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https://www.youtube.com/watch?v=PodNyBsNNyE Edition
Previous thread: >>542432137

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.
>>
>>542782996
Space Age without Space
prepare to have your ass thoroughly reamed by both biters, demolishers and pentapods all at once
>>
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>>542775184
final cost: 61.242 credits
didnt exactly go as planned, since i have burned all the fuel in the big tank before reaching the Muns orbit
only had a reaction wheel and a heatshield left, so i didnt leave anything in the orbit and landed as is
ended up collecting close to 300 science and around 300k profit, so thats a success
>>
>>542783906
>60 breadpm
glutenous/10
>>
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EGG
God Dyson Sphere is pretty.
>>
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>>542785832
>>
>>542785832
what are those cannons for?
>>
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These casting machines fucking suck, why are they so slow you need a million of them and run to pipeline extent limits
>>
>>542791119
>why are they so slow
because they're not foundries.
>>
>>542790738
putting solar sails into solar orbit.
>>
>>542790738
Killing space niggers.
>>
>look up isomorphism
>understand nothing
>exiled from /egg/ because too stupid
>post offtopic because it's what my wretched ass can muster
>>
>>542791119
It works a lot better when you build both wide and tall, since the machines themselves are fairly small.
I honestly like that builds are big sometimes, SA really showed me how boring a base feels when one machine makes a whole belt of everything
>>
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>Requires module moss to make moss
What?
>>
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Stupid question incoming, so, for what I understand for Logistic Chests:

>Red: "Bots go here first to look for stuff, good for malls"
>Yellow: "If not on Red, Bots look here, also you can specify which thing get a chest all to itself"
>Blue: "I want a number of things here"
>Purple: "Get this shit elsewhere asap"

So what Green/Buffer do exactly besides what Blue/Receiver does already and what cases are your most frequent uses?
>>
>>542794504
Green chests always make their contents available for construction and for fullfilling the logistics request of the player. Blue chests can be allowed to also make requests from green chests.

Otherwise they function identically to requesters.
>>
>>542794504
Green is best for adding shit to your inventory
>>
>>542794270
check nearby rocks
>>
>>542794849
>Keked by rocks not being anywhere near me
>>
>>542794504
One common use case I have for green chests are to request locomotives and fuel near where I build trains, so the blueprints I place are built much faster.
They are more niche than the other chests though
>>
>>542794504
green is good if like you know you are going to build in an area, request the shit early and have it on site so the bots don't take forever carrying it
having repair packs/ammo/etc next to outposts
>>
>>542794504
i use green chests for little fluid barreling units in py
you can request barrels using them while also providing (if you check some requester's 'use buffer' option) the barrelled fluids in a nice and compact space
>>
>>542794504
>>542794670
As for use case, they are most potent in SEx, where they can be placed on space ships where they will request their items from one location and then when they reach another location the blue chests you have set up to pull from green chests will automatically pull from the green chests. I do this for ammunition, building supplies and whatever.

In base game and Spage, I set a few buffers set to contain personal supplies and place it next to the train station for the taxi that I ride back from outposts, or next to the landing pad. You can also daisy-chain them with requesters to have bots make long-distance construction projects more efficiently.
>>
>>542794504
Green is basically specialized storage. Useful for outpost and border wall bot resupply (extra repair kits, turrets, walls, etc).
>>
>>542794504
As far as I know bots look for items in yellow chests before red chests
>>
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>>542794504
>Red: "Bots go here first
false.
logistic robots check these last.
and construction robots don't give a shit about chest priority at all, only distance
>>
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first eve landing attempt lets see how this goes
>>
>>542796723
landing is easy, so long as you don't burn up I guess. Honestly Atmospheric landings are basically free, the air does all the work for you.

Ya aint' comin' back though.
>>
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>>542796723
much easier than i thought
>>
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/egg/py now has nuclear mushrooms
>each of these buildings required one MOX nuclear reactor as an ingredient
not-currently-wanted nuclear byproducts will become a problem shortly
>>
>>542794270
that's how py works
you need the animal or plant in the building that grows the animal or plant
that's why there's more expensive recipes to make shit like one fawogae, to bootstrap with
>>
>>542801141
how fast is that burning through the surplus 239
>>
How do you get motivation? I load a save, stare at my factory, and think 'Okay I need this, which means I need that and these, and those are this that and thus, which needs some of those and a bit of these, and then there's this one...and it needs some of that with the them and the...oh fuck it'.
It's a never ending cycle.
>>
>>542802637
You're breaking it down into tasks, and then feeling overwhelmed.
Make sure you only have one task, with a very discrete goal. It should be straightforward enough that you can do it.
Now if you close the game, you accomplished something.
>>
>>542802637
in your post alone you already mentioned doing ten things. it'll only be a problem if you have to do those same exact ten things the next time you open the game
i write my notes in a notepad file, there's a task list mod as well
if i have a kind of day where i'm chasing a retarded supply line issue and don't want to deal with it, (and i do this for my actual life and work as well), i make sure i at least figure out one thing to do next before finally giving up. that way, next time i try, i have something i can do even if i was brain damaged
>>
>>542794504
green does both in and out, while blue only does in.
I mostly use green for storing mall stuff: set it to request a million of what it's storing, so that when I want to clear the item from my inventory, it goes back there. I also set them up around silos for frequent exports so bots can fill rockets quickly.
blues I use to request items that I exsert into machines or onto belts, like adding stuff to a mall when I don't want to add a new supply belt.
>>
>>542802637
I lost my tolerance for that long ago and decided to just play shapez 2. Less demanding but just as fun for me
>>
>>542783906
>7:50 into the video
>ungloved brown hands touching the bread
This is why I make my own bread. Not until steel perfection has taken over every facet of production will I take the risk.
>>
>>542791119
because you are too stupid to use both dimensions in a 2d game
>>
>>542808295
true
also most of the bread is made with seed oils
>>
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AAAAAAAAHHH
>>
py is pretty evil locking splitters that far
but at the very least inserters work for free which surprised me
>>
>>542812120
splitters aren't locked if you're not afraid of circuits
they just become very, very fucking large
>>
>>542812315
making a sushi belt for asteroid chunks is about the extent of my circuit expertise unfortunately
>>
>>542794504
Greens are like blue requestor chests but bots can take things out of them for example to build stuff.
This is nice for outposts and trains where you can basically prepare things in those chests in advance to build things instantly when you want it.
Yellow chests are red chests where bots can place stuff. So if you produce stuff and deconstruct stuff and limit production to n items in chest, bots will will the rest from deconstructing.
In addition both chests allow another level of chest priority so you can distribute items better.
>>
>>542812315
I've been playing for 9 hours and still don't have auto wood but I'm 1 machine from setting it up I unlocked the tech for splitters long ago but actually setting them up seems pretty far away
>>
>>542794504
Logistic robots will fill green chests 4 items at a time, while constructors only grab 1 item to place.
With a green resupply chest near your walls your constructor bots only have to travel a few dozen/hundred blocks to grab a new wall/turret/whatever instead of flying 20k blocks to your mall and back.
Only 1 logi bot has to make the same long trip that 4 constructor bots would take.
I find this especially useful when expanding solar or making large smelting arrays or nuclear. I can preplace green chests and 10k logi bots will fly to fill it, and then during construction only a few thousand constructor bots will be in use instead of having 40k bots flying between the construction site and the mall.
You can use a blueprint on a green chest (also blue chests) and the chest will automatically request everything needed. Doesn't work as well for giant blueprints or for prints with small stack items like reactors or turbines, but it's helpful.
>>
what is even the point of locking splitters if you can like do it with a dozen free inserters, it's just cumbersome as shit
>>
>>542820420
Attention to function, I guess? They wanted some sort of control brain the splitter because most mods use chips in them

It's stupid, I agree. I've done early Py twice and if I get enough braindamage to restart again rather than booting up my old save I'm going to mod it so I can make splitters with...I dunno air core inductors?
>>
>>542821872
i demand belts to use engines and electricity then
>>
does k2se change stuff post-rocket launch? i got to space sciences 2-3 and i'm considering starting over on k2se + 1000x and trying to get most resources from core drills because fuck constantly clearing biters and setting up mining outposts
if k2 only really changes things pre-space i'll probably finish sex and then just do a k2 run
>>
is there a mod that will let me *add* things onto blueprints? i made a train blueprint book and i want to add lamps to it, wondering if there's a quick way to do that
>>
Thoughts on Pyanodons Streamlined? Looks pretty good on paper.
>>
Is there a better way to place splines in this game since you can't drive and place monorail segments at the same time?
>>
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To be entirely honest, I'm surprised it's this low. Fuckin HOI4 has more.
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tree harvester decide to snek it up
>>
>>542830213
gotta warm up them tires!
>>
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/egg/py agar factory
should be able to handle all agar needs over the entire factory, probably for a while, and is capable of eating over 65 seaweed per second
used some spreadsheets to figure out how to overlap three different beacons
>>
>>542833667
stylish rails
>>
>>542830213
That extra fuel is coming outta his paycheck
>>
>>542829306
It's probably the lack of characters to work with.
>>
>>542827063
It changes a decent amount (imersite is space-only), but I think pure SE (especially with a modifier) is better than K2SE. I also think 100x is the furthest I'd go, otherwise naq actually becomes too much of a wall.
I'm only doing 10x right now, and I am noticing I don't need to do much core mining. I have been waiting to get WABs to muild too big though.
>>
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>>542777429
I don't even know what items I'm looking at...
>>
>>542820420
there's a lot of shit py does just to fuck with you

>>542841934
'small parts'
it's a generic intermediate made out of copper and iron, sort of gears and wire but one step further
goes into an absolute ton of finished products
>>
>>542841934
a prolapse extractor set with a tube of lube at the bottom
>>
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Yay I got a robot punching tree machine science 1 actually automated. I thought I'd have to refeed these with more tree modules but it seems I don't have to
>>
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>>542828059
>Looks pretty good on paper.
>here, let me make all recipes x8 times faster by only scaling power (which is a joke)
I liked pysimple before it decided to take a fat ogre shit on the game's balance for no reason
>>
>>542820420
Because dozen inserters require the space of dozen inserters while an inserter doesn't. It's a classic power upgrade which matters when inserters may be 50 hours deep for people.

>>542833667
Is it really worth stacking that many beacons, the upgraded ones are bound to be really expensive power wise and the furnaces aren't that expensive.
Ill probably be on today to work on the next science or super steel if that isn't done yet.
>>
>>542809136
Wait till this fucker finds out what flour is made of
>>
bread's bad for you anyways
makes you fat
>>
eating makes you fat

if you're a sedentary piece of shit
>>
>>542845163
what if i slap an x10 on top to counter that
>>
>Build machines for 30spm
>Hit 20 spm because the inserters are utter shit even placing 12x inserters facing certain machines
I got to work on these circuits asap
>>
you gotta love py noobs overbuilding shit as if they're playing vanilla
>>
>15 assemblers is overbuilding
>>
>>542847502
keep going
>>
>>542846198
>>542833667
Well now that I think about the beacons a bit more actually it's probably worth it for the UPS desu.
Another thing on the todo list would be to retrofit old builds to use better builds like this/removing the old builds and rerouting the stuff from builds like this. It just can't stop won't stop.
>>
Feels like I spent 90% of time in this game fitting things where they absolutely don't belong. Replacing my dump that feeds into waste separation with a larger modded one and it's getting gory.
>>
>>542828394
Yes. It's called stopping to place them.
And before you think how funny it would be to build a veritable rollecoaster, think about this: you can build a "fun" ride…
…or you can build one that would take you long distances, smoothly, and with minimal input from you.
>do I really have to drive around to place them?
Yes you do, stop whining and get driving. Have a build specifically for getting around empty-handed to place constructions.
Things really take off when you get a grapping hook. It'll let you place the lines through an otherwise-impassable terrain.
You only have to do once, then you'll have an easy shortcut and won't have to take a detour around mountain range Shitfuck.
>>
i am forgotten....
>>
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am I megabasing properly yet
>>
>>542852973
UPS counter?
>>
>>542853031
whats a UPS
>>
>>542852973
>max 4 belts per resource
you are like little baby
>>
>>542853136
SPU counter?
>>
As a midgame engineer starting to mess with uranium after leaving it alone for too long, is there a reason to bother setting up an assembler 3 store? I've got bot logistics on the way so placing one down in some free space shouldn't be too difficult but is it worth the effort? Why exactly is there no 1.0x assembler? It just makes it harder to calculate the actual production rates beforehand.
>>
>>542854149
yes, they're 100% worth it.
Especially when you start using modules, the 4 module slots really matter.
>>
>>542854149
you don't really need to "calculate" actual production rates
placing down a machine with the modules you intend to use it with and setting it to the recipe provides the real consumption/production rates for 1 machine, which you can simply multiply to scale up to whatever target you set
you can nerd out and try to use appropriate assembler tiers to perfectly match stuff up, but i find it a lot easier to simply use the best assembler and use the soft cap limited by belt throughput for the largest input
i.e. 3 production levels for red circuits being 1 yellow belt's worth of copper input -> 1 red belt's worth -> 1 blue belt's worth
i am a small-time nerd and dread the day when i have to actually consider shit like multiple blue belts of 1 input or direct insertion from cargo wagons though
>>
>>542855438
You always want to use the best available machine (provided a mod doesn't make them prohibitively expensive) simply because it makes the build smaller and in most cases cheaper due to less modules and belts and inserters needed. The fact that it helps UPS is also nice.
>>
>>542854149
>Why exactly is there no 1.0x assembler?
Skimming the wiki, it seems that there was a change back in 0.8 that refactored machine crafting speed to be expressed as a multiplier relative to manual crafting speed.

