try bumping it up but at the risk of kicking everyone from both serbs while people download the map, so i'm reluctant
>>542209134
fixed. i had it running on a single core because OBS was chugging
>>
>>542238360
>>542238390
>Incoherent seethe
nope the other guy still has more of an argument and it's clearly spelled out
read it a couple more times
>>
I feel like I am far too low intelligence to play factorio. How do I solve this quandry.
>>
>>542238582
It's terminal. Play satisfactory.
>>
>>542238582
just build the factory
>>
>>542238582
study the ancient tomes
>>
>>542238582
Just recycle urself my man
>>
>>542238632
I hate that game with a burning passion.
>>
>>542238684
Damn, there might still be hope for you then. Just play the game, it's literally impossible to fuck up in factorio.
Spage's difficulty curve is a bit steeper but only because of gleba, really.
>>
>>542238360
>>542238390
>>542238451
Nice samefagging, sperglord.

It's not about the railguns faggot, it's your claim that simply not using the railguns is a valid solution to anon not finding it fun to use them.
If you accept that using railguns on worms is not fun, then it is a failure on the dev's part. It's a minor and inconsequential failure that they probably wouldn't have addressed even if it had been brought to their attention before release, but it still is their fault.

Anon isn't the one in the wrong for using railguns and thinking it's not fun.
>>
>>542238663
The factory looks unaesthetic and ripping it up takes forever and is never satisfying to design
>>
>>542238520
"I shouldn't be able to oneshot mobs in undead burg with my soul level 150 endgame build and devs should have accounted for the fact that I'd be upset by this" is not an argument in any shape or form, you mouthbreathing cretin.
>>
>>542238808
>is never satisfying to design
Sounds like you just dislike factorio then, don't see how being higher int would help.
>>
On the one hand the game should account for you having god killer weapons by spawning god tier monsters
On the other hand, you the player should exercise restraint to not use god killer weapons on small fry buggies.
>>
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>nice samefag BRO
classic texbook, the last refuge of the mentally ill

my only answer is clearly >>542236162, as I predicted
>>
>>542238902
>Sounds like you just dislike factorio then
I really try to like factorio because I love these logistics games. I just, to put it entirely simply; am too stupid.
>>
>>542238864
factorio isn't a souls game so your strawman doesn't apply
>>
>>542239053
So far you have hated both of the logistics games mentioned. Which one do you actually like?
>>
>>542239028
your sperg levels are off the chart, I can't believe you're accusing someone else of being mentally ill
>>
>>542238808
>The factory looks unaesthetic
okay, no hope then.