As for being hard to calculate, just remember that if you craft in identically moduled machines through the chain, the crafting speeds of the machines cancel out.
>>
>>542854149
>Why exactly is there no 1.0x assembler?
It's (You)
>>
>>542834573
>fucking the characters instead of the factory
>>
>>542856687
>assembling machine aeromorph
>>
>Why exactly is there no 1.0x assembler?
Hello? Underclocked assembler 3's?
>>
>>542834573
I just checked and I'm seeing
>furry OC dressed as Engineer, raped by biters
>Futaba from Persona 5 playing Factorio nude
>furry OC shoving science packs up it's ass
>furry OC cock-voring anthro Vulcanus demolisher
>Goodra from Pokemon as some kind of "chemical plant" cock-voring foxes into pipes
>human male Engineer getting jerked off by inserter
>Lucario playing Factorio
>screenshot of a vtuber playing Factorio, edited to have a nude model
>anthro fish
>furry OC wearing Factorio-style armor
>furry OC mentioning Factorio
>Computron-faced man, nude
>furry OC being eaten by biter
>human female Engineer having rocket fuel "inserted"


Meanwhile on Gelbooru:
10 images of female engineers (including pic related)
1 of female engineer bathing in a barrel
1 image of vtuber playing Factorio
>>
I'm almost at logistics science in Py, when I finally get a trickle of science it will be time to make a new factory without spaghetti everywhere that's scalable
I'm scared
>>
>>542857895
In contrast Satisfactory has 1 (one) danbooru image but hundreds of AI pics.
>>
>>542857895
>>anthro fish
how did the person tagging this know that the fish is from factorio?
>>
>>542852973
Why do you have the resource name in your station name as text if the resource icon is already there?
>>
>>542858836
It's tagged as Factorio on the Furaffinity page.
>>
Now we're just being unethical.
>>
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>>542857895
good, now check e621
>>
>>542862220
this isn't so bad actualy
>>
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I wish to confess.
I never my head around building bigs.
I always use elf module everywhere.
I never built an efficient defense, ever.

I'm filtered by Gleba's pentapods. That's how bad it is.
>>
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When do I get better steam conversion? These boilers can only power this much from 1 yellow belt of raw coal it needs 4x of this to keep the refining tops on at all times
>>
>>542861592
Are you playing with all the shit enabled? I can't figure out how to make money, a town of 800K people just barely supports itself with basic services and there are no workers left.

Right now I just have a waste burner on the other end of the map, import toxic waste and burn it using foreign labor. Keeps me alive at least.
>>
>>542863015
Blueprints and circuits, king.
Get started.
>>
>>542863072
Next direct steam upgrades are oil burners and electric boilers. Oil burners give decently efficient steam out of burnable liquids and electric boilers give expensive steam out of thin air with a pumpjack. It will be a struggle until you get to efficiency modules which solve the problems of electric boilers.

Your options are to throw more coal into it or better utilize byproduct steam. You can also generate steam with a better fuel like processing coal down which probably requires a tech but comes reasonably early or using coke from the refining or something like that.
>>
>>542863250
800 I mean
not sure where the K came from
>>
>>542854149
they get 50% faster each time you upgrade them
>>
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>>542862421
luv me some doom edits
>>
>>542794504
I use them for sorting shit out of my junk pile for malls or basic ingredients. Request whatever item it is up to the max and then have the inserter only insert if it's at half of that, so that I have the electric furnaces go back to the elecrtic furnace chest instead of accumulating a billion of them in storage from dumping everything every time I want to catch a platform in SpAge.
>>
>>542863250
>Are you playing with all the shit enabled?
Yes, all the damn things including earthquakes.

A town of 800 should be capable of sustaining itself but not much else. I think my starter town grew to about 2k by the time I finally managed to get cloth industry going, which is still the GOAT by the way. I heard they recently added small tech universities though, so if you have oil nearby, you might just export that instead (you can technically build pumpjacks without researching survey first, but that's cheating). Still recommend fabric+cloth though, it's the best second starter industry as far as ROI goes (toxic waste burning is even easier, but it doesn't scale because prices will drop off if you import too much).

Also, I recently exceeded 40k pop and I still struggle with money sometimes, if I have to build something that takes a lot of steel, for example. You always need to grow grow grow.
>>
>>542863072
Research geothermal power when you can, it feeds 8 steam engines at full power, it's right after the first science pack iirc
>>
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>>542857895
Furries fucking love heavy machinery and vehicles for some reason. The Venn diagram of "furry porn" and "Formula 1 racing porn" is almost a circle.

It might just be an effect of furry porn being simply so ubiquitous that it exists in large quantities in *every* genre, and therefore any particularly small genre ends up being dominated by it. But I'm not convinced. There must be some kind of neurological overlap between the instinct to bury your knot and the desire to service a carbureted engine.
>>
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>>542869102
The correlation is very simple and it's just that most of them are German
>>
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>>542869654
I don't know what the fuck our great-grandfathers did to them krauts back then, but it sure left an impact.
Or is it like with japs and octopi, a case of timeless brain damage?
>>
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>>542869654
>>542870778
>>
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i am having a dumb dumb day
i cannot into fulgora
i have scrounged up enough material for a spaceport
i want to go home

i think i can automate fulgora-exclusive recipes first and ship them out
but i am having a dumb dumb day
>>
>>542869654
kinda crazy that apparently the furry map website died in '19 and nothing came up for it outside of an app I'm not going to download to check things
>>
>>542874408
>i cannot into fulgora
purple chest into yellow chest into blue chest into machine into red chest
>>
>>542874437
It's not 00s anymore so broadcasting your geolocation on the internet is not something you want to do anyway
>>
>>542874810
>t. didn't get invited to the furry orgy
>>
>>542794504
yellow before red, yellow is the shelf you have that has all the mysteries in, and you should always have a 10x10 block of them somewhere when you have a logi system
>>
>>542874545
logi is how i got my spaceport
luv me belts tho
jus cant get me belts workin yet
someday
<3
>>
>>542874985
belts exist to transport the 240 scrap/s into the bests
>>
>>542874408
Fulgora must be so comfy when you use bot logistics. Supply-demand carousels were functional but looked terrible.
>>
Engineering games?
>>
>>542875261
who do you think plays engineering games
>>
>>542875261
https://www.youtube.com/watch?v=F-juMWAciUI
>>
>>542792701
>isomorphism
Oh horse-shoe theory turned into a dirty phrase so you moved onto that now? :^)
>>
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Switched to linux, started playing Dyson Sphere program again.
How do I import my old blueprint .txt files into the linux ones? i can find my blueprint folder on linux? I have the game installed on another harddrive than my main one (obviously) but I cant find the blueprint folder on that one's game files.
opening the blueprint folder from the DSP ingame menu leads me to some kind of virtual space that uses its own file explorer rather than my OS' one.
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>>542866548
>heard they recently added small tech universities
Yes but you need brutalism, so not early start.

My other go-to early after waste burning is scrapping ships or trains, the price drops down to a few hundred when they're 95% broken and you can still get most resources back. Cars are too small so you'd have to keep buying "new" ones all the time.
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>>542875246
>game must be comfy when you use all the tools it provides you with instead of imposing artificial handicaps on yourself
That's the idea.
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>>542874408
>>542874545
>>542875246
Do you people like not know you can put a filter on a splitter???
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>>542876423
>filter a splitter
>product that is being filtered backs up
>entire production chain halts
It's not the answer
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>>542876641
Well I assumed you already know you can put priority on it's output
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>>542876423
That's a lot of splitters. 13, I think. More if you want to use some of the partially recycled material, like green circuits or iron plates. And potentially 5 times more, depending on how you set up quality handling.
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>>542876423
The fact that you cannot automate the use of a filter on insterters/splitters based on circuit conditions (no filter if condition X, filter on if condition Y) pisses me off to no end. Such a retarded, bullshit limitation.
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>>542875995
Nevermind. I found it by creating a blueprint with a specific name and then searching that name.
This is the directory, assuming that STEAMONFAST2 is the folder you added as the steam storage and installed the game under.
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>>542876641
It is an answer, just not a good one. I did that for my first playthrough thinking bots wouldn't scale with the weird lightning power. Basically gleba, only instead of heating towers at he end of every belt there's a recycler chain that grinds things down into nothing.
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>>542876978
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>>542876852
and?
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>>542876019
>Yes but you need brutalism, so not early start.
What is even the fucking point then.
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>>542877245
There is no option for ticking/unticking the "set filter" option based on incoming signal.
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Using the remnants of the starting ship as a base made the early period piss-easy. Doing that every time from now on.
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>>542872084
I hate how accurate this feels.
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>>542877852
That would be useless, you don't want random garbage going into the would be filtered lane. What you want a filtered split off which you can do by just adding some extra splitters.
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>>542872084
We need another inquisition.
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>>542878724
>That would be useless
Considering I'm aware of the limitation I've clearly found several use cases for such a function. I've already had to correct your lack of reading comprehension. You're too low IQ for us to have this conversation.
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>>542878838
what use do you have for letting random shit on previously filtered path?
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>>542879649
Use your fucking brain.
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>>542879729
No really, because letting random garbage onto what was the filtered lane is the only "feature" removing the filter has over the filtered priority split off on the right
you can also get the behavior you want by using picrel on the left
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>>542880234
>you could also
I know I can achieve what I want to do through alternate means. It's why my factory is still running and I haven't quit the game, you fucking moron. This isn't what my post was about, and your lack of basic reading comprehension is precisely why we're not going to have this conversation. Fuck off and go bother someone else with your inane stupidity. Think about why you'd want equal distribution of an item across two different belts at specific times and no input otherwise yourself.
>>
Currently spending too much time setting up a set of Kovarex blueprints as I learn how to use all these tools. What I'm doing is two belts for U-235 and U-238 each circling around. If there are more in the system than the insertion limit * number of centrifuges, then allow the excess to exit, and vice versa. Right now I am just going to set this limit manually with some leeway using a constant combinator.

The issue isn't that I cannot complete it, it's that I'm wondering if there is a way to separate the signals from a centrifuge about its contents and its recipe. If I select both checkboxes then the result is just a total of the U-235 and 238 in inventory plus the recipe. What I would like to do is the ability to read the count of centrifuges in a wired up system and multiply that by the values of the constant combinator (or just sum up the recipes), and feed that into the decider controlling the inserters working the entrance and exits.
>>
Wait, are we supposed to quit this game, Factorio?
>>
Eventually, when Factorio 2 comes out
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egg on the front page!
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>>542866548
I'm on my third try of realistic desert map, out of money and in debt, without nearly enough people to run the fabric factory that could hypothetically bring me some money. Also the concrete plant is on fire and I don't have a fire station yet.
I just can't get the republic off the ground.
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behold a sushi splitter
someone explain to me why does doing scale then crop in ffmpeg give me much better file sizes than the other way around
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>>542863072
what're you doing with the coke? if the answer is turning it into trace amounts of coal gas, you're wrong
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>>542863791
Watch out for that byproduct steam, some may be too cold to use in production.
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>>542886423
oh wait i misread, you're using that for your coke production
coke handling steadily improves over tech tiers, you'll be much better off soon
but also you're gonna be using an absolute shitton of coal. i think it's the only thing serb used multiple belts for before logi science
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Oh nice
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>DSP mod - Weaver v2.0.3
>* 0-10% DSP performance improvement compared to 2.0.2
The absolute state of this mad lad, incremental performance updates on a performance mod.
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>>542886423
I'm about to turn the excess into ceramics and graphite and the leftovers into more steam because I started to drown in it despite having 12 steel furnaces on with it
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>>542886595
I thought the steam would passthrough but it doesn't the recipe doesn't actually generate colder steam at least not this one
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>>542888332
12 would've been on if my starter iron hadn't started to dry so they're not actually on at all times anymore so even mor drowning in coke, I don't have rails yet so bringing more in is kind of a pain but I'm going to have to at some point but I don't really need more iron on my belts right now or the steel at all
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>>542888862
I think the rubber ones in FTS reactor output colder steam, only good for mining tin or for power.
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>>542888862
This guy is right
>>542889242
The rubber chain steam is basically the only "cold" steam source, which you have to actively watch out for since it can contaminate your other steam too. That doesn't mean you don't want to look into using byproduct steam though since it's made by lot of processes and early steam is fairly expensive so it's wise to pool it together and prioritize using it over making new steam and voiding the exhaust steam.
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>>542852356
Dude should have added a way to fight with your fleet vs their fleet. The player has so many artificial constraints like fuel time that the AI can just ignore for whatever reason.
>But anon it would be too easy
It would look really fucking cool
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>>542883917
do both outputs end up with the same video resolution?
if you crop to 500x263, then scale by half you'll end up with 250x131
if you scale first then crop you'll get whatever resolution you cropped to

only time i had trouble with argument order is when making gifs, making the palette at the beginning instead of the very end bloated my shit up to several hundred megabytes
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>>542890242
It would also be fucking shit. Have you played Starsector? It doesn't work.
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>>542869102
Autists are more prone to paraphilia than the general population
Autists also tend to be into things like heavy machinery and vehicles
I'm unconvinced that there's anything more to it than that
>>
>>542894423
how in the fuck does starsector not work?
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>>542894984
It works at great effort from the player. It's not strategy it's tard wrangling to the ultimate degree, so i admit my assessment that it doesn't work wasn't accurate.
Starsector's great achievement is that it is a game that one can play uninterrupted for many hours. Good job.
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>>542896819
what the fuck is your problem? did starsector dev touch you or something you had to come up with that inane babbling?
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>>542897231
bro he's feeding you chatgpt prompt results
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>look through job ads
>find a half decent one
>close the tab and go back to /egg/
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>>542783906
>robocraft
That shit's still alive wtf?
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>>542901069
>That shit's still alive wtf?
no
but touching the OP is a touchy subject
>>
>>542901069
no idea, we only play factorio here
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>>542901069
It uh... no. It's full dead, literally worse than Starbase since Freejam died as/when/because they ended development on 2.

>>542901193
Honestly I don't think anyone would care if we take that one off, it was online-only so nobody can play it (and those fan projects are called different things even if they get added to the OP at some point)
>>
>>542901193
>>542901367
Pretty sure I took it out months ago but somehow the OP got reverted to the 5 year old hackmod version again when I was doing other things.
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>>542901367
>>542902009
none of you get it
there will be no adding to the OP because the OP will not change, period
>>
Does playing egg game make me more hireable
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>>542902853
yes, just include your py savegame in your github and mention the playtime in resume
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I've never done large scale lab setup, is this is optimal or should I passthrough and get only 3 labs per beacon and a slightly longer build?
This does 450 spm pre-gleba
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>>542904182
Come to gleba none of this matters
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>>542904384
>>542904182
I just logi chested mine with beacons all around it
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>>542904182
Aren't all those beacons more expensive than just adding more labs
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>>542904552
>beacons
>expensive
this is spage, I print tier 2 modules out of excess scrap on fulgora and ship them by the thousands. I just want to have a smaller footprint.
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>>542904182
where are the power poles?
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>>542905987
Good fucking question
That's what playing around in editor mode power poles does to you if you're not careful, I can squeeze them in the middle at least
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>>542906464
just slap a couple assorted undergrounds and substations and it'll be fine lmao
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>>542906464
it'll cost you more undergrounds but you've got the space in the center belts.
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>>542890242
???
One of my favorite strats is to run small enemy ships out of fuel.
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>>542906616
>>542906658
uncommon medium power poles seem to work as well, interestingly enough
but yeah, undergrounds and substation are already there
>>
fucked with gain factory a bit again.

So turns out the "long distance funnels" in this game are actually undergrounds. You have to build one to learn that. But also imagine if your underground belts had a maximum range of 200 fucking tiles and instantaneous travel time. So yeah, the undergrounds effectively replace trains.

The circuit programming is... weak. Logic gates can be set to open when an item is detected at a set coordinate. This means that you can put logic gates on the input conveyors for a machine that only open when it detects a completed product leaving the machine via belt. The time the gate remains open is therefore the same as the time it takes one product to clear a gate. Ratio your input belts to the ratio of the recipe and jobs done. Unfortunately it does not work very well for recipes that create 2 of something.

The closest thing to a combinator it has is a display panel. You can set it to monitor a set of coordinates and display and make available the information of what is there and how much, and a context sensitive setting for if a furnace needs more fuel. Logic gates can be hooked up to these in order to open for "IF" conditions. Unfortunately you cannot read how much of a specific item is in a machine, just how many total, so crafting automation is difficult to impossible to make absolutely foolproof.

A third method of automation is just to not use logic gates and instead both ratio the input belts AND place an item called a clockwork wrench into the machine in order to fill slots that are not required. So if a milkshake needs 2 chocolate, 1 milk and 1 sugar you put in two wrenches as placeholders to fill out the remaining 6 item capacity so the ratio doesn't get disturbed. This... mostly works.

Basically you can automate this stuff but you will need to check back on your machines every ten minutes or so because the game lags a lot and if the tick updates even slightly wrong for input priority the machine will need manual fixing.
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>>542908591
based
enjoy reading these
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>>542908591
is that the porn factory game about embiggening your waifu
>>
>>542846198
>>542848657
without the many beacons, the same factory uses the same amount of power but has about 80% fewer buildings
to get 15 agar per second with mk2 furnaces and production modules, you'd need 63 furnaces, 21 boilers, and 980 MW
this does it with the same power, but 14 furnaces and 17 boilers
production modules make speed modules ridiculously useful
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>>542908591
I never found the regular funnel in the end, only long, spliter and filter. Also all the transformations are stored in the game folder in .png so I lost my motivation.
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>>542876978
you can?
just have "set filter" ticked for a circuit signal and if you want no filter then just don't send a signal
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>>542909125
More or less. I have to be honest the game is not particularly fappable. I approached it with that intention but after like hour two I'm just trying to autistically unravel how it works.

The main goal is to feed the goddess X number of calories, but she'll receive bonuses to those calories if you feed yourself enough to reach maximum body size first, and she also receives bonuses for meals comprised of various different types of food fed to her simultaneously. So basically she's the rocket silo, and she wants you to not only make the most expensive and complicated foods but also time their delivery precisely.

The game has ore patches of silicate stone, scrap metal and "fossil chocolate" which functions as coal and a baseline ingredient in many food recipes. It has conveyor belts and "funnels" for inserters. Power is generated by Sterling Engines or later you do get nuclear power which functions from refined bananas. Electrical distribution is wireless and you just have to slap down a tesla tower to cover a radius.

Crops are easily automated once you can afford the gentle care devices which are used for harvest, feeding and milking. Cowgirls mill about and if they are fed they generate milk which can be harvested, generally at a calorie surplus to what you fed them. You do have to feed them some of their favorite foods to get them to undress so they can be automatically milked, that's kind of a pain. And I believe that their favorite foods provide a double nutrient bonus but that might not always be true.

The game's biggest issue is that for every 20 seconds you spend engaging with the "feed food to hot girls" aspect you're spending 20 minutes just trying to craft the devices that go into the infrastructure. It's more about actual architecture than James Bond "architecture"
>>542909379
near as I can tell filter funnels are the basic funnel. Their cheap-ish at least.
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>>542910639
Fascinating.
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The artstyle direction for this game is sort of odd. It's too minimalistic to be titillating and too chibi to be a good factory game.
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Why isn't my kovarex enrichment staying primed? I thought you just had to fill them with 235 and what little 238 you pulled out of the ground would be good enough to keep them going
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>>542911172
yeah it's not very easy on the eyes, but the standard for this sort of thing is usually RPGmaker 8bit so this is actually ahead of the pack if you can believe it.
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>>542911172
fonts are the worst part, I can barely read it
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>You can do THIS with a splitter if you press tab before placing it
Wtf why did it take me so long to find out about this.
What other gameplay secrets are the Chinese hiding from me?
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>>542911172
chibi more like chubby lmao gottem
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>>542904182
bro?
your biolab?
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>>542914153
>this does 450 spm pre-gleba
>>
>Forgot prod 1s for purple science can be made with EM plants not once, but SIX times, due to ver1.1 brain
Pain
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>>542914281
>he didn't go to gleba first
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>>542914352
I shall not and will not touch gleba until I have tesla turrets and several levels of electric weapons damage
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>>542911310
Because inserters take the u238 before the u235 eventually, bulk inserters don't mix stacks of items. I can't tell the way you built this thing exactly but it seems like the lower machines have no way to fix themselves if they miss their own u235 so they eventually stop working one by one. Maybe (and that's a huge maybe because I can't see the whole structure and haven't seen how it works) you can add u235 to your blue inserter's filter to make it catch that. Test that on a few machine and see if they still work in 5 to 10 minutes. By the way you waaaaaaaay over built your kovarex. You are not using over 800 nuclear reactors. No way. You'd hit UPS death way before you need that kind of power. Even if you're trying to get legendary uranium products and mass producing nukes.
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>>542915308
>You are not using over 800 nuclear reactors.
speaking as someone who's on nuclear it probably isn't for reactors
>>
There anything I can do with hydrogen, slaked lime or flue gas other than vent it?
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>>542915686
Unless you're literally spinning uranium on a recycler hoping for a legendary nugget to come out, you really don't need over 20 machines set to kovarex. You really don't need that many u235 to make legendary nests and labs. And for the portable fusion reactor you literally only need 2 or 3. A fusion reactor cost half a u235. He's making over 35 u235 per minute. Is he gonna consume a legendary nuclear fuel every minute or so?
>>
How many fucking infinite resource mods does there need to be
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>>542863015
>>542863573
I got filtered from glebas "chance to not spawn the fucking resource" bullshit
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>>542918421
one more oughta do it
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>>542914679
i mean you don't need to make a huge base to get biolabs going
i had this at the start and the pentapods barely bothered me
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>>542914352
I'm curious, is there a "canon" order? I'm a simple man who just opens the research window and picks whatever's next, and the "default" order for that is Fulgora -> Gleba -> Vulcanus
Might have to play through a few times to see what it's like going to other planets first, hm
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>>542920795
the order that the devs intended is vulcanus -> fulgora -> gleba
in my opinion i think gleba -> vulcanus -> fulgora is the best order
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>>542920983
It's true that Fulgora does not generally care about having gone to Vulcanus first, you just get a 50% bonus on your Holmium production, and it's easier to belt the high-throughput of scrap miners. But a Gleba-first will need to rely pretty heavily on munitions imports from Nauvis to survive until it can get rockets because you don't have Tesla turrets.
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>>542921348
eh, the devs nerfed the pollution a lot on gleba compared to the start
the pentapods barely bother you
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>>542919051
Fine, I'm gonna make a limited resources mod.
Oil? No more infinite dinosaur juice for you.
Water? Slurp slurp motherfucker, your steam power is on the clock.
Lava? It's just gooey rocks, and guess what you run out of all the time.
Fruit trees? You forgot about crop rotation you dumb bitch, now you can't grow anything because you depleted the local nutrients.
SE core seam? You just mined out the entire core of the planet and it collapsed in on itself, congrats.
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landed this beast on the Mun, with 9 tourists and the pilot - made around 600k and some sweet science! i have enough money to build a luxury science-rocket

time to send a multipurpose vessel to the Minmus with following objectives:
- leave a communication satellite in the orbit of Minmus
- land on Minmus to collect samples
- have a scientist onboard, to do science stuff on the Minmus
>>
what the hell do you mean you can't make batteries in EM plants
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>>542920983
You probably have a more aggressive, fast-paced playstyle.
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>>542921916
it's more chemical than electrical, plus the cryoplants gotta do something other than science
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>>542921916
I'm fine with this one, batteries are generally just chemicals in a vat.

Electric motors are basically just carefully placed copper windings, the very thing that EM plants are shown making in their sprite. And you can't make Electric motors in EM plants...
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>>542922079
i don't think i can call anything about my playstyle fast
I'm king procrastinator
I just think the biolab production helps in the long run
Plus spidertrons solve the issue of dealing with pentapods when they spawn too near
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>>542899357
that blanket cover does kick ass though, i refuse to be hindered by mankinds inability to enjoy a good dinosaur
>>
>>542922648
You ever watched "mantracks: the true story of fake fossils"? Short version: christian fundamentalists actually love dinosaurs so much they can't stop trying to invent proof that humans and dinosaurs existed together.

It's a dream worth chasing, if only it were true...
>>
>>542920983
Really! Vulcanus first? Huh.
I play at a glacial pace, so Fulgora first was a nice fit for me. Lots of time to putter around and learn how Quality worked with the aid of those Recyclers.
I'll try Vulcanus first next playthrough. Thanks!
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>>542923019
it kind of makes sense
vulcanus has the green belts which help with the scrap on fulgora and organic stuff on gleba
and the foundry which gives productivity bonus to holmium
and fulgora has the turrets to deal with the enemies on gleba
>>
vulcanus goes first because big mining drills and foundries on nauvis are a gamechanger on the same level as biolabs
>>
>Going back to update nauvis before biolabs, em plants and foundries
Y
>>
Does anyone use that Factorio Cheat Sheet website? I can't tell if I'm retarded or if it's just wrong. I'm trying to figure out nuclear ratios and the numbers they list don't make any sense.

Consider a small 2x2 reactor setup, my math has that requiring 62-64 heat exchangers but the website recommends only 48 for that setup?? That doesn't make any sense
>>
>>542921348
Small size strafers do not outrange laser, so you have time to do the research
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>>542925709
how did you arrive at that number? a 2x2 makes 480MW worth of heat, one heat exchanger consumes 10MW worth of heat, resulting in 48 exchangers
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>>542882721
Yes because kovarex is a bigot
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>>542922648
>>542923002
Speaking of that, go look up how people in the 17th century assembled dinosaur bones without knowing what the fuck they were doing, shit is really funny sometimes.
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>>542923002
I thought fossils were laid underground by Satan to mislead people into thinking the world is way older than 6000 years?
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>>542930681
it's not only dinosaurs, also just animals they never saw before
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Only got methane left before I can make circuits and splitters which seems like some magic mumbo jumbo to setup. I'm still drowning in coke but burning it for energy seems kind of bad
>>
>>542931796
Apparently, not for the guys with "one of the most complete allosaurus skeletons ever found, uncovered in the upper Morrison Formation in Colorado. Ebenezer the Allosaurus (...)"
From their site:
>What if dinosaurs didn’t live more than 65 million years ago, and dragons weren’t just fiery fictional creatures found only in fairy tales? Get ready to challenge your preconceptions, and learn what the Bible has to teach us about the existence of dinosaurs and dragons.