Hello? Did someone just light up a midwit beacon or something? What's up with these morons?
>>
>>542239197
I never said I hate factorio. It's honestly my preferred logistics game because it's the only one with long distance transport options and on a 2D plane (Microtopia would be in the top three if it had long distance choices like trains but alas) Again, I am literally too stupid to figure out how to automate green science without the spaghetti burning me out.
>>
>>542239195
Factorio is a game with a progression system and you are an unfortunate victim of severe debilism who takes issue with the very concept itself.
>>
You're all ignoring this guy and I think he's entirely correct. >>542238950
>>
>>542239486
factorio doesn't have a single RPG element and is not an action game to begin with
that should be enough for you to realize that your analogy is retarded but apparently not
>>
Speaking of RPGs, where's the next game from Wube?
>>
>>542239353
If you can coordinate your fingers well enough to make a post on 4chan you can automate green science.
Spaghetti burning you out is a mentality issue not an intelligence one.
>>
>>542240131
How do I escape the mentality issue then
>>
>>542240268
I dunno dude it's your mental illness not mine.
>>
>>542240268
literally just do things
dont put yourself into the cycle of not doing something then believing you cant do it
>>
>>542240268
Just build the factory. Accept that you don't know what you're doing and your factory is going to be shit. Sucking at something is the first step to being sort of good at something.
>>
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>>542240268
Join the cult.
>>
>>542239835
>factorio doesn't have a single RPG element
You have player stats that you invest points into levelling up (healthy food, healthy body), you have consumables that give you temporary buffs. You complete potion fetch quests to level up your tech and unlock more powerful gear. The whole gameplay loop is based around grinding and finding ways to grind more optimally. Two can play at the semantical facetious faggot game, is this what you want?
>>
>okaying factorio with friend
>his bases are ass, getting slightly better but still shit
>all of a sudden they are getting really complex
>nigger is literally just copying stuff from youtube videos
God damn nigger just play the game.
>>
>>542240594
Really making the argument that all games are point and click adventures huh?
>>
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egg for this feel ?
>>
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>>542240771
Egg
>>
>>542240682
You haven't had any kind of argument from the start, you opten for inane shitposting and are now getting limp-dicked when I decide to play ball. What kind of mental impotent are you?
>>
>>542239353
Sounds to me that you are either mentally ill or one of those seethers that plays games they dislike and then whines that they dislike the games they play.
>>
>>542240594
I'm not the one who jumped in and started arguing that factorio is an RPG
all disingenuous semantics are on you here
also not interested
>>
>>542240961
>you're either mentally ill or a seether
Cool down a bit there bud, I just said I'm too stupid to figure out logistics, not that I hate it. I genuinely do love factorio and I wish I could play it more. But every time I get remotely close to oil processing my brain just shuts down. I wish I could go further.
>>
>>542240771
Me when I piss in my toilet after I bleach it and force the entire apartment complex to be evacuated.
>>
>>542238864
The RPG mechanics of darksouls are it's biggest weak point tbqh. The whole "prepare to die" and "git gud" shit are really undercut by the ability to just grind your way to being an invincible got with a fully upgraded bnh.
>>
>>542241162
I can read what you said, that's why I said you are mentally ill or a seether.
>>
>>542226332
It's still in the comments on the plant prototype:
https://github.com/wube/factorio-data/blob/master/space-age/prototypes/entity/plants.lua
>name = "boompuff", -- rocket-fuel
>name = "sunnycomb", -- sulfur
>name = "slipstack", -- lubricant
>name = "stingfrond", -- carbon fiber
>name = "teflilly", -- plastic
>name = "funneltrunk", -- wood
>name = "hairyclubnub", -- wood
>name = "water-cane", -- wood
>>
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Why do railguns have damage research?
>>
>>542242950
You need exactly 1 level of it to 1shot the biggest asteroids.
>>
>>542242950
for killing big destroyers
>>
>Play space age
>Play k2
>Play se
>Play nullius
>Play cube
>Play warp
>Dislike all of them
>Try to make a vanilla megabase
>Get bored
>Try to play deathworld
>Get stressed and annoyed
What the fuck is my problem? I spent over a thousand hours finishing mods that I don't like. It's like the only experience I like is vanilla.
>>
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Would destroyers be more interesting if they were more of a boss battle (no regeneration and impervious to massed turrets somehow) that the player had to kill manually (automated with artillery maybe)?
Or maybe if they were as they are but rather than flattening your miners they harassed until a damage threshold, so they would come and go and your defenses had to shoo it away?
Or a research gate like rocket turrets and railguns are?
>>
>>542243742
no
>>
I'd put my hairy clubnub into her funneltrunk if you catch my drift.
>>
>>542243742
I want to domesticate and ride one.
>>
>>542244261
Elaborate.
>>
>>542243493
You want the feeling of playing vanilla for the first time again.
>>
>>542244659
I think e's sayin he wants to do her up the jacksy like y'knaa
>>
>>542242950
why does it have firing speed researches when it caps out at like 1 research
>>
>>542245051
It used to be infinite research until it was discovered that it capped at level 1 or 2 because of the animation frames.
>>
>>542245140
Wait, it still is. Nevermind, I'm an idiot.
>>
>>542244720
Mods are too long. My first run of factorio took 15 hours. My first run of K2 took 55 hours. My first run of spage was around 80 hours.
It took me about 3 hours to have a working mall in se. In 3 hours I'd already have bots in vanilla.
>>
>>542243493
>What the fuck is my problem
I don't know and I don't care nigga, this isn't your group therapy session
>>
Vulcanus should have good orbital solar efficiency for ships/platforms but the planetside one should be dogshit due to volcanic ash in the atmosphere
>>
>>542247290
Vulcanus already has a perfectly serviceable energy source and nobody is going to use solar in any case. Your point?
>>
>>542247447
that's exactly why
you have your main power source via the acid neutralization
no need to also slap a 300% efficient solars on the same planet
>>
>>542247586
Nobody uses solar on vulcanus.
>you should not be able to use solar!
I fail to see the issue.
I am closing this discussion.
>>
>>542247586
I remember dozens of post last thread of people bitching about space age railroading, pidgeon holing and forcing the player to do everything the specific way the dev wants you to without any room for creative expression and experimentation. Now here you are bitching about having variety in options. Make up your fucking mind.
>>
>>542247738
I don't like the lava and ash planet having working solar panels, really
that's all
>>
Solar in vulcanus is just a logistic challenge for the first 20 minutes if you land there with nothing having not packed chem plants, turbines and pumpjacks
>>
>>542247880
Thank you for your valuable contribution to the thread.
>>
>>542247880
And the player character seems to be immune to elementala hazards like extreme cold, heat and toxic air. What's up with that, right? And what's the deal with the scale in this game? Am I meant to believe the player character really is as tall as a train, and that he can carry several metric tonnes of steel in his backpack? Come on!
>>
>>542248253
Hey, nobody said the engineer is human
>>
Is it worth it to make trains 1-2-1 just to make them more flexible on how they deliver things?
>>
>>542249298
>double headed trains
>flexible
>>
>>542249379
But you can just make a t cross for delivery, enters north parks exits south
>>
>>542196692
You messed something up, none of the multifuels are loading.
>>
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So tell me how much production of Construction 1, 2, 3 and 4 do I need? What about science, should I mass produce science or just enough for one or two lab?
>>
>>542249298
how will that make them more flexible
are you talking about bi-directional trains? because they're a bigger headache than they're worth
>>
>>542250146
Bidirectional but the bidirectional is only for them to park is what I mean
>>
>>542249298
If you have a complex mod with lots of items then small bidirectional trains are better. If you have a vanilla or vanilla esque mod then you want longer one directional trains for higher troughput.
>>
>>542250574
Yeah I have the first point there
>>
>>542249931
Dependent on your research setting, and science materials get more complex and involved.
As for construction materials, remember each one needs older material. You might stockpile some of each if you want smaller scale operations here and there.
>>
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meanwhile on sexserb...
>>
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>>542248194
>>
>>542251962
what mod
>>
>>542252507
are you dense
>>
>>542253526
kovarex, where have I heard that before
>>
>>542253526
ban yourself
>>
>>542253526
Is Kovarex being based again or are you talking about old drama?
>>
heh
>>
meh
>>
>>542249736
>>542249736
These multi-fuel input stations break when the lines get cross contaminated. This seems to happen when it picks a source fuel that starts pumping, but then it switches to another source fuel, I'm not sure how that happens because I'm not too familiar with how the "anything" works but I presume it switches to a higher priority fuel when it at the start of pumping didn't qualify but later switches to qualifying which then bricks the fuel line.
If you want to do the pumping like this then you need to "lock" the signal for the duration the train is in the station or you need to first preselect the fuel and pump a train load into a holding tank and only then call the train -> empty the holding tank and then dispatch and fill the tank again.
>>
>>542256276
>>542196692
fug
>>
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Yeah I'm thinking this game is good or something.
This planet has an obliquity of like 12 degrees so for half of this planet's orbit period (~1000 sec) these cannons and ray receivers don't do SHIT even though they're at the poles.
>>
>>542257381
Gotta put them at both poles.
>>
>>542257814
I do, it's mostly a problem with the ray receives since they're afraid of the dark and piss out all their efficiency the moment the sun plays peekaboo.
>>
didn't they plan on making biolabs take nutrients?
>>
I tried py's caravans and I should have done that earlier, this seems to be the solution when you can't fit more spaghetti, instead of relocating everything
>>
>>542258848
caravans are busted, especially now that fluid ones exist
the one big upside trains have over them is that it's easier to balance multiple input sources of a given item. you can still it with caravans, you just have to do annoying tricks instead of just adding another station
>>
>>542258848
yeah they're finnicky but they're great
they used to suck ass but they just got an overhaul recently
>>
>>542042090
>>542040885
coal is unironically one of the best power sources in the game until you get nuclear, wood is incredibly water and pop intense once you start running the numbers
>>
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It's only 14M total vulcanite but at least there is water
>>
>>542260571
>water on a vulcanite planet
i thought that was highly illegal
>>
>>542260571
vulc primary at least, so you have core mining
although it looks like a small moon, so probably lower rates.
IMO it's better to find a more abundant vulc planet even if it's waterless (waterless is the same as water once you have water ice), but this should work.
>>
i cant play any mod with ugly sprites
sorry i dont care if your progression is really good and interesting if i had to look at ugly machines i dont want to play it
>>
what's that ascii game dosh was playing in one of his videos, I don't wanna look through all of them to find it
>>
>>542261849
Then your choice is either not using a mod, or making peace with author proompting a few sprites.
>>
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>>542261997
Probably Cogmind.
>>
>>542261478
If I were smart I would have gone there for cryonite, but there was a good moon closer to Nauvis for it. I have water ice so I guess I'll just go to the planet nearest to the sun and visit the ruins on the same outing.
>>
>>542260571
absolutely haram
>>
>>542261849
cool
>>542261997
ADOM
>>
>>542259241
it took a bit of fiddling but i'm doing alright on wood now. It doesnt use any water beside the boiler which would be the same with coal. Mostly I'm bad at storage management and zone things, logistics don't behave like i'd have expected
>>
What do we think about Little Rocket Lab? I found it rather charming and the interactions with villagers were nice as a break from assembly lines. Seems like a a good baby's first factory game.
>>
>>542261997
cogmind
it's a true roguelike though, they're pretty niche (idk if /rlg/ is still alive at this point). I like them because I played them growing up, but I don't know how transferable that is.
>>
>>542263309
>farms don't require water
>>
>48 em plants for supercapacitors on quality for 1k spm vs 3 em plants on 8x beacon+prod
I guess I just make the first 3 super prod baconed and the leftovers into qual
>>
>>542257918
You can feed the receivers graviton lenses, then they count as being in the upper atmosphere. It's expensive though. You've also got a gas giant blocking the view regularly, should consider receiving on another planet. The farthest so that it orbits slower.
>>
>>542271681
You actually want to receive on the nearest one for greatest field of view on the sphere.
>>
>>542271974
depends on whether you made your sphere the smallest or the largest possible
>>
>>542257381
I like building my sphere in a system with a tidally locked planet
>>
>>542272798
It's either this or max luminosity. Nothing else matters since ILS can transfer ship rockets by the hundreds.
>>
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>>542272228
>>542271974
Just put your planet inside the sphere
>>
>>542266501
tier 1 farm only take the rain, saplings dont dry out and it doesnt require maintenance like rainwater collectors do
>>
>>542266501
Use edicts and recycl eeverything including water.
I was able to play the new map without needing desalinators at all because there's a billion water nodes you can claim.

Even my oil setup was water positive.
>>
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anons, i have a good number of mods, but nothing too crazy, and they shouldnt conflict
when i Ctrl+Z in building mode, i often crash the game, like 1 in 7 times or so
how do i tourbleshoot this issue? i dont want to disable mods one by one - it will take forever
any ideas?
>>
>>542282958
disable mods 10 by 10, it will take forever/10
also target relevant mods
>>
>>542282958
Just don't make mistakes? I didn't even know you could undo.
>>
>>542256642
>>542256276
>>542249736
i'll check it out soon
the stations have two parameters and unless i just made an error somewhere tweaking those should fix it
one is the "fluid threshold" where fluids stopped getting pumped into the buffer area if the train contents pass that
one is the "residual pump timer" that determines how long the buffer area is pumped into the train for residuals
if the train became full and the buffer area still had stuff in it, fuel threshold needs to be decreased
if the train was not full and the buffer area still had stuff in it, residual pump time needs to be increased
>>
>>542283492
hmm.. this is actually a sound idea
i will give it a go!

>>542283551
>don't make mistakes
ive played since v0.18, so i know what im doing for the most part
ctrl+z is a way of copy-pasting stuff - its faster and easier than creating subs
>>
>>542248253
>immune to elementala hazards
planet discovery tech includes innate countermeasures for that in my headcannon
>>
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This motherfucking save ends thirty minutes from now.
And then I'm restarting with Dark Fog.
>>
>>542287603
dark fog is eeeeh alright i guess but more like a resource sink than anything. I guess farming dark fog units could return infinite resources but i'm not sure the cost of ammo is covered by dark fog drops
>>
>>542287875
Farming dark fog must be intended since it's the only way to get late-game labs and crafters.
>>
>>542288216
huh? i dont remember that
>>
>>542287603
If you want, you can just convert it to dark fog.
The devs say you can't do it, the modders did it anyway.
uxassist and i think the cheatmod maybe i forget, plus their dependencies.
You will want to build your emplacements before the switch though because they will just appear out of thin air and start destroying shit.
A lot of people want a fresh start instead but if you didn't in particular, thats how you do it.
>>
>>542289189
You needed to grind them to a higher level.
>>542287603
When you start farming dark fog use the big explosive artillery guns with the best ammo since the total damage their units receive seems to speed up the leveling process by a shitload.
>>
>>542287875
It's not unless you're using laser turrets.

>>542289189
They added a bunch of secret techs that only unlock once you see those max level DF drops. Another tier of assemblers, chemplants, smelters and labs. But they only get a speed upgrade at a large power cost, nothing else.
>>
>>542289392
>>542289345
i see, i've been wiping them out systematically so far but it feels like just throwing destroyers at them until they collapse. Sure I can kite them to get less losses but it's boring
>>
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live
>>
Where is 2.1
>>
>>542297609
Sorry I was really hungry
>>
>>542297339
how dare you transport resources using your spaceship you can't do that
>>
>>542297339
I love it
>>
>>542297339
i love this, and REALLY wish we got something like this for boats on nauvis.
would be real cool if you could just take the cargo and leave the engines behind though.
>>
>>542298484
I don't think there's any system for automated rolling stock attachment but I like the way you think.
>>
>>542248308
YOUR FATHER WAS AN AVERAGE FIGHTER BUT A BRILLIANT ENGINEER
>>
>>542248253
You are assuming any of the engineer's tech uses real world standards
I wouldn't be surprised if a scaled down train was more efficient because physics
>>
>>542298617
you'd think a game with trains as fun as factorio's would at least have a mod for that
>>
>>542302417
I mean shit, the empty wagon weighs like 200kg, the engineer is just using upsized model trains to fuck around and run a factory
>>
>>542248253
the engineer is actually a mech containing hive of tiny aliens.
hes actually 3 times the size of a human, contains rudimentary manufacturing wing, a self contained food generator and life support.
hes running at low power mode until you hit modular armor.
the bots are actually piloted by the tiny aliens
the materials are scaled to tiny alien size, which is why with like, 200 iron plates, you can make armor, or with a little more effort, a car.
you cant make more engineers because you dont have all the tech of the home planet. like female engineers
>>
>>542303336
the aliens are also natural parasites of fish, hence why eating fish heals you as they lay eggs and hatch into more of their own inside of the suit
>>
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>Struggled for hours with a tires side job
>Attempted several abominations only a six armed demon could control
>Suddenly an epiphany
So i arrived at this toroid carrier
It was only after a while i realized how scorpion like it is
>>
>>542303712
it also explains how you have auto aim turrets, self maintaining assemblers, automated trains and al that, there's a whole civilisation of tiny aliens living in the sealed environments in those buildings, which is what all the passive energy drain is, running the life support systems.
maybe the engineer contains the queen or brain host or whatever.