TLDR, even religious nuts think dinosaurs are pretty cool
>>
My favourite schizo theory about dinosaurs is that they lived underground and that's why their bones are so deep down.
>>
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>>542931796
>>542935432
You have to watch the youtube documentary on it for the full story but the short of it is
>wow dinosaur bones (c. 19th century)
>Church: Well shit, we internally argued about this for a while and have decided that dinosaurs were real and the earth is older than we thought.
>George Price, much much later: Nuh uh, Dinosaurs were wiped out by Noah's flood!
>George Adams: Welp, I need a bit more money because of the great depression so I'm going to carve dinosaur and human footprints into cretaceous limestone and sell them to rich tourists. Thankfully this won't have any long-lasting or meaningful consequences.
>Clifford Burdick: I choose to believe that this is proof of flood geology and I will never shut up about it
>Stanley Taylor: Fascinating, unfortunately I'm not smart enough to prove or disprove this
>Carl Bough: That's bullshit but I believe it. Hey check out my magic hyperbaric chamber for 3 dollars or 10 for a family.
>Kenneth Copeland: Oh cool, a new lie to push for money!
>Glen Cuban: I fucking hate all of you.
>>
>>542869654
Why are they like this?
>>
>>542862421
>>542865518
I love it when they remember the dude in the background. So many don't.
>>
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>>542592017
based
>>
>>542869654
>>542870778
Aww fuck. My great grandparents from both sides of my family immigrated from Germany before WW1. It's their fucking fault I'm a furry and into airplanes.
>>
>>542940090
Are you into those furry (or I guess just anthro) airplanes?
>>
My first holminite mine looks like the testicle crushing factory we visited in high school
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>>542941308
Nah. I'm just a "normal" furry I guess.
>>
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>>542941517
the what now
>>
>>542942039
Yeah, my school was lame and took us to the dick streching facility, that guy got a good education.
>>
just noticed that the fishes stop moving if the water is polluted enough...
>>
>>542922447
If you're sliw you have absolutely no need for biolabs snyway as the essential techs will end up unlocking themselves even at 40spm while you're setting up. You know what works better than spidertron though? Artillery.
>>
>>542943036
artillery requires me to setup a calcite ship
pass
also i remembered that gleba also unlocks the better fuel recipy for platforms
so that's another reason to go to it first
>>
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my god what am I supposed to do with all this bullshit
>>
>>542942842
fish stop moving if you're far enough away from them
are you sure it isn't that?
>>
>>542943289
You don't need a "calcite ship". You just need your science ship to make a vulcanus stop every 20 hours or so for a calcite reup.
>>
>>542943563
>multi-use ship
that's more complexity
don't overwhelm anon
>>
>>542943504
>the fishes stop moving when you're away and when you come back they get so happy they start swimming around again
:D
>>
>>542943489
raw coal to coal to coal gas 3+circuit condition
tar bottoms 1->4 //steam 20/80
pitch to coke 2->6 steam 28/112
tar tops 1 //steam 5/25
aromatics 1->2
carbolic 1
naphthalene 1->2*

anthracene to creosote(more treated wood) 1->4
treated wood 1->4*
||
anthracene to gasoline(more coke) 2->8
treated wood 1->2

1 tar bottoms = 1 -> 4
6 middle
4.8 creo
15 anthra
28 pitch

1.4 pitch to coke = 2 -> 6
5.6 light oil
5.6 naphta
8.4 anthra

.24 tar tops = 1
3 light oil
3 carbolic oil
6 naphta

>Leftover
creo = 4.8
anthra = 23.4
carbolic oil = 3
naphta = 11.6

.344 aromatics = 1 -> 2
gasoline = 4.3
aromatics = 8.6

.12 carbolic to creosote = 1
3 creo

.464 naphta to creosote = 1 -> 2
6.96 creo

Total creo before anthra =
14.76 creo * 4 if full
59.04 creo for 4 tar bottoms

anthra to gasoline(more steel) = 2->8
anthra to creosote(more treated wood) = 1->4
9.36 creo
>>
>>542943930
treated wood on anthracene to creosote is still 2 not 4 if you have 1 tar tops on at all times with 4 tar bottoms but it fills it faster
>>
>>542943930
>>542944049
jfc lads, i guess ill note that down somewhere and set up something
>>
>>542944116
you need 2 raw coal into coal for 3/3.33 ratio but that one should be easy to figure out
>>
>>542943504
oh you're right, the fishes are fine actually. nvm then
>>
Is there a mod for Stationeer that adds window shutters with door-like ports? I don't want to use these ugly vanilla things. They neither functionally nor aesthetically pleasing
>>
>>542935030
i don't remember using methane at all that early
are you looking at formaldehyde?
>burning it for energy seems kinda bad
coke is by far your best power source for a good long time
well, biomass too, but coke's fine
>>
>>542950635
Right next to the mod that makes Stationeers fun.
>>
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>>542952565
Yeah I need formaldehyde but I stopped a bit to make concrete
>>
For the anons with higher SPM bases, do you make Gleba science on demand when a platform is requesting them or just make a shit ton constantly not caring about spoilage of said science?
>>
>>542783906
anyone got an idiots guide to anything that flys in from the depths?
Preferably something that doesn't take 3 working weeks to read.
>>
>>542943489
>creosete
mostly garbage but you do need it for treated wood, which is important for circuits
>middle oil
crack it
>pitch
crack it, but also it improves brickmaking. stone's gonna be something you'll be hungry for for a long time
>anthracene oil
important for rubber soon enough if it's not already, otherwise just more gasoline and coke
>light oil
more gasoline
>aromatics
for mining with plus a shitty plastic recipe, other stuff later
>carbolic oil
more creosete if you somehow don't have enough, otherwise vent that shit
>hydrogen
important for an absolute ton of shit but none of it's relevant. have fun with water electrolysis
>naphthalene
critical for a bunch of stuff once you hit logi science but until then it's basically the same as carbolic

>>542952885
very good
all ground tiling stuff is super buffed in py, get used to making roads and pathways if you haven't already
there's a bunch of style options with shit like asphalt and limestone too
>>
finished DSP after 80 hours. Nice game, neat take on the factorio formula, definitely justifies its existence. Main complaint is the grid system and the fact that verticality basically only exists to make lab builds more compact and to enable worse spaghetti. I like the balance of lots of different intermediates discouraging bussing, but on the other hand it kind of forces you to either make unholy spaghetti piles or just bot base. The more limited bots make bot bases less effortless than factorio but not much more interesting.
>>
>>542952889
I have a constantly cycling provider chest of science. There's an inserter that takes out the spoiliest science and chucks it into a recycler each time the amount of science in the chest exceeds the amount my science platform requests

You need to get over waste on Gleba. Stop caring about it because everything is free
>But the spores
Build more fucking defenses bitch. If you're struggling against Pentapods you're not building enough. Nothing on Gleba has flame resistance so build some bootleg setup to turn coal into light oil and light everything on fire
>>
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>>542954716
I love the spaghettii
>>
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>>542954753
>Build more fucking defenses bitch
AAAAAIIIEEEEEE
>>
>>542954956
Skill issue
>>
>>542952889
>just make a shit ton constantly not caring about spoilage
This is always the answer to whatever you want to do on Gleba. Just burn everything you don't need right away and stop caring about wasting resources since your plantations won't ever run dry anyways. Every belt carrying a spoilable item should be always moving, no matter what.
Once you overcome the instinct to avoid waste, Gleba becomes way easier than it seems at first.
>>
>>542954716
>more limited bots
In terms of malls and Fog drop sorting before export? Sure. But in terms of practical factory making they are stronger because the bot station doubles as a railless train station and stacked belt output all-in-one. Then there are bot ore mines. A single compact blueprint can paste down a complete system to request ore, smelt and push the result back in for immediate export. The bot network is also infinite-range once researched is maxed out, there isn't a single situation where you have to care about the range coverage of a PL or IL tower. Throughput is theoretically infinite because an infinite number of drones and vessels can dock with a destination tower at any time.
>>
so how many hours in do i get to fix everything with trains in py
>>
>>542956319
>fix everything with trains in py
trains are the beginning of a whole new set of problems
>>
Getting bored with my current modded planets spage run and in the mood for something new.
Py, SEx, or K2SEx? Any recommended other mods to go with them?
>>
>>542956395
shieet
>>
>>542956279
"limited" is probably the wrong word. "clunkier?" their incredible throughput makes them easier to use for things like ore management/smelting, but having to set up a big ass building to request 4 item types at a time makes it way harder to do a bot mall, which is what most people use bots for in factorio. And it's not that they're any more infinite than factorio (you can always just Build More Roboports), it's the fact that throughput isn't throttled by distance beyond the increased travel time.
>>
>>542845163
That stuff is not even on by default thoughbeit.
>>
>>542872084
>germans have always been autistic furries
Is it in their genes?
Is it something in the water?
>>
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Man these take forever to turn on
>>
>>542959143
You are like tiny baby
>>
Remember, it's okay if your factory isn't as good as someone else's. You don't need 12 smelting arrays or spend 20 hours planning out every ratio for every intermediate. Your base is always good enough, and you expand on your terms, not on someone else's. If you're making progress, you're winning.
>>
>>542959924
nah fuck off karen
>>
>>542956945
>having to set up a big ass building to request 4 item types at a time makes it way harder to do a bot mall
You only really do that once. And you have the common buildings shipped to you when doing mass construction elsewhere.
Also it's not exactly hard after fidget spinners. ILS tower in some corner where you know you don't need, export boxes for spinners, imports in the mall. The "mall bots" that you describe are those things. Logistics towers are more equivalent to the vehicle and train version of bots.
>>
i believe i just crashed the py/egg/ server
serbanon, i can tell you how i did that, but i'll let you decide how i tell you so it can't be abused, because it is a very easy thing to do
>>
>>542959014
germany's waterworks are owned by jew.
>>
>>542963490
But this goes back thousands of years.
>>
>>542959143
The first thing thing teaches to you is that you are most of the time better of making more than the absolute minimum amount of seeds with the expensive recipe to jumpstart the builds. Other than that good job.

>>542962119
Not the server host but there's plenty of ways to crash the server, like personally I can't use the factory planner or the server crashes that's just how it is. I doubt anyone autistic enough to play PY with us wants to deliberately crash the server we play on so you probably should tell us so we can avoid it. But I mean you can wait till the host looks at the logs if it's pretty obscure thing.
I guess ill come play in the afternoon then
>>
>>542963738
if you ever wondered why crane arms are diagonal and wanted them to be straight, don't try making them be straight
>>
>>542963852
You absolutely can make them straight, we ran into this problem a lot before we first started using mk2 trains because you couldn't copy paste the long cranes since if you rotated them they misaligned off the boxes and you had to click them to make them straight.
Unless the host confirms otherwise I believe that instead you ran into the rare bug where the game crashes when you adjust any inserter and by adjust I mean in the menu, not rotate in the map. I do not know how to replicate that but I know I have crashed the server twice with that.
>>
...No no it's shit. Fuck this.
Show your space nuclear reactors I need to learn.
>>
>>542965276
quality heat exchangers/turbines to save space
>>
>>542965445
KOVAREEEEEEX!!!
>>
>>542965614
You don't actually need quality though, since you don't need to make a huge nuke on a ship before fusion
>>
>>542965445
Hmmm oh yea. I kinda forgot about that.
Ugh they are so expensive! The whole point of this ship was to gamble me some 5tier asteroids. It must be spammable I already need like 30 5tier crushers and modules for them.
I don't want to downscale my reactors...
>>
>>542957573
doesn't matter, it's the concept of the thing
>>
guys guys i have a game idea its peak
its factorio + gatcha
>>
>>542970685
we have that, it's called quality.
>>
>>542970685
fuck that shit, give me a full fledged korean grindfest mmo from the golden times
>>
>>542971386
Don't use any automation techs. No mining drills, no assemblers
>>
>>542971993
that's the shit, now just need a few thousand people on the same server to do the same
>>
>>542970685
Arknights Endfield
https://www.reddit.com/r/Endfield/comments/19ac5ed/endfields_endgame_be_like/
I assume it's gonna be shallow and with a single "ideal" build, since your space is restricted.
>>
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21 hours later I have splitters my zinc is super slow gotta go fix that problem
>>
>>542972660
zased
>>
>>542970685
that's not peak, peak is a climbing game
>>
splitters are cool and all but what I really want is grenades fuck trees
>>
I am once again asking - anythin' good on next fest?
>>
>>542972660
first time I played Py I got to where I started needing circuits (splitters) and fucking gave up when I saw it had 15 ingredients I had no idea how to make
the second time I played Py I got circuits and then realized that to even get 0.5 science per minute of the lowest quality shit I would need to tap 4 coal veins before trains and before electric drills, so I gave up
>>
>>542973956
porn games seemingly
>>
>>542972660
>>542973569
>BAZINCA
>>
>>542974231
I can't engineer my big ol brain with that
>>
>>542974139
>shit I would need to tap 4 coal veins
I wonder what he means by that because you don't need more than the starting coalpatch for electric drills for sure unless the start is bugged (which granted it often is with overlapping resources) but honestly just tap the next one which will inevitably be huge.
On the server we have ran trough 2 and half coal patches so far and were at py 3
>>
>>542974139
Idk I intend to get to vrauks at the very least then I'll see how bad things really are
>>
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This took a lot more effort than I thought it would at first when I was playing around making RGB. And to think that 450 spm is basically nothing to write home about, it's essentially just 1Kspm with biolabs and productivity bonuses, which is nothing to brag about in spage.
At least I only have to set up metallurgical science which isn't that big a deal.
>>
>>542975284
>Efficiency
>No beacons
There's your problem
>>
>>542975517
>No beacons
brother how do you think I've managed to squeeze almost 500 spm in that footprint
I could paste 2 more of these if I wanted in the starting area alone, look at that minimap
>>
which way is better for making quality item, top-down or ground-up?
>>
>>542976029
ground-up scales better the more you do that way, top-down is the fastest to set up
>>
>>542976065
so top-down first to get legendary quality module first then ground-up?
>>
>get out of the burner age in K2SE
>pollution craters to less than half even at peak
Damn, shit's stanky.
>>
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Trying to make a train system that isn't absolute dogshit seems like such an easy task and yet.