or maybe ive been playing too much microtopia
>>
ok girls. new save. i will make enough furnace stacks this time i will make enough circuit assemblers i will route enough plates into steel i will not have a mediocre base that limps into rockets
>>
>>542305287
but then what will you do when its time to make your real base?
>>
>>542305287
>route enough plates into steel
I used to do that but I changed into making an extra iron stack and sending the output of that into the steel stack.
Some prefer direct insertion from iron to steel but I like the way it keeps the sizing of the stacks equal.
>>
>>542305287
>Still makes shitty base that needs to get instareplaced with foundries calcite airdrops and emplants because there's nothing else to it
>>
>>542305287
3 red belts of iron
2 red belts of iron feeding directly into steel
2 red belts of copper
1 yellow belt of stone
Add an extra belt of iron for making shit other than science
>>
>>542304205
Why not make the pole vertical so less chance of them falling off?
>>
Your bases aren't just starter bases. Your entire savefiles are starter savefiles. Eventually we will have to build a real savefile and a real base and play the game for real. I think that probably involves building the base out into the real world. And probably exterminating the real world biters, also known as humanity.
>>
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>>542311130
>>
>>542311287
Okay, biter.
>>
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This has been my wall defense for nearly all game. Maybe some gun turrets sprinkled in in the early-midgame before laser damage research kicked in, but I've never used flamethrower turrets.
Are they only for deathworlds?
>>
>>542313027
Flamethrowers are an almost criminally cheap and efficient defense compared to any alternatives against biters. They're even more efficient when using light oil since light oil is cheaper than crude and also does more damage. They only need to be supplemented when Behemoths arrive. Dragonsteeth with mines are fine but I wouldn't use them on their own, and their best strength is to slow and stun enemies so they soak up more fire from the throwers.

Mines are cheap-ish but they can't beat crude oil (infinite) watered down with... water.
>>
>>542313027
Ammo logistics for flamethrower turrets: one pipe and, like, half a pumpjack.
Ammo logistics for laser turrets: massive power drain, can't expand without shoring up power first.

Difference in efficacy? Minimal. Biters just don't get that difficult.
>>
I just make a big fancy combined arms perimeter because I think it looks cool.
>>
building space platforms is fun but really exhausting for me. well, it's the same for anything that isn't a copy+paste really, but platforms especially so.
>>
>>542276593
You just know a chinese person did this.
>>
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>>542313027
flamethrower turrets are "you win the game" mode until behemoths start spawning, but then you just place a bunch of laser turrets beside them and call it a day
>whamy
>>
Thoughts? Criticisms?
>>
>>542324621
Biblically accurate gold
>>
>>542324621
its a bit small
>>
>>542324621
not enough spinny spinny
>>
>>542324621
false economy
>>
*rotates one belt in your factory*
>>
>>542326487
*puts one single unit of copper on your iron belt*
>>
Gleba
>Can't have fruit grow faster
>Can't have agri towers harvest faster
>Which means you don't ever get a consistent, full belt of the damn things
>Agri tower placement is a pain in the ass, like pumpjacks but with belts instead.
>Process is feast or famine and can crash anytime
Just let me speed mod the damn agri towers already.
>>
In Factorio how do I ensure that accumulators will be charged first by solar panel output and then only by steam engines? The intent is to reduce fuel consumption in the day.
>>
>>542330102
you don't have to do anything, solar panels get priority automatically
>>
>>542330321
I like how Nullius does it where you can switch when turbines turn on using an inbuilt priority system and the colors actually change depending on which tier they're operating on
>>
>>542330321
That makes it easy then, thanks. DSP NOT doing is the most aggravating decision since the only way to get around the problem is with exploits.
>>
>>542329942
never had a problem
sounds like a skill issue to me
>>
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Whacked a biter spawner to death with my bear hands after running out of ammo, didn't even know it was possible.
>>
>>542324621
have you considered using tracks?
>>
>>542283568
I applied a "fix" yesterday by closing in the input pumps when a train is loading using your loading signal which should prevent the fluid priority from switching, if none of the stations are jammed then it "should just work" but I'm not sure if that did work. May want to observe and fix my fix if neccessary.
One of the stations is just wired wrong though, might want to look into that one. You really ought to make a clean blueprint of the station anyhow and then just copy paste that down, the fact that they are all unique now is let's say bit difficult to work with and will result in mistakes thanks to them being wired abominations.

I spent most of yesterday just doing all kinds of fixes and upgrades to various things, today I shall finish bio ore.

>>542287603
Fog really is a must desu thanks to the new buildings.
>>
>>542336231
I dunno, if you have the bear engineer mod I'd suspect you can do a lot of damage with just the bear hands.

>>542330751
You can do it in DSP too by using accumulators (which is how you should be doing it if you are using solar in the first place as major power source) but it requires some shenanigans. Personally I wouldn't bother about that too much and just use enough power to not worry about it. All the pre dyson power sources are sort of just stepping stones to dyson power, the whole power system has different dynamics to how it is in Factorio. For instance solar is made to be exploited with tidally locked planets or just putting a ring around the plant which gives consistent power which isn't possible in Factorio so the need to charge accumulators just doesn't exist, you can simply slap more panels down.
>>
DSP doesn't have anything resembling factorio's circuit network does it?
>>
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is this enough to gas a red circuit without getting stuck?
>>
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How the FUCK do you fix this shit. This is the compatibility thing between Insectitron and SE, where it alters the recipes of the former to the ingredients provided by the latter. I've already fixed all the wrong names (se-rtg>rtg, pentatron>dx3-pentatron, effectivity>efficiency) and it almost fully matches the base recipe, but I can't figure out what it's bitching about now. I don't know how any of this works, I'm just peeling open other mods to see how *they* work and gluing what I think will work into the broken mod, but it seems like everyone does this in different ways.
>>
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>>542078831
>the functionally infinite iron and copper resources makes a primary production facility a very tempting proposition. The downside is that your petrochemicals are not sustainable and you need plastic for advanced circuits. Coal Liquefaction can solve this more or less but you'll simply find yourself expanding to find more coal rather than more iron and copper.
>Still, the lack of biters makes expansive vulcanis factories very appealing.