Just trying to make some ore pickup station that I can paste everywhere but the rails always seem to look like shit or take up too much space. I don't think I really understand how rails are angled.
>>
>>542979435
all i can say is that your shit does look ugly
>>
>>542979627
Good comms.
>>
>>542979435
I made a megabase recently, and I just used this everywhere. It snaps cleanly on three straights from my rail book (48 wide per straight), and you can just put it wherever.
When 2.0 came out, I spent the first play session just making a 2.0 rail intersection book so I could use that as a skeleton. The actual stacker sometimes changes from playthrough to playthrough though.
>>
Why is it so hard for my brain to build a megabase but so easy for me to play incremental games?
>>
>>542979435
>I don't think I really understand how rails are angled
Whatever angle that will get them to stay on the grid. If you want to include an angled rail in your design while having it be as straight as possible, build that angled segment first out from your straight, connect it with a loopback later. Easier to measure it later. You are trying to have some aesthetics so of course its harder than just having 90 degree turns into the waiting area like every other blooprinter uses.
>>
>>542866548
>toxic waste burning doesn't scale because prices will drop off if you import too much
I wonder how you'd do that, I'm running a train with 100t of the stuff nonstop and price is not changing. But it spends days waiting to be loaded at the customs office. Don't see any containers for waste so I guess there's no way to make it go faster?
>>
>>542979435
why do you need a stacker for a mining station
>>
>>542965276
One reactor with 2 turbines is enough for all my inner system needs. For anything else just plop down fusion.
>>
>>542985434
this seems like an orbital manufactory
>>
>>542981065
most incremental games don't really have decisions to make
>>
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>Space Engineers
>farming
we've gone in a circle
>>
>>542984326
stackers are great for mines, since you want to maximize the time trains are being loaded there and they are typically far away
>>
>>542982608
Customs waste loading/unloading via train is notoriously slow, but I doubt it's slower than my trucks. I did notice the price climb down (or up, rather, since it's negative) when switching from 4 trucks to 6 though.
>>
>>542981065
Because they're not even remotely related?
>>
>>542987520
nta but if it's far away, then you probably have a whole load of track leading up to it with no junctions
>>
>>542986681
I liked mengies tilling more even though I never made it past the berry picking stage
>>
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>>542962119
go ahead and spill the beans so people don't do it accidentally, the logs don't actually tell me very much unless i'm familiar with the mod's code
i'd also recommend you report it on the mod's page
serb's back up now
>>
>>542965276
nigger wtf are you doing
just use the same reactor design as you would normally, there's no way you can get 320MW of heat through a single heatpipe like that
>>
>>542991568
It's the inserter configuration bug I was talking about earlier, I do not know what causes it but it has happend twice before. The cranes may be more vulnerable to it than the rest though since they even in normal operations bug out into wrong positions sometimes.
>>
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>>542965276
ayy lmao.

Admittedly, this reactor was never pushed to it's capacity. max load was maybe 60MW. I just used a 2X2 for better fuel economy.
>>
>>542986179
real, my personal hell is deciding on what level of production I deem adequate for a mid base, between the starting spaghetti and train based production, especially when doing a mod I'm not used to
>>
>>542987520
If you want to maximize mining collection efficiency, reverse the order of your train schedule. They should idle at the mining outpost and only come to fill orders back at base. Then you build multiple loading stations to keep multiple trains loaded and ready to go. You will have to decide between balancing the feeds or compressing them however.
>>
>>542992334
they idle at both
>>
>>542992334
>>542992408
I solve it with a train limit the stations based on the amount of ore in the loading chests, and limiting the smelter stations based on the stacker size, it allows me to copy paste both as needed
>>
>>542993212
I do something similar, but I adjust priorities instead of setting limits
>>
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How do i equalize 3 inputs into 3 outputs in DSP?
Does anyone have recommendations?
Those 3 splitters in a row arent yet connected with each other
For those unfamiliar, those 4-way crossings allow for any amount of inputs and outputs and always split the inputs equally among all outputs
>>
>>542993847
insert into box, take out of box on 3 lanes
>>
>>542993847
I don't see a use case for that but if you must then you just break each incoming lane into 3 with a splitter and then take 1/3rd of each and belt it into yet another splitter that takes 3 of those and outputs another full belt, that's 6.
Alternatively you put down a manifold incoming -> priority outgoing and and overflow outgoing that goes into the next lane's splitter as incoming, which overflows into the third lane and then the third lane overflows back into the first. Takes 3 splitters.

No practical reason to do that though, the ratios are pretty easy to get right on the first try and power in particular should be sufficiently overbuild just in case anyhow.
>>
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Pro tip: don't limit vehicle availability by historical dates, there's a lot of holes. I'm in a stretch right now where there aren't any garbage trucks or snow plows on the market, the only railroad builder is too heavy for any truck to carry, the only available cement truck carries a single ton, etc. And the western customs has like six vehicle types total, couldn't even start on that side of the map.

>>542987602
Price seems to be going lower into the negatives if anything.
>>
>>542993847
stacking and unstacking at the end
>>
>>542994556
>I don't see a use case for that
Factories in DSP cant take a maximum of 3 input lanes, so equalizing 3 lanes is quite applicable.
>split each lane into 3, then re-merge
Damn that's a ton of space. Luckily, DSP allows for stacking infrastructure. It's still gonna be a hot mess of noodles tho.
>>542994329
I forget how dumb the most efficient solutions usually are.
>>
>>542993847
>How do i equalize 3 inputs into 3 outputs in DSP?
Why would your 3 inputs be unbalanced?
>>
>>542995501
if you are providing enough material for all the buildings downstream then some branches will eventually back up and start self-balancing. If you're not providing enough material then you should be adding more input instead of worrying about this.
>>
>>542994913
Seems to be a normal inflation gradient? Seems you like you got lucky with the customs, supply/demand as well as waste composition seems to vary a lot between them.
>>
>>542999157
Might be. Just saying the price doesn't seem to respond to my imports, making like 20K roubles a months.
>>
>>542999419
Oh that explains it, I do this with 7 or 8 trucks across two customs and I don't get any serious price fluctuations either, but I could've sworn I had that happen in the past, when my republic was young. Maybe it scales with population size or time elapsed since start, I can't even guess.
>>
shid kinda want to play soviet republic as well, i've manually downloaded a shit ton of mods a few months ago and really don't feel like doing that again for the updated game version though
>>
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>>542882078
The ratio of U-235 to 238 is painfully low. Do I really need to have some kind of 238 sink like uranium ammo production? Technically speaking the Kovarex line should never run itself out but waiting for it to build up is going to take forever.
>>
>>542996394
>equalize by clogging up the pipes
you people would be a riot at my workplace.
>>
>Make an amazing blueprint to use on Gleba that is tileable
>Forgot to include outputs for spoilages
FUCK
>>
>>543003306
Your bacons and speed modules?
>>
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>>542965276
who needs nuclear when you have fusion?
>>
>>543003598
roboports my beloved
>>
>>543004809
Active provider chests on Gleba is the sign of a defeated man. who is me, I use them
>>
My entire gleba I had a flowing channel of spoilage, flux and nutrients across everything and no bots handling anything that can spoil
>>
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In desperation, I set up some oil drilling even though I don't have the survey yet. I've played this map enough times that I remember there's oil here. It's not cheating if I'm just getting familiar with the game, right?
>>
>>543006010
>Time-traveling comrade saves the soviet republic
Or:
>Schizo commissar who hears the voice of Lenin is right for once
>>
I wish the next patch for Soviet would come out already, jeez. So much good stuff in there. I already check steam news several times a day like a schizo.
>>
>>543004802
anon...
>>
>>543009617
for what you'd need so much power for if not going past aquilo?
>>
>>543009757
anon... what type of fusion is it
>>
>>543011398
the reactor he posted is a fissle one not fusion one
>>
I got to solar edge without updating my ship to fusion I just had 1 epic reactor
>>
>>543005886
>no bots handling anything that can spoil
spoilage cannot spoil
>>
>>543006010 >>543006632
The game shows you the resource nodes anyway without research if you scrub the map.
>>
>>543003306
>238 sink
kovarex is the sink?
it turns 3 u238 into 1 u235
>>
>>543018693
True
>>
>>543003598
it was a hard pill for me to swallow, but spoilage going onto the main output belt and then filtered off elsewhere is the best way
>>
>>543003306
You can always add more storage. Not a elegant solution but should speed up some.
>>
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anons, whats the optimal ascension "speed curve" from the ground to 70km?
my theory is, that its best to burn the fuel as quickly as possible, using all available thrusters - thus making the rocket lighter and getting most out of the fuel
on the other hand, there is air resistance present, so going through the atmosphere above a certain speed limit, might be wasting fuel on unnecessary friction
im using FAR btw, so that might be contributing to the dilemma either way
>>
I tried playing factorio on my phone through switch emulator and it doesn't work even though titles like persona 5 run at 60fps. Weird
>>
>>543021485
it's not worth it
>>
>>543020768
There's math for it but basically it's just a gentle curve. You don't want to go too fast too low because you will lose more to air resistance but you don't want to go too slow either because then you spend more fighting gravity. I'm sure if you google that question or something like "ksp optimal ascent profile" you will find the answer if you want to be spoon fed specifically.
>>
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lol I thought I would need 2500 rocket parts but it's just 50 and the bottom bar is for the next rocket
>>
>>543003192
Really i play this game just to assemble similar dioramas. Aesthetic.
I say who cares what the factory makes.
>>
>>543024447
I got the sub 8 hours one but I don't think I have the launch while not handcrafting more than absolute minimum
>>
>>543024447
The real Dark Factorio starts here.
>>
>>543003306
most u238 I've had is 600k
>>
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>>543023102
found a diagram!
turns out i was "instinctively" very close to the optimal speeds
back from the Minumus mission - made 4 landings and collected a shitload of science!
i guess its time to build a satellite network and a fuel extraction base on Minmus
going to colonize Moho
>>
Genuinely wondering how bad its going to be to try to get to 30spm of the 2nd science in py that I'm getting close to but going by the previous pack even 1 spm would've been good enough considering all the shit you have to setup to get to the next pack with no downtime
>>
>>543033983
It's overkill if you have to ask about it. The key to playing PY is to just do a minimum functional build until you actually need more for 99% of items.
>>
>>543033983
>even 1 spm would've been good enough
Now you understand Py.
>>
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>>542993847
maybe this?
>>
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Titanium production? Titanic
Organic solvent? Solved!
Steel? Super
Bots? Mk2

Yep, it's good day on the server time. Along the above I swapped few things to mk2 trains and did some general fixes to few lines here and there. I saw that we had the LFR powerplants, not sure how those work, I think they are some kind of solar power plant.
>>
I LOVE SPM
>>
espm bros... not like this
>>
I wonder how much concrete it would take to paint the entirety of SE Nauvis.
>>
>>543052148
With all that concrete, where will the trees grow?
>>
>>543033983
if you haven't looked ahead in the tree, the mod is balanced around periodically going back and rebuilding old sciences with better recipes, etc. Later researches require *shittons* of early science packs 30 spm is not only not overkill when you make it, it's not even futureproofing since it's using inefficient recipes.
>>
Space age was released almost 1 year ago (October 21st). I want to do some sort of multiplayer challenge run with a friend. I'm thinking to do either https://mods.factorio.com/mod/kry-planet-mods-lite with a small science multiplier, or a vanilla (space age) run at 100x science. Plus probably nanobots to make pre-bots less painful. Is the "all planets mods lite" stable/balanced enough to run in multiplayer? Any other mods worth considering? I could instead do actual space exploration now that that is updated for 2.0, but vanilla-ish space age sounds nicer somehow.
>>
>>543055583
Thanks for the invite.
>>
>>543055727
Go away Josh, we're not playing with you after you decided to change genders.
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>>543042593
will try
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>>543056847
makes sense to me
propellers are probably more efficient for long range travel anyway
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>>542943930
going back to this now and i have barely any idea what half of this means
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>>543056745
if you do this then I would stack the three on three to keep it relatively tidy
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>>543056847
Ok but spheres are perfect, and earth is perfect, so therefor earth is a perfect sphere (like god).
>>
Theists keep walking this is a TIME CUBE neighborhood.
>>
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We all know the true shape of Earth.
>>
>>543063882
The idea behind this book always gave me a headache and it's definitely a book I'd have to actually read and not listen to an audiobook of
>>
>you can ctrl+shift when deleting an object to include any tiles beneath it
always pleased to find small ux optimizations like this
>>
>>543065959
You can use a blueprint to create a request group with all the required items.
>>
how does anyone make mods for factorio, the error reporter is less than useless
>>
>>543067934
The game attracts extremely autistic people

I guess you don't have magic autism programming powers
>>
>>543067934
For prototypes I don't know how you can fuck them up
For control you can attach a debugger
>>
>>542849820
The trick is to not be afraid of short distance transfers by vehicles.
>>
>>543073296
hmmm
nyo
>>
>>543066403
you mean logistics chests with requests preset?
>>
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Finally started making my blue gushers. All I have to do is get the actual holmium build down, ship over everything I'm missing (right now it's modules, and that's even starting with t1 modules because I'm not rich yet, but I'm sure something else will pop up), and I can actually get science going again.
>>
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It doesn't even fit on one screen, but it's good to go. The only things I'm missing are modules, some power poles (that I hand-crafted), and a landing pad (I accidentally oversent silos instead of landing pads, and I still need to bring vulcanite in).
>>
>>543043972
what'd you do for solvent? ulrics are almost set up to produce a ton but i just have not been on for weeks
>>
>>543083925
Syngas and acetone from phenol production, it may stop if phenol backs up too much though. I did forget to connect the new phenol to the nylon build though I gotta remember to do that today.
Were pretty low on few bio ingredients so it wouldn't hurt if you hopped on and did the ulrics.
>>
is it possible to make a circuit that deconstructs a liquid storage when it's full?
>>
>>543086643
If you want circuit-based liquid voiding, set up a machine with a crafting recipe that uses that fluid and at least one other ingredient, and a circuit clock that disables the recipe every 10 ticks or so. It won't delete a tank-full of fluid instantly, but it works for every fluid (I think).
Just use the recipe's circuit signal for your clock and build a pump facing directly into the fluid input.
>>
>>543086643
Should be possible with the Recursive Blueprints mod I guess. But why would you even want to do that instead of just using pumps to balance your fluids the traditional way?
>>
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>got the "hasn't touched nauvis in the last 40 hours" award
>>
>>543088169
My guess is for voiding a biproduct from some mod.
>>
This is why excessive byproducts is bad. If the first thing the player reaches for is the magic void option then you have overdone it or given no reasonable way out to make use of that byproduct.
>>
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WE
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>>543089565
I think it depends on the options. Something like a flare or dumping into water could be used to get rid of unwanted products at the cost of pollution, or maybe require another resource or process to neutralize and dispose of them. Just casually making unwanted stuff disappear is dissatisfying though.
>>
Do biters have a tendency to attack undefended places? I've kept a giant cleared perimeter for the longest time but they're starting to chew on my walls now that pollution is too high. But the problem is that they keep doing this on undefended walls that I have not fortified yet, every single time. Once even I loaded a save to fortify a wall just before the bugs were set to attack and like magic they decided to never attack from that angle ever again.
>>
>>543091297
Afaik military buildings like turrets and stuff have a higher priority for them than walls, so they should normally attack the defended walls first if they are close enough. Maybe it's an expansion group that just wants to expanse to the area right behind that wall for some reason?
>>
>>543091297
I'm pretty sure their path and target is somewhat randomized, so overtime they will test your wall in wide swaths. Building new polluters or military stuff can also give them new targets to path to, which means new paths plotted through your defenses.
>>
>>543091525
>>543091548
They usually expand after getting through my walls so I drive there and exterminate them before it can happen, but the most recent attack was on my oil rigs. Maybe it was just a coincidence that THIS time they decided to attack the rigs from that particular direction. Incidentally that wall they broke through was one cliff ravine away from an actual defended wall, so the ammo and laser turrets are going to be extended all the way now.
>>
>>543090518
>goaul'd
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>>543090518
>>543092056
GOOLD?
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So apparently the turret condom works even with medium demolishers at projectile damage 10 which is honestly just kind of sad when you think about it.