Just import plastic from Nauvis or Gleba. No reason to worry about cost of rockets because with infinite metals on Vulcanus and Oil on Nauvis you have free rocket parts. That's what I will be doing on my new save. Main base on Vulcanus and making all the resources I can from renewable sources (like getting coal from space carbon). BTW got the best fucking start for this idea, from like second or third seed I tried. Yes, lack of iron is a good thing, motivates me to move to Vulcanus faster. I will never expand beyond these borders.
>>
Workers and Resources for 30 dollarydoos?
>>
>>542341718
the first thing i notice is
is "value must be a blabla at something.ingredients[0]"
which is weird because if this is lua then things typically go by one-index
so in your image
>data.raw["recipe"]["dx3-fission-pentatron"].ingredents[0] wouldn't exist, but
>data.raw["recipe"]["dx3-fission-pentatron"].ingredents[1]
would be
`{"rtg-equipment", 2}`
i have no clue about any of what you're dealing with though, so maybe that's just a reporting quirk or maybe someone is actually using zero-indexing for some reason and someone else isn't expecting that
>>
>>542338846
It could also use trains. Drones are boring.
>>
>All planets except Gleba are empty as fuck
>Gleba was supposed to have twelve different harvestable fruits instead of one
>they're kept as random trees
>Reaching Shattered Planet does nothing
>Basically, a worse SEX in every way
Why did Wube cut so much content?
>>
>>542344931
less is more
>>
>>542342383
>>542078831
>the functionally infinite yadda yadda, not enough coal, boo hoo
>get mining prod
>get legendary big drills
>run a 20k coal patch for weeks
Or just find another coal patch.
Fixed that for you.
>>
someone should leak some of the beta versions so we can play original gleba
>>
>>542345521
Yes but it will run out eventually
>>
>>542345708
So will Nauvis' coal.
Find another patch.
>>
>>542345786
You're not reading my post.

>>542342383
>(like getting coal from space carbon)
>>
Theoretically, how long would it take to completely exhaust and consume every single ore patch on a standard factorio map (knowing that ore patches at the very edge of the known world are what, several billion?)
>>
>>542346163
Coal liquefaction is totally sustainable.
What's unsustainable is stone production, actually. Unless you find out the correct iron/copper voiding ratio to get the stone you need and no more or less.
>>
>>542346382
It will take you longer to eat over brute forcing STFY, FACT, and COL story combined.
>>
>>542346382
there's a point where time has no meaning, and that's well beyond it
>>
>>542017023
Haven't played py, but do you really have to process ash to get soda ash and potash? I might want to make that "haven't" into a "never will".
Can you eventually replace at least the soda ash separation with chloro-alkali processing?
>>
>>542346403
Stone is perfectly sustainable by getting it as a side product on Vulcanus and dumping excess products into lava, making the intended product into sideproduct.
>>
>>542282958
Disable half, then from the half that is causing trouble, disable another half, and so on.
>>
God damn Factorio's error reporter is fucking useless. Reports an error with AAI Industry, except the problem is actually with Atomic Overhaul, whenever SE was loaded. That only took a fucking hour.
>>
>>542329942
Gleba was the point where I just said fuck it and copied an entire base blueprint. I spent dozens of hours on fulgora building my own facility design and even though it's not super sophisticated, nor super high throughput, and took me forever, I actuallly enjoyed the process. Gleba is just absolute AIDS. Tell me "blueprints are cheating yourself out of the experience" all you want, Gleba is the one experience I'm glad to cheat myself out of.
>>
>>542339675
You can do the maths on it. A non-quality no-module recycler takes 1/8th the crafting time of the item to recycle it. That setup can eat 4 advanced circuits per second. The third recycler will barely be used and the the fourth will only activate once every, like, 8 seconds.
>>
Is there a good seablock for 2.0 yet? Preferably not Py related?
>>
uhhh
how did you get in here
>>
>>542348986
Seems like playing seablock in 2.0 would add jackshit over playing it in a pre-space age version. You'd, what, get the simplified fluid system and what?
>>
>>542349301
quality, for space compression
elevated rails across the sea?
>>
>>542349814
Great. That'll save some landfill. Amazing.
>>
>>542349301
I'm mostly just looking for any mods that have been updated for 2.0 because older mods are going to show their age.
>>
>>542346382
Not a difficult calculation to make, just travel to the edge, sample how dense the densest part is, then apply a fully sped up bot mining set up on it and calculate how long it will last. That's how long it takes to empty out every patch from the map since every other patch will have mined out before that one does.
>>
>>542298617

This maybe? https://mods.factorio.com/mod/Automatic_Coupling_System?from=search
>>
>>542324621
>purification costs more than gold itself
i'll take ten
>>
>>542349301
Train stop priorities?
>>
>>542346382
They're a couple hundred billion. With each tile having up to a couple hundred million ore.

Napkin maths says it would take around 4 years with big miners and legendary modules. With the upper limit being 10 years.
>>
>>542185984
Blueprints.
>>
>>542218770
>I make an exception for mr stonehead but anything else is just utter trash
Either you're an /egg/head first and not a youtuber, or you're a youtuber trying to "play" an /egg/ game.
>>
>>542353894
Imagine how much red science you can make with all that copper and iron.
>>
>>542353894
Big miners reduce ore drain to half so not sure they're an upgrade in this case. And you also needs to spend all the ore to make room for more.