Demolishers need a mod rework that isn't rampant.
>>
>>543094459
>demolishers should be immune to everything except railgun
no
>>
>>543094930
it's a fucking gun turret with red fucking ammo. You PRINT those from lava.
>>
>>543094974
and?
>>
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>>543095226
and it's fucking lame and I want a mod to make it less gay.

WIth two turret nests next to one another I can take down a big demolisher.
A BIG. DEMOLISHER.

I demand a better experience than being able to slide my big demolisher dick into a condom to kill its sperm by the mid-game
>>
>>543095339
>make it less gay
>can't stop thinking about dicks
curious
>>
>>543095434
Obviously I want it to be less gay and more homoerotic.

Looks like I got something at least.
https://mods.factorio.com/mod/demolisher-revenge
>>
>>543091548
In a vacuum, The biter AI is deterministic, actually.

But it seems random because the gamestate isn't immuable.
Each time the player create a new pathway (by removing a cliff, by building a bridge over water, ...), whenever the biter expand, or whenever you destroy a nest, the AI will reevalute the best route to reach you.

Also, the pollution is not shared between nests, AFAIK. So if your pollution cloud is unevenly spread (or if its shape fluctuate with time), you will be under the impression the source of the attacks are random.
But if you use the debugging tool, you'll see it's actually quite easy to force the biters in a stalemate with an handful of well-placed turrets.
You basically just need to intercept the biters tasked with expanding, in one(1) spot of the map, to prevent them to expand anywhere else ever again.
(just be careful not to build too close of wherever they were supposed to expand. If the chunk become uneligible, they will go somewhere else)
>>
demolishers should be able to be killed by making them run into tanks full of water
>>
>>543096501
>Each time the player create a new pathway (by removing a cliff, by building a bridge over water, ...), whenever the biter expand, or whenever you destroy a nest, the AI will reevalute the best route to reach you.
I think this also happens as you refine your defenses, or at least walls can be used to funnel them into certain approaches.
>>
>>543096867
>https://lua-api.factorio.com/latest/prototypes/ArtilleryTurretPrototype.html#is_military_target
It's all about that property, I think.
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woooooh rook it's gojirra :DD
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>>543098114
ooo sugoooi pachipachipachi
>>
>>543094459
This isn't a battle game, if you want to make it easy for yourself, you are entirely free to do so. You can even disable the enemies in the settings if you wish. Alternatively you could just play a game with more engaging combat mechanics if that's what you want out of your game.
>>
>>543098616
>>543094930
Why do you insecure little bitches keep saying "this isn't a game about x" like I'm asking vanilla to change?

I'm asking for a mod to improve matters
It's not about the fights themselves, it's the way they were tauted from kovarex as the boss of the gymtorio and you can just slap them in the face with a row of gun turrets in a way that feels absolutely unrewarding. It's depressing. The entire point of vulcanus is to be the home of demolishers and all you need to do to make them keel is to tip them. It feels like cross-weaving promethium belts. I want a mod that makes demolishers bigger bullet sponges. Make small demolishers have the stats of mediums, medium to big and big to behemoth. Or maybe add quality demolishers.
>>
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>>543099329
Then do it.
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>>543099589
@grok vibe code me a mod to add qualtiy demolishers
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>>543099329
>and you can just slap them in the face with a row of gun turrets in a way that feels absolutely unrewarding
You aren't supposed to do that though, the fact that you choose the easy exploity way of dealing with them you saw online is the reason why you aren't having any fun. Come up with your own solution if you want to have fun.
>>
>>543094459
Factorio is a puzzle game. You either figured out the gun condom strategy and therefore beat the puzzle or you cheated yourself out of it by watching a youtube tutorial. Whatever rework mod you're looking for is going to end up the same. The super duper buffed worms will be just as lame once you figure out the puzzle.
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ngl uncommon demolishers do actually look kind of neat

>>543099937
>you choose the easy exploity way
I came up with the turret condom on my own, only I called it the pacman back then because I added a row at the end.
That said, even without the "exploity" way (which most of the time actually doesn't work anyway because the thing triggers early on mediums because of the size of their AOE damage) the thigns are easy as hell to take down with just brute force

dosh made a very good point about this how they're extremely underwhelming as a whole and just a dps check, and he did it shipping uranium ammo and just laying down a row of turrets as-is. Which is at least interesting and slightly more of a fucking challenge, because you need to ship that from nauvis!

In any case the mod entrenched enemies seems to make them beefier, it also makes biters beefier which I don't care about
worst case scenario I'll just editor mode them into uncommons and see if it's any better
>>
>>543100440
>reductio ad youtuber
>>
>>543096709
wrong worm
>>
>>543100440
Again Factorio isn't about enemies, if you want enemies that are interesting then just play another game. Enemies are there to provide tension and a logistical challenge, if you choose to solve them by importing nuclear ammo then they have achieved their purpose.
>>
you should be able to give demolishers belly rubs
>>
>Space Engineers noob
>spent 30 hours making a hydrogen ship
>goal is to mine and carry 180k cargo
>learn hydrogen is shit
>learn I need ludicrous amounts of infrastructure to power them, on board a ship/rover
Is it really just batteries and massive solar/wind farms until reactors? How the fuck am I supposed to small grid a ship that scales with the logistical demands of hydrogen production? Do I just not do it altogether?
>>
demolishers are very ticklish and they wiggle their thousands of little legs when you shoot them
>>
>>543100839
Your first mistake was playing spengies as a game and not a toybox you invite your friends to so you can build legos together to smash into each other for a couple hours.
>>
>>543100440
>dosh said
Dosh is an American retard that knows nothing about anything and literally cannot fathom the concept of a standalone title in a franchise
>>
>>543101249
Friend I'm playing with booted up a server on enterprise hardware so I wasn't about to look a gift horse in the mouth. Only problem is this guy's knowledge of the game appears to be extremely dated leading to the current predicament. I got into this for the promise of his hardware being able to handle "thousands" of drones so a massive SCAM drone carrier is the long run goal.

Just not sure how to reach it aside from diverting off of hydrogen power despite living on a massive frozen lake that stretches to the horizon. Wind farms seem the most powerful and I has really hoped powering a ship would be a bit more than giving it a charging hub and filling it with batteries.
>>
What do I play now I've exhausted Factorio?
>>
>>543101351
I don't think your opinions should be treated with respect
>>
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Fuck me it looked real from the thumbnail
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>>543101639
That changes nothing
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>>543101808
classic frog
>>
>>543101808
honhonhon
>>
>>543101808
Homunculus on the right looks kinda like a younger Legal Eagle if he was a car salesman.
>>
>>543101867
>>543101920

>>>/wsg/6002595
Ma femme
>>
>>543102295
>Legal Eagle
Anyone who's ever been to Sardinia knows the maggot filled cheese is just so much better there...
>>
>A general that mostly consists of autists who play the most autistic Factorio mods that exist
>Some guy shows up and says that it would be cool if there would be a small mod that slightly chances a specific enemy
>Suddenly everyone is all like "reeee how dare you wanting to change vanilla, go play something else you heretic!"
Lol
Also you got to be kidding when you think using a shit ton of turrets to kill a Demolisher is some sort of exploit that you only can know about when you saw someone on Youtube doing it.
Doing that is probably the first thing most people try since it's just so obvious.
When I played the expansion right after release and faced my first Demolisher, the first thing I thought was "Let's see if I can just make him run into a ridiculous amount of turrets since they and their ammo are literally for free on this planet."
Also I kinda get this guy, it would be cool if turrets wouldn't be able to kill the worm dude. I honestly really like this idea >>543096709
It's understandable that they didn't make them harder in the base game tho, after all it should be approachable for every kind of player.
>>
>>543102493
this is the kind of posts that I would expect from a frenchman

utterly disgusting
>>
>>543100440
>just a dps check
This is literally the entire point about them. It's a burst damage check. You either deal enough damage to kill them near instantly or they destroy everything. There is no point in trying to change them, just make a completely new variant like all those biter mods do.
>>
I'm disappointed there were no behemoth worms and pentapods
>>
>you can't tell an agri tower not to harvest fruit, only turn it on and off
I'm guessing that requires circuit fuckery?
>>543107636
there's a mod for it at least
>>
>>543102637
>that you only can know about when you saw someone on Youtube doing it.
You're being facetious and it's genuinely cringe. Nobody is talking about plopping down a row of turrets, but the specific parallel setup with one turret at the end on minimal ammo giving a signal for the others to fire when that one runs out
>>
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>>543109039
>You're being facetious and it's genuinely cringe.
your manner of speaking is making me physically recoil.
>>
>>543109817
Yeah but you are disingenuous, semitic homosexual so I don't give a shit.
>>
>>543110021
He's also Satanic and has Gnostic elements
>>
>>543110118
that would kind of make him based though.

>>543110021
That wasn't even me, I'm just posting the post you clearly didn't even read.
Post some more buzzwords while you're at it, you'll get it eventually.
>>
>>543110379
I know a jew and a faggot when I see one. Your pilpul has no sway over me. Go suck some bloodied baby dick.
>>
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>>543110581
Lovely.
Thank you for letting me know.
>>
unchecked autism
>>
i just checked it and yeah
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>>543098114
ACTUALLY IT ONLY LOOKS LIKE GODZILLA, BUT DUE TO INTERNATIONAL COPYRIGHT LAWS-
>>
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unchecked but we're all pretty sure.
>>
It's a bit of a shame that they had to simplify spage's agriculture on gleba for vanilla, as anon pointed out a few days ago I'm pretty sure each plant had its own niche but it was easier and more streamlined to abstract that into "everything from jellynut and yumako"
>>
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Energy 1 done in a passable manner.
I'm planning on unlocking trains and immediately going full into building out a rail base.
I might also spaghetti E2 for WABs, since I'll be designing with them in mind and it will be nice for them to actually work.
>>
>>543118618
It's a bit of a shame Gleba made it into space age, because it sucks.
>>
It's a bit of a shame Gleba didn't get its own expansion, because it rocks.
>>
what the fuck was Kovarex's problem when designing stomper and strafers anyway? Oh because they usually only attack your farms that means they can invalidate 80% of the existing defensive implements?
>>
>>543120018
>80% of the existing defensive implements?
you're given tesla turrets. Use them.
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I want to make an autocrafter that skips over recipes I don't have the ingredients for but I'm too dumb. It should also gracefully stop when none of the items is craftable and I trying to add memory, why can't we have some simple variables?
>>
>>543120018
You don't have to backup tesla turrets with rocket launchers until 30+ hours in gleba probably more with the current spore nerfs the only problem is if you went there before fulgora
>>
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>>543120690
give up, the instant any recipe requires fluid components you begin needing more machines and suddenly it's not a one machine assembler and you've lost control of your fucking life.
>>
people get filtered by gleba because it's one of the few times when the game doesn't actually treat you like a moron
and that's after the nerfs and after making the science not requiring nutrients
>>
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What the fuck
Why are people suddenly dying
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>>543121793
not enough alcohol
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>>543122271
dorf moment
>>
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The hospital isn't overloaded. They just keep dying. Where are they dying?
>>
>>543120690
>I want to make an autocrafter that skips over recipes I don't have the ingredients for but I'm too dumb.
Elaborate.
>and I trying to add memory
What do you mean here?
>why can't we have some simple variables?
Expand on this also.
>>543120962
You can hook up machines to central infrastructure that runs all types of fluids on a rotation. I posted the blueprint for that before.
>>
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The death rate is gradually falling, though it's still way up from normal.
>>543122271
They still have access to alcohol!
>>
>>543124363
Just saw that you are only 20 days in, maybe the death rate just went up because that's the first bunch of people dying? Don't know if that even makes sense tho, it's been a long while since I played that game.
>>
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>>543124891
I can see a dip in the average age, which means that most of the dead were older than average, so that's not impossible. However, I can also see a dip in the number of children aged 7-21, which there shouldn't be if it was all natural causes.
I also thought it might have been one of the NPC cities that got activated and promptly starved to death, but usually that would trigger a bunch of warnings about how the people living there were unhappy about not having food, water or electricity.
>>
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>>543125905
The death wave also correlates with:
>increase in happiness
>decrease in satiation
>decrease in health
>increase in government loyalty
>increase in alcohol addiction
>decrease in cultural enjoyment
>decrease in sports enjoyment
>increase in religious sympathy
>decrease in clothing quality
If we assume that these demographic shifts occurred primarily because those who died are no longer counted in the statistics, that would imply that they were, on average: unhappy, well fed and clothed, healthy, disloyal, not alcoholic, enjoyers of culture and sports and not religious.
>>
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>>543123738
I wanted to waste time instead of wasting space since most of the space buildings are made in the huge ass space manufactory, and I wanted the thing to skip over building I don't have the crafting materials for since I'm not going to bother automating any deliveries until I have researched space trains. The problem I have now is that even if I have the materials for a building things go bad when the said materials are procured by bots and disappear from the network, hence making the system think I don't have them any more. And that problem really comes from not wanting unnecessary bot traffic and only passing the bill of materials to the requester chest when there are enough items in the network.
>>
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spaghett
>>
>>543127248
>The problem I have now is that even if I have the materials for a building things go bad when the said materials are procured by bots and disappear from the network
You could have the resource stockpile output a snapshot to a memory cell once every X seconds.
>>
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I fucking hate working with memory cells and timing setting and resetting them
>>
Factorio bros, do you flip to pair up fluid buildings to save on space and underpipes? I find that staying on the traditional piping method allows me to walk between buildings. Not terribly important, it's just weird to me to turn a wall of buildings into a wall, which would happen when you pair buildings.
>>
>>543134547
No. Pipes are secondary and easy to use.
>>
>>543134547
When appropriate. Like on Fulgora if you're not pairing your spinny turnys that eat the juice so that the good stuff can run through a line of them then you're definitely not doing it right.
>>
>>543131775
Keep at it. You'll get it down.
>>
>>543134547
You mean flipping dual-input chemical plants so same type of inputs are next to each other between two plants? Because if so that's my standard setup.
>>
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>>543134547
pic for context
>>
>>543135532
>that setup
cursed
cursed beyond belief
in this house we believe in the 3 underground system AS GOD INTENDED
>>
Any way to change an inserters filter settings from whitelist to blacklist with signals?
>>
>>543137017
don't think so
try two inserters with opposite condition to enable/disable I guess?
>>
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1 hour into sending shit in orbit I ended up asking myself "what the fuck am I doing"?

I was trying to make a space science setup orbiting vulcanus with asteroid reprocessing and I had 10k leftover space scaffolding that I used as a steel and copper wire sink on fulgora just sitting there so I just sent a couple hundred rockets

The idea was to send this in nauvis orbit, rip apart the turrets, the chemplants etc and build somewhere quiet with all the crap I got from the free shit planet

but why am I doing this for vulcanus when I need to turn metallic into oxide

I didn't even workshop the ratios or anything, I just sent up stacks of grabbers, solar panels, beacons, furnaces, inserters, belts and whatnot because I was low on space science and I needed something faster than the 1k every few minutes that I got from my starter base on nauvis

but because of biolabs, building for vulcanus is going to be actually a terrible idea

what the hell I should have just gone to nauvis and redone the base instead of doing this
>>
>>542783906
should i play Elin or Factorio?
>>
>>543137785
not a roguelike
>>
>>543137785
I recommend Rollercoaster Tycoon
>>
>>543120018
>Look at player's solutions to biter defense
>Create enemies that invalidate them
Wrigglers are too fast to flamethrowers (and there's no local source of oil) to be as effective and got laser resistance against massed laser turrets
Starfers skip walled defenses
Stompers are pretty much immune for everything except rockets and teslas. They are a tech check, you either got rockets or you must go back to Fulgora
>>
>>543135532
I would not shell out for that early and later you just get stuff to go over buildings
>>
Wiki doesn't mention anything, do captive biter spawners absorb pollution the same way regular spawners do?
>>
>>543139025
They do. And I'm pretty sure the wiki also says they do.
>>
>>543139025
Yse, but to a much lesser degree. Better to let them become wild spawners.
>>
>>543138102
Oh, nevermind the oil bit, you can make it from coal liquefaction, but then you have to have gone to Vulcanus, but then you could've gone to Fulgora, got teslas and skipped the trouble.
>>
>>543139368
How does it know it's captive?
>>
>>543120692
>the only problem is if you went there before fulgora
this

Gleba is 500% more enjoyable if you see it as the transition between 'Vulcanus + Fulgora' and Aquilo.
The weapon you get on Vulcanus and Fulgora are useless in space, but shine on Gleba.
The weapon you get on Gleba basically unlock Aquilo. (it's the most efficient way to deal with the bigger asteroid you'll meet on your way there)

Making Gleba available at the same time as the other two planets is a nice touch, if you are already a good player, and looking for a challenge.
But for a newcomer without prior knowledge? It feels terrible.
>>
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>>543139991 (me)
>it's a literal thing
oh
>>
>>543126609
Are you playing with pollution on? Your industries are pretty close to your apartments.
>>
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Speaking of captive spawners, I'm still a bit pissed that their bugs despawn after a while. I wanted to keep my little buddy on his tiny island :(
>>
>>543141124
That's a war orphan you stole from the family you murdered.
>>
>>543140279
I am, and it would actually explain a lot of what I'm seeing here, but I thought fabric and clothing were only supposed to cause minor pollution. Could it really cause the death rate to spike like this?
>>
>>543141636
>steal a bunch of biter eggs
>raise, tame, and borg them
>send them to exterminate their brethren
I have a sudden craving for kebab, for some reason.
>>
>>543143406
They need to make creature taming a thing in an update. Capturing spawners and pass producing eggs yet not being able to hatch them and use them is so much wasted potential it's unreal.
>>
>>543137785
Play tome it's better than elin in every way other that there's no building a base
>>
>>543143406
>create borg biter assembler-nests to spread out and exterminate normal biter nests entirely unsupervised
>possibility of alignment drift resulting in them coming back and wrecking your shit with laser spitters and railgun worms
>>
>>543143828
also not a roguelike
>>
Holy shit this took forever to work out how to get this working with zero bots
>>
>>543144702
where does the legendary bioflux come from
>>
I sent fish into space and now started a new peaceful vanilla map with spread out resources in a desert, going for Lazy Bastard. This is literally hell and the opposite of being lazy. Using a stone furnace as a storage box is novel but I really don't want to have to do this ever again when I graduate to Space Age.
>>
>>543147473
Well, rockets are super cheap in Space Age and still counts for LB without space platform.
>as storage box
idk what you mean by that unless you mean the crashed ship
>>
>>543145448
If you are talking about the inserter filters, the legendary symbol is for the inserter not the filter.
>>
SOON
>>
>>543148386
When starting out I used the starting furnace as a box. I know I have a habit of clicking the right side of the inventory instead of the left and accidentally crafting things, so I prefer not to use up the 9 item leeway with any wooden crates until I got the first assembler up. Now things are moving along fine but the map settings mean I am running around a lot being a mule.

Wanted to get one final game done in vanilla because I only scratched nuclear (2 reactors) in the first game before finishing, did not even get to test fire uranium ammo in anger nor researched a bunch of technologies. Peaceful mode now in a giant flat dessert will give me an opportunity to experiment with some basic blueprints. I know there's the sandbox mode but I want to have it done in a semi-practical environment just for practice sake.
>>
>>543150062
>accidentally
Either use /permissions and uncheck Craft, or unbind crafting hotkeys. I'd do the first.
>>
>>543149220
How's the translation? I tried Lithuanian but it was downright awful and felt like it was half MTL half first month of a pinoy trying to learn through online guides.
>>
>>543150481
Russian translation is great literally zero issues.
>Lithuanian but it was downright awful
Damn. I thing some fans helped to fix russian translation over several dozen patches so it's good now.
>>
Cyka blyat to you too
>>
YEEEEESSSSS
When the beat drops i'm going to fucking kill myself
>>
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have a solid 2G+2G relay network around Minmus and Kerbin
now its time to send a mining scanner scout
something that can map the surface, land on a promising site, and find a good spot for a future mining base
probably need a manned vessel for this mission, and some deployables from KIS mod to mark the site with lights and such
>>
That's it, I'm done. I'm getting a mod to shrink tree collisions.
>>
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>>543164317
>>
>>543165334
NAOW! NOT THE TREES!
WILL NO ONE THINK OF THE TREES?!
>>
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This place is weird
>>
>>543165334
A waste of good wood and a grenade that could've killed a whole family of biters.
>>
>>543165849
Now that's some fine 'I'm just working out how this works' postan.

I was disappointed by Aquilo though. When it all boils down to just having a robust enough platform logistics system after you've played three other planet that had their own stuff that didn't need your platforms at all it just kinda fell flat for me. Plus it's short.
>>
WEW
It's now time to build a new factory, a factory without spaghetti. That's the plan anyway
>>
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>>543169313
Good luck anon, currently working on my post logi rail set up too
>>
Why is the carameldansen labs mod so popular?
>>
>>543174726
Mandaloregaming featured it in his review years ago, I think. I'm pretty sure that's where most people heard of it. Either that or Sseth
>>
>>543175049
i heard it from his review as well
>>
>>543143404
The clothing factory can pollute out to 500 meters and the fabric factory out to 750 meters, and anyone living with these ranges will lose health. You'll also get lower quality at water sources and lower tourism scores there too.
Pollution mostly causes deaths by reducing health and thus the lifespan of citizens, as once their age equals their lifespan, they die. Higher aged populations are more vulnerable to pollution spikes for this reason.
>>
which is faster, 1 machine at 100% electricity satisfaction, or 2 at 75%? If anyone can elaborate on satisfaction:speed that'd be great
>>
>>543176518
Assuming factorio.
2 machines at 75% satisfaction, energy consumption vs production results in a percentage speed based on the ratio. If you can feed 2 machines at 75%, you get 2 machines going at 75% or 150% compared to one machine going at 100%.
This will kill your UPS tho. You should just try to get more energy than you use. It will also slow down the entire system, including inserters.
>>
>>543178182
so satisfaction:speed is directly proportional? cheers
I don't intend to abuse this, was just curious while I was bootstrapping aquilo
>>
>>543174726
lightweight mod that just looks cool
>>
>>543178495
Thats an odd question considering you already got to aquilo have you not been checking machine ratios all this time?
>>
>>543178495
Speed*satisfaction. If your machine has 5 speed, consumes 10mw and only receives 7.5 on average, it will run on average at 3.75 speed. This is only relevant for manual feeding because inserters slow down too which means that you won't take items out or put items in as fast, and you'd need more inserters for multiple machine so you'd lose even more power from that.
>>
>>543178661
I haven't had a situation where I couldn't immediately increase power generation before. also it doesn't reflect in the machine's output/sec info afaik
>>543179402
true, unless it's a low throughput item that's fulfilled before craft completion. as an example, I was doing some ice platforms off of a tank of ammonia and a crate of ice with a long inserter.
>>
>>543178542
>looks cool
That's Disco Labs
>>
needs a lab music mod that takes a playlist
>>
what are some songs you'd put for your labs? for me it's leekspin
>>
>>543193901
Tetris music. And make the labs light up like tetris pieces falling on the beat.
>>
aside from quality upcycling, does anyone ever make a belt-based quality base?
>>543194573
me likey
>>
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Man, how am I gonna shove 3 megawatts of power into this MSI assembler for a week while keeping it compact enough to protect it from the worms that constantly spawn?
>looks over to the 20MW crystal guarded by a couple of enemy laser turrets
...that'll do.
>>
https://www.youtube.com/watch?v=1ia8fGRiST0
You might think that you love trains, but do you really LOVE them like this German trainophile does?
>>
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is my rover design correct
>>
I really want the visible planets from orbit mod but it says it will fuck my achievements, is there a way to go around this?
>>
>>543198028
https://github.com/Pixeluted/FactorioModdedAchievement
>>
>>543198148
sweet thanks
which do you guys think is the best planet mod? was looking at one made by Valerian
>>
>>543198028
is this broken and outdated?
it won't launch for me
>>
>>543150460
That's neat, thanks. Doesn't disable achievements does it? I got no console message nor are the cheevos blanked out so I will assume not.
>>
>>543206253
that command doesn't, as long as the pinned achievements are valid they're valid
>>
>>543198028
I really wanted to make it so the planet looks massive under the platform but the mod didn't play nice doing that
>>
I really hate Py's overwhelmingly sized models and hate that pyblock is incompatible with any mod that cuts the model size down or any xray mod that could make them transparent
>>
>>543207864
it is what it is, you don't play py because it looks good
>>
>>543208091
That doesn't stop me from absolutely despising the structures I can't see behind or walk between.
>>
>>543207864
buildings would look much better if they were at ground level and not literally on top of a black squared block
the few that aren't tend to look pretty good
>>
What happens if you do load space age and py does it just not ?
>>
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>>543207446
looks ok, can make it bigger but might need higher texture planets
I did turn off an option called Parallax that was making the planet flicker when I moved the camera
>>
>>543208945
The HMS Anal Probe looks pretty good
>>
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>>543198561
>was looking at one made by Valerian
Its what I use. I think it looks good but I'm also too lazy to change it.
>>
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Wish we can shift or ctrl + click to buy a stack of belts in Tight Spot scenario instead of using ALL my coins and needing to restart since we can't sell items from inventory.
>>
>>543208789
They say kovarex will come to your house and kill you if you try so no one has attempted it before. Some say a black hole will form others that it will just brick your PC
>>
What rocket damage research level is needed to two-shot big asteroids with explosive rockets?
>>
what happens if i nig out and quality up some stuff in py
>>
>>543209925
Never mind I'm an idiot it's right click to 5 same as crafting in freeplay (lazy bastard made me forget how handcrafting works). Still, shift buying is suicidal in Tight Spot so it would make sense to disable it.
>>
>>543208945
for some reason turning off parallax did nothing for me. might give it another go
>>
>>543208945
your ship looks familiar
>>
>>543211247
its a vagabond
>>
>>543210848
They say kovarex will come to your house and congratulate you if you try so no one has attempted it before. Some say a while hole will form others that it will just rebuild your PC
>>
>>543210587
Well, looking at the wiki, normal quality rockets apparently deal 200 damage. Normal big asteroids have 2000 life and 10% resistance. So you need 555.56~% rocket damage, or 455.56~% increased explosives damage. Which should be level 12 research, which gives 480% increased explosives damage.