Also what is a "standard Factorio map"? The map is infinite.
>>
>>542353894
Small drills have better ore consumption by a small margin and they pack tighter than the large drills too so they are better for this thought experiment

>>542355214
The map isn't actually infinite, just very large.
>>
>>542355214
The map is not in fact infinite
https://www.youtube.com/watch?v=HzpUQZIr15g
>>
>>542240587
>feel compelled to do something
>do it
>it's done
>doll it up to make it presentable
>weeks later
>look back on thing
>know i'll never again be arsed to do that specific thing
>both satisfied and mystified by the fact that i did that
>it wasn't even part of the original draft of the thing i wanted to do
>now becoming king of the ocean because that's the endgame of radar builds
>>
>starting system only has 1 million silicon
Almost considering restarting if it wasn't for the fact that the seed has neutron and black holy systems a gorillion light years away from start for even more unipolar magnets
>>
>>542347738
You should complain to the furry on his discord regardless.
>>
>>542357352
The starting system is deliberately low on resources, 1M is more than enough to get to warpers and get to proper deposits.
>>
>>542349249
Is it a good game?
>>
>>542358301
You can beat the game with only starting system resources even at the minimum richness setting, that's 7% iirc. The only issue is coal, if you use it for power or convert it to heavy oil on top of making carbon.
>>
>>542341718
try {type = "item", name = "rtg-equipment", amount = 2} etc
>>
UH TO ALL DARK FOG BASES ON THIS PLANET OR DIGGERS AS I LIKE TO CALL THEM I HAVE ONLY ONE THING TO SAY
MISSILE TURRET + SIGNAL TOWER
>>
>>542367804
I just deploy corvettes then wait for the bases to run out of power. Against a large enough base keeping the signal tower standing is impossible, gets immediately swarmed by 200+ units.
>>
>>542360165
Already better than Space Engineers
>>
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>>542349249
>>
>you can just print 500 spm on vulcanus out of like 3 belts of coal and spit of calcite
Ridiculous
>>
>>542347139
nah soda ash doesn't exist as an item and there's no potassium salts in the game, you just use ancient bones for your potassium feedstock
soda ash solution is a fluid used for making industrial solvent plus a bunch of ore processing steps. it's made out of ash, salt water (typically just salt plus water at this point in the game, though it's a byproduct from plenty of shit), and water
ash separation exists but it's pretty worthless. gets you soot (random ores) plus trace amounts of coal dust and iron oxide
>>
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>>542370142
>the humble BAB
>>
>>542372345
Well naturally. It's got a limit on repair speed, and one that doesn't increase with research afaik. While enemies get both more units and more damage per. But adding a slowdown tower helps cut down their dps to like one fifth, with further upgrades.
>>
>>542016193
>and I'm running out of uses for all the ash,
Can't you still sort it to get soot?
>>
>>542373075
>>542373075
This is straight default settings with Dark Fog on the starter planet but it works for now.
And it's also cool.
>>
Pybros, I'm about 100 hours in and think I pretty much know what I'm doing now. Should I deconstruct everything and start over, or actually just start over?
>>
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like seriously, this is 450 green spm.

What the hell.
>>
>>542374694
I blame beacons
>>
>>542374068
what game is this
>>
>>542374139
>I'm about 100 hours in and think I pretty much know what I'm doing now.
You don't.
>should I deconstruct everything and start over, or actually just start over?
Why? Unless you chose the wrong TURD you're throwing 100 hours of effort in the toilet.
>>
>>542374068
Yeah, I got baited by that metadata gimmick and ended up playing on 14x difficulty. Really shows off the poor design, cause even though ground combat is a huge pain blasting the relay takes no effort and then the base is effectively dead. And space combat is just a spamfest where you unload hundreds of corvettes and hope it's enough, there's no alternate playstyle.

>tfw finding 3-year old reddit threads about how it's an early implementation and there's gonna be a lot more to it
>>
>>542374694
the cost of this is that you then have to pay for shipping green science to Nauvis to get the biolab bonus
>but science stacks to 1000 per rocket
>this set-up can be places on nauvis
yeah... Y'know the higher sciences in SEx actually stopped requiring the lower sciences because of the crowding around labs and relative inexpensiveness of the starter potions.
>>
>>542374954
It's gonna take forever to undo all the spaghetti, sort out or burn all the stuff construction bots pick up, then redesign everything to be scalable. I would set the resource richness/frequency way lower to make more space for building, and disable biters
>>
>>542375649
>spoiler
Then yes. You silly person. I heavily recommend using the py default preset and not changing anything.
>>
>>542374139
There's practically never a reason to redo your base in factorio, least of which in PY.

>>542375649
Why do you need to "undo the spaghetti". Just build a new base next to the old base.

You should disable biters but you can do that in game with console commands.
>>
>>542375853
I figured disabling expansion would be enough. Only explored nests should affect UPS, but clearing them out without tech is a pain.
>>
>>542375649
>undo all the spaghetti
it's fine where it is, leave it
>sort out or burn all the stuff construction bots pick up
just leave it in the junk heap, they'll pull it out if you want it for anything
>then redesign everything to be scalable
fuck that every tech tier comes with better ways to make anything you care about
build as much as you need when you need it, there'll be a better way when you need more
>I would set the resource richness/frequency way lower to make more space for building
just build on patches, it's fine
>and disable biters
alright yeah this might be a good reason
>>
I think binge watching Dosh has ruined factory games for me. I will never be able to build such massive sprawling monstrosities of steel and oil. It's rather disheartening.
>>
>>542375585
Or you can make this on Vulcanus. There is absolutely no reason to do anything on Nauvis besides uranium.
>>
>>542375585
>the cost of this is that you then have to pay for shipping green science to Nauvis to get the biolab bonus
I mean, rocket fuel, LDS blue chips aren't really expensive but I can foresee the costs
making 7 sciences on vulcanus with a maximum of 2k science packs per rocket, a spm of 500 for each science would mean needing to launch ~2 rockets per minute, since it's technically a total of 3500 science
while that's not that big a cost to be fair, the real issue will be actually making a fast enough ship to deliver those packs to nauvis on time in bulk in a short enough timeframe to keep that 500 spm continuously I feel