Or maybe not. That's just reading it off the wiki.
>>
>>543211754
Level 12 is for the normal rockets. Explosive rockets is about 16
>>
>>543211946
Oh, right, I misread.
>>
>playing with active biters for the first time
>mind can't take the anxiety so look up how people survive deathworld
>200hrs in and having fun, figure I can ditch the efficiency modules and expand my uranium processing
>the pollution cloud
>THE POLLUTION CLOUD
I-I'm gonna be alright, right? h-heheh
>>
>>543214552
200 hours in I assume you have turret'd walls up with bot coverage. At that point you don't really have anything to worry about.

Biters aren't really much of a threat if you actually remember about them on default stats.
>>
>>543214552
the most basic bitch wall with guns and a belt feeding them keeps maxed biters away easily
and then the second you send artillery back to nauvis you turn them off forever
>>
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/egg/py first reactor is now mostly online
>it’s just food for mushrooms
>>
>>543217859
py can actually look good sometimes damn
>>
>>543198028
>is there a way to go around this?
SAM
>>
>>543215204
>>543215437
that's a relief, thanks
>>
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>>543137768
had to ship a thousand more belts from vulcanus but it does 500 spm and it didn't cause me grief other than that, so I'm content. On top of that I found out that I can jumpstart it with the thrusters to get enough extra asteroids to make sure the oxide reprocessors have more than enough of a backlog to run forever, and that the 5 thrusters I shipped it with actually can propel it to nauvis at a decent enough pace that it can easily go back to nauvis when I've biolabs set up. That should put me at ~1.5K spm with tier 3 prod mods.
>>
Do any of you have jobs? I can't get myself to start any of these games because I don't have the hours to sink in.
>>
>>543218417
A lot of its buildings actually look damn good. The ones that look ugly are usually the ones with excessive branding painted on; or which look too clean - falling out of style with the base Factorio style everyone has grown accustomed to.
>>
https://mods.factorio.com/mod/aai-no-burner-fix let's goooooooooooooo
>>
>>543217859
take into account more than half of those buildings have had their overhanging textures cut off. Which actually improves matters a good chunk of the time.
>>
>>543221793
meant for >>543218417
>>
>>543214552
Let biters destroy some of your stuff so you can stop fearing them. They don't target exceptionally important infrastructure.
>>
>>543221793
with a mod or something?
>>
>>543221208
does bigger actually equal more meteorite harvested?
>>
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>>543221683
>>
Captain of Industry worth it? It's on sale.
>>
>>543222948
That is a question.
>>
>>543221492
nyo
when i had a job i could only muster the strength to play some braindead grindfest garbage
>>
>>543222948
pirate it and find out
>>
>>543221492
These kinds of games are what I go too when I just want to aimlessly build shit and lose myself in thought without having to worry about stuff.
>>
>>543218417
I really despise the storage buildings that are like fifty stories high and you can't see behind them.
>>
>>543222948
Hell yes, it is better than Factorio.
>>
>>543224519
>pirate it
There's some shady _LAUNCHER.exe file you have to run it through that doesn't really tickle my fancy.
>>
>>543224918
Kids these days...
>>
>>543224863
yeah the comically tall shit is just laughable, who in the right mind thought it was a good idea
>>
>>543224918
you're gonna get that, it would be silly to put the DRM is some asset file
>>
>>543224989
I've pirated for 20 years, but when the .exe gets auto-deleted in a second by my antivirus, then I don't wanna fuck around with it.

The best antivirus is common sense.
>>
>>543225170
Man for some reason I thought I was the only one that gets spooked by that shit. Fucking skidrow.
>>
>>543225170
true, but if you picked the torrent with cyrillic characters and zero seeders then you could probably cut your losses there
>>
>>543225452
Most seeded on piratebay.
>>
>>543224918
They package their own DRM into the game, so it's 'cracked' by tricking it into thinking Steam is running, and the emulator used is structured differently than the usual Goldberg.
Assuming you're looking at csrin.
>>
>>543222859
I uh
I think so?

I would imagine more coverage would spawn more asteroids and giving collectors the ability to use their complete range like that would improve matters

I remember seeing a video that said something about there being more asteroids the farther off you go to the sides, like ore patch richness but don't quote me on that. All I know is it works.
>>
>all these byproducts
>no splitter for an easy priority merge
fuck it i'm handfeeding shit until i get em
>>
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>Me looking at my 1 million spm megabase shoot rockets by the hundreds on all planets..
vs.
>Me at a new game waiting five hours for four damn rocket silos to finish building my first ship.
>>
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>>542910639
Played for a bit but found the interface exquisitely painful. Can't find bananas or milk yet. Making logic systems to control things sounds like a fresh break from most automation games but I can't puzzle out even the simplest 'put things into machine and remove them' yet.
>>
>>543221492
my job is to survive
>>
>>543221492
>Do any of you have jobs?
yes, 155hours monthly (it includes the time I need to commute and do my groceries)
It leaves me with 300+ waking hours to do whatever I want. Sinking 150 hours into a factorio playthrough is quite easy.
>>
>>543225027
the "who" is pretty obvious here
>>
>>543229720
The jews?!
>>
>>543229956
No. Keith Moon.
>>
>>543221208
Alright so this doesn't actually seem to work, there's always an ice leak despite turning all the surplus metallic and carbonic into oxide. Had to prod mod the crushers, thankfully that fixed it.
>>
>>542922253
>Electric motors are basically just carefully placed copper windings

Are you stupid? Electric motors are just normal diesel engines with with lube and a control chip.
>>
>>543228381
Correction; do any of you have a life?
>>
>>543231117
But if they made the ingredients steel and copper wire only then making the strength potions would be too easy!
>>
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>>543175998
All right, that might be the problem then.
I have an earlier save from before everyone started dying. I'm gonna try moving the factories before it happens.
>>
>>543231186
Sounds like one of those question where the teacher will only accept his own version of the answer as correct.
>>
>>543231186
You're asking me if I'm happy?
>>
My base is currently an elephant riding a unicycle
Currently scaling up nauvis, primarily to get tier 3 modules crafting in quantities to start making permanent builds.
>>
>>543232463
"Riding a unicycle" is a very strange euphemism for receiving anal sex.
>>
>>543231495
It is a tiny amount of pollution though even when fully staffed, which yours isn't.

I noticed similar death waves early on, thinking it's because the people you pay to move in all end up the same age and so they die more or less at the same time too. For me it went away as I kept playing and got a more age diverse population.

Even though a single person born in the 60s should be able to survive until 2025, their ages in-game seem to progress like 20 times faster.
>>
>>543231186
I am autistically good at my sport and have a decent social life if that counts
>>
would megabasing on vulcanus actually be more UPS efficient because of the lack of pollution?
>>
>>543227543
oasis spots generate a random crop every time so you can just sit on one until it gives you what you want.

Funnels pull items out of and into machines but they need to be placed right up against them. Holding Space will allow you to align items somewhat, just make sure you press Space + right click to align place, otherwise you'l Space + Left click which demolishes.

Automating furnaces is especially tricky because furnaces will accept chocolate as an ingredient as well as fuel so you have to to limit it's chocolate intake which is most easily done with a Display Panel and a Logic Gate. Set the Logic gate with the display panel as it's input coordinates and then set the display panel with the furnace as it's coordinates and then set the display panel to Special and it's threshold to < 5 or similar using the buttons on it's bottom.
>>
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>>543232681
That's what I thought too, when I built the factories next to the flats. But SOMETHING is utterly tanking the lifespan numbers of my republic, and it's the most severe in the flats near the factories.
Like, I found Repin Adam Konstantinovich (>>543231495) in the earlier save. In October 1965 his lifespan was 75. In January 1966, in the other timeline, it's 42. He's also three years older after only four months, but I assume that's working as intended.
If it's not the factories, I can't think of anything else it could be.
>>
>>543232463
Looks more like an elephant twerking to me.
>>
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what qol factorio mods are essential?
>>
>>543236147
none
>>
>>543236147
tapeline
>>
>>543236147
None are essential.
The ones I always install anyways are Factory Planner, Rate Calculator, and Blueprint Sandboxes.
>>
>>543236147
I would have called rate calculator essential for 1.1 but now it's just a quality of life thing if you can't be arsed to do the math yourself that the numbers are visible on the screen
>>
>>543236147
There's gotta be an easier way
>>
bros what's a good size for an iron patch in py in early game? i'm a bit worried that i don't have anything good nearby
>>
>>543238323
Go further.
>>
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>>543238253
of course there is, just place the red inserters closer together and have them take from either side of the wagon without using the locomotives at all!
>>
>>543238441
the inserters won't work with your suggestion the engineer is hoggin all the inserter spot
>>
>>543238404
i'm already at what i would consider "train distance" and there are only tiny 2-5m tiny dick sized ones that would struggle to fit enough burner miners for a yellow belt of ore
>>
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>>543235610
The new factory is still a work in progress, but I shut down the old one, and this is the new death rate over 1965. Compare to >>543121793, and note the scale.
Not sure WHY a single fabric plant and clothing manufactory, not even staffed to the full, would cause a sudden death wave, but that is evidently what happened.
>>
>>543238848
Did you use the py preset that you're told to use.
>>
>>543239991
of course
everything else seems huge
>>
>>543238848
I have the same issue with iron, copper and stone patches, they're all small compared to other ressources. Not really a problem so far though
>>
>>543240385
>everything else seems huge
Ah, I see your problem.
No, that is normal. Carry on.
>>
>>543238848
That's normal. Iron ramps up with techs not with patch size
>>
>>543236147
While hardly 'essential' Recursive Blueprints is the one mod I wholeheartedly believe should be incorporated into the base game. It just feels like the natural conclusion to everything the game is about, first you do things manually, then you automate them, and finally you even automate the automation.
>>
>>543240592
>>543240993
oh nyo
>>
>>543241201
You should have access to electric miners before you clear out your first patch.
>>
>>543236147
far reach, sneak though, bobs inserters
>>
>>543241278
but the starter patch is so small it fits so few miners
>>
This may be a retarded question, but how exactly did dosh do that thing where he put down a lattice of rails and the train was able to just freely navigate all over it, while showing off what was the most UPS intensive machination you could pull off with trains? I've got the lattice and I'm pretty sure I did it right. Was it a mod?
>>
oh no I figured it out and factorio almost had a heart attack
>>
update; Factorio did NOT like the lattice.
>>
>>543241798
>>543242697
which video was that?
>>
>>543242697
The lattice is the CPU destroyer
>>
>>543242908
Sadly I can't remember. I thought it was the one with the mod that lets you bounce them (the trains) on jump pads and the like but I can't find that one specific part. I'll keep looking.
>>
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I think Satisfactory might be orders of magnitude more popular than Factorio and I'm not sure how to feel about that
>>
>>543243579
But it isn't? Satisfactory isn't deep enough to captivate the severely autistic demographic as well as Factorio, but at the same time it's too autistic for normalfags. Satisfactory is trash that fails to appeal to anyone other than gamehopping FotM streamers shilling 5 minutes of novelty. Satisfactory doesn't know what it wants to be and what demographic it wants to aim for, in the end being unsatisfactory for everyone.
>>
>>543243579
It's probably not but you are mentally ill regardless so what would it matter.
>>
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>>543243579
>orders of magnitude
no, but its slightly more popular
>>
>>543243579
Fancy graphics and le epic meme humor integrated into the game, perfect for people who want to buy a game solely because they favorite streamerfag plays it and totally forget about it a week later. Give it one more year or so and no one will remember that game anymore.
>>
>>543245137
and it's cheaper, in every regard
>>
>>543241013
what's the use case for recursive blueprints in normal gameplay? I've watched the dosh video where he used it to reach the edge of the map but I can't think of any scenario in which I would want it myself
>>
It's bad, but I like that concept and esthetic.
>>
>>543247412
Cleaning out chests of byproducts you otherwise don't want perhaps. Haven't figured out how you could remotely destroy the boxes though.
>>
>>543247513
the science...
>>
>>543222948
Finding it's more fun than factorio. Different, surely. No change of a massive sprawling base with neato gadget builds, but there's so much to it that factorio can't touch either. Plus large maps are actually quite large and will last you thousands of years. Very slow game tho.
>>
>>543248615
??
It's the card thingy in the bottom right. (krastorio2 reskins it)
>>
>>543225170
You're not older than 18.
>>
your engineering is unsatisfactory.
>>
>>543225452
Going to have to write a short story about this. Gave me a hearty morning chuckle.
>>543225680
Piratebay version is working fine except launcher may unexpectedly get removed so keep a copy of original zip. I'm 40+ hours into playing on it. Buying the game since I've far surpassed a demo.
>>
>>543221492
I have no idea what I'm going with my life right now but at least I'm fed and stoned and having a good time isolated from the world.
>>
>>543225170
>dude just trust me
>>
>>543250338
Klaus Schwab approves of your life style.
>>
>>543247513
Is there any feeling worse than the desire to make things symmetrical and tessellate but in game models are bizarrely shaped and designed so as to prevent any tessellation or symmetry
>>
>>543250694
Can't say. I'm just into circuitry, and "cheating" by using big chest.
>>
>>543235610
Your industries are definitely way too close for comfort, and it's honestly a crime that pollution detectors are locked behind research given how deadly pollution is.
>>
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>>543250694
>Want to make symmetrical designs
>entity is 1, 3, 