I still think of building science on vulcanus as a stepping stone more than a full fledged endgame build, you store up on tech on the biterless planet to take on the biters to negate behemoths completely, but then again, 2 rockets a minute a fast ship to effectively double your SPM to 1K is not *too* hard to do
>>
oh wait taht's 4 rockets
science stacks to 1K, I forgor
4 rockets per minute is trivial but as a cost it's already a bit steeper
>>
>>542378180
Since everything's free you could make the science with quality and recycle the bad ones, or just throw them in lava. That is if shipping costs were a real concern, but again everything's free.
>>
>>542377950
>the real issue will be actually making a fast enough ship
you don't need to do that
you just a continuous transport rate of however much stuff you're moving
if a given platform doesn't carry enough or doesn't cycle fast enough, you can just spin up more copies
>>
>>542379496
Technically military and yellow are the most expensive petroleum gas-wise and you're limited on that front
You could say <technically> infinite but as a whole unless you're trying to make a point, this is all about convenience

if you're at the point where you're supplying a ship to give you free carbon to make coal from space then it's really just easier to make the damn science on nauvis
>>
>>542374865
Dyson Sphere Program
GOTYAY there's absolutely nothing wrong with liking this game it's just so 好的 like yeah there are 问题 but they 大多 revolve 大约 our 光荣的国家元首,而且什么也没发生,从来没有坦克
>>
>>542380673
idk what that means
is it good?
>>
>>542380787
As someone who loves Factorio, COI, SFH:S and W&R:SR, I didn't like it at all. There's practically nothing special about it. It's just super simplified Factorio but on a sphere.
>>
>>542380787
Yeah it's good. You're going to notice the engrish and low quality translation though.
>>
>>542381106
oh I was reading the steam guide and it was mentioning stuff about galaxy wide logistics or something, figured it would be fun since I feel space age made that part really tedious
>>
>>542381326
Dunno, there's nothing tedious about SE for me. But to each his own. Always try the game for yourself, don't listen to anyone on the internet. Maybe YOU will enjoy it.
>>
Satisfactory is better than Factorio.
>>
>>542381603
*frame-time roleplays as an EKG machine*
>>
>>542337271
Accumulator transfers is what I meant by "exploits". It just isn't worth it and you either spam them on sunny planets or spam wind turbines for self-sufficient mining colonies, to save fuel based generators for the planets that actually need them.

In the end hours later what I originally wanted was properly accomplished by reading up on SR latches. Now my steam engines only go through the power switch if the accumulators drop below 20%. Wish I could build power poles without automatically connecting wires, it is a real pain to disconnect them.
>>
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>>542376859
>just build on patches, it's fine
>>
>>542382649
Worst case scenario get the ore eraser mod if that triggers you
don't come crying to me 500 hours in that you're lacking cobalt becuse you didn't want to build on ore patches
>>
Anybody making a non-insignificant amount of legendary fruit/carbon fiber? As in more than 1 or 2 a minute. How many farms are you using?
>>
>>542384874
just use the mod that fixes quality resetting on planted seeds
>>
>>542377229
Man it's like saying you can't have sex no more cos some niggas have a bigger dick than u
>>
>>542377229
You could just like build more shit. Who cares how long it takes if youre having fun with it
>>
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fuck blue science and fuck my nonexistent mall
>>
>>542387149
>1 engine assembler lmao
You need 17 for 60spm yellow+blue on t2 assemblers adjust that for whatever spm you're trying to target
>>
>>542387149
don't go for achievements if you don't know what you're doing.
>>
>>542377229
The abnormal, downright homoerotic dickriding this dude periodically has me convinced "he" promotes himself by samefagging. Either that or this is some sort of reverse psychology, revserse shilling campaign you're running because the dude made you butthurt somehow. Either way you're a faggot.
>>
>>542389967
>The abnormal, downright homoerotic dickriding this dude periodically has me convinced "he" promotes himself by samefagging.
Ironically you can recognize his posts because he's the only guy openly bashing himself
not in this way mind you, that reeks of insecurity lil bro
he's a chad even when he shits on himself
what a great lad
>>
>>542390571
buy an ad, nigger
>>
>>542390571
So what did he do to piss you off enough to do this fake simping in an attempt to get other people to hate him?
>>
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Noticed that starting planet resources were somewhat funny with dark fog enabled.
>>
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>>542390849
what a baffling human being.
>>
>>542390972
I think you need research for them to show
otherwise that's not normal
>>
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is this how you do an interplanetary stage?
>>
>>542349249
I honestly cant tell what this is
>>
>>542393262
You can just right-click the decoupler and enable fuel crossfeed on it. Also, need to decouple two at a time on opposite sides to maintain center of mass.
>>
>>542393262
I wonder how much delta V you can get by swapping those nose cones for a single fairing. If the whole stage is in space, there's no reason to haul the extra (even if small) weight.
>>
Farm drone programmer game got it's 1.0 release
>>
>>542396125
remind me why people play "videogames" which are nothing but a watered down and simplified version of their own day job?
hard mode: not "because autism"
>>
>>542396395
...are you in the wrong place?
>>
>>542396125
I tried playing this and got heavily filtered by needing to do spaced planting because I am DOGSHIT at maths.
>>
>>542396395
Because day job is Business logic
>>
>>542396480
Ah, so it really is because autism. Sorry, my bad. Carry on with whatever gives you your stimmies.
>>
>>542396395
all play is just simulated work
>>
>>542396597
calling things autism is cope for being a retarded nigger
>>
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>>542396556
checkerboard pattern?
>>
>>542396840
Effectively, yeah. I can't do anything above basic maths. Head too stupid.
>>
>>542396395
work has time and performance pressures, real consequences for failure, and you can't simply not do it if you don't feel like it
game, if it has time or performance pressures, are fake and with no real consequences, and if you don't feel like playing game at the moment you can just not
that last part is the most important i feel, the fact that you must do the work in order to survive can suck any enjoyment out of it even if you would've liked doing it otherwise
>>
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>>542396395
You assume we have jobs
>>
>>542396395
It may surprise you, but some people like things like programming and solving problems. They don't like the pressure, long working hours or maintaining codebases.
It's what makes Zachtronic games (and other programming games) fun. It's the joy of programming without the burden of it as a job.
>>
>>542397482
>>542398015

I mean, I guess if you do coding as a day job you'd probably find some enjoyment in coding something simple for a game and feel smart about it, but it never sat right for me. I understand being unshackled from the constraints and being able to do things freely compared to competitively, at least.

I am content with these answers, thank you.
>>
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>Node Graph out of Date. Rebuilding...
It's really just taking a procrastination break from other projects
>>
>>542398138
>and feel smart about it
reddit spacing and outing yourself as a gigaretarded nigger
solving puzzles is fun, has nothing to do with "feeling smart"
post has the same energy as niggerbitching about "acting white"
>>
>>542398138
more like working the assembly line vs assembling airfix models at home
>>
>>542395232
the nosecones take 18 m/s dV, so like ~0.1% difference
>>
>>542400736
Thanks, it's a lot lot less than I thought it would.
>>
>>542396395
>/egg/ - Engineering Games General
>>
>>542276593
It's interesting how the camera zooms close to the player model when in space and further out when on a planet.
>>
>>542396395
Why do cats play hunt instead of really hunting? Are they stupid lol?
>>
>>542403803
Absolutely.
>>
>>542403803
Depends on how much do you enjoy licking buttholes.
>>
>>542393262
Unless you are playing in career mode where money is important I prefer to couple with fuel tanks in orbit where air drag is a non issue, than have to cook up something without fairing that will eat up a good chunk of my dv on launch.
>>
>>542403803
As a long time cat owner I can say with 100% certainty that cats are in fact fucking stupid
>>
>>542389967
>>542390571
>>542390763
>>542390849
all me (I am dosh)
>>
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>>542406215
Lying nigger. Stolen valor.
>>
>>542403803
>Are they stupid
...Yes?
>>
Gosh I want to lick and smell Dosh's dickcheese after 6 hours session of modded Factorio.
>>
dosh is the only content creator who doesnt have a stupid euro accent but yeah sure his fanbase is astroturfed sister yaaasss
>>
Nilaus' career died for this...
>>
i wish i had a deep masculine voice but i have a horribly nasaly nerd voice i get it man
>>
>>542407037
He puts on that voice for his videos
The satisfactory one had a live dosh reaction at one point and it actually sounded cute
>>
>>542407241
theres a whole interview
https://www.youtube.com/watch?v=2ktaNXAv5vo
its 90% the same
>>
Hello dear viewer. You are now reading this in my voice.
>>
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Good day on the server. With the completion of the bio ore were now officially 7/13 for the py science pack 3, making good progress. I just looked at what the next ingredient needs and I'm already thinking of kyssing myself. Here I thought it has been a while since we last unlocked new animals and plants...
Other bottlenecks are being solved one after another as they are identified, train stations slowly upgraded, buildings filled with modules and upgraded to mk2 etc. Mk2 construction bots are a godsend but ironically I think they (and the mk2 buildings) are sucking the base dry of the advanced materials like monolayers and complex chips but we are getting there. Beacons have been nice to experiment with and definitely help with builds making them smaller which helps a lot when the buildings themselves are so expensive. I am tempted to make super steel instead of starting on Negasium simply because that would unlock logi bot 2's and it's so creatively named it must be useful for all sorts of things.
>>
>>542407241
>live dosh reaction
Not my dosh. Some imposter.
>>
>>542407687
>I just looked at what the next ingredient needs
what's caught your eye?
>>
Ok but seriously where is 2.1
>>
>>542406215
Would not even surprise me in the slightest considering he made a reference to doc piccolo in his Satisfactory video.
>>
>>542409568
The fact that it needs a new animal which I know will be a pain but the new animal eats another new animal so that's double pain. The whole Negasium chain also has cross ties to the earlier paragen and solid sarcosus things since it makes those as a byproduct so have to inspect the old builds in the process too
>>
>>542409834
It was a reference to the frisky anon using pipes after its 1.0 release, actually.
>>
what are the confirmed changes for 2.1 legendary factory splatform nerf and???
>>
>>542411648
shittered planet is real
>>
>>542411648
none. they cant fix it. all they can do is disable quality lds, thats it. theres no hope. satisfactory won
>>
>the most major quality uses for most players dealing with it are grabbers and accumulators
>the whole dogshit system could've been avoided by just adding better accumulators on fulgora and better grabbers via gleba, just like we get higher tiers of assemblers and furnaces
>>
I sure hope they fix this thing you only get after beating the game that is too good in comparison to other things. The game just isn't competitive play viable in its current state.
>>
>>542412739
But anon gacha is all the craze nowadays factorio needs to get in on that too. Now go back to rolling for your SSR assembler.
>>
>>542412739
I think it's more personal equipment than anything in the factory.
>>
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first /egg/ high quality copper, and a small molten copper plant
>>
>>542414053
How can you tolerate playing with sprites that look this shit? Do you just have no sense of taste or standards?
>>
>>542414214
it's an engineering game, not candy crush, faggot
>>
>>542414558
HOLD the fuck up. Candy Crush is /egg/? Did I miss out?
>>
>>542414053
>high quality copper
I'm onto you. Last guy that sold some to me was a fucking liar.
>>
>>542252507
Sex
>>
>>542407241
>cute
stop being gae
>>
>>542409834
Just a Neon Genesis Evangelion reference. We're safe.
>>
>>542415042
How old are you?
>>
>>542415650
gotta be at least 40
>>
>>542412739
i thought it was armor and platform grabbers since they scale three different ways
>>
>>542414214
I like 'em
>>
>>542406919
What happened to him?
>>
>>542420615
doshmogged out of business
>>
idea coal powered construction robots that suck but at least i can copy paste
>>
idea enslave biters and make them work on your gleba plantation
>>
>>542421350
>>542421589
we already have multiplayer
>>
i have social anxiety even in online interactions
>>
Why the hell does ember have atheism tag instead of andoletta tag
>>
>>542421901
engineer a way to assert dominance such as voice changer set to female
>>
>>542415895
i'm thinking a few years more than that
>>
>>542421961
Woops that was meant for crpg I'm playing factorio and wotr
>>
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>>542422164
>>
THE THREAD
>>
SHE'S BEEN HIT
WE'RE GOING DOWN!!!
>>
into the recycler
>>
>>542360165
it is very paint by the numbers and uninspired
doesn't have much depth
the ship builder is really clunky and hard to use
early game is really tedious with things taking too long to craft/research and you can't make it go faster because you have no power and you are already spending all of your free time going out hunting for water asteroids and bringing them back to support 1 refinery 1 assembler 1 science thing
>>
As someone who has watched probably every single video on Dosh's channel at least 5-20 times, he hits a couple niches. Primarily he is perfect to sleep to. He properly sound balances, he has a soothing voice, and just enough dry humor to keep my mind somewhat engaged but help me fall asleep. Then he hits the niche of being clearly passionate and explaining something incredibly complex in a reasonably clear way such that I have the illusion of being able to understand. Plus his videos are long enough to enjoy for both of those categories. He could probably talk about damn near anything and periodically does and hit those niches. It's delightful
>>
>>542428676
this reads like the hip to be square line from american psycho
buy an ad



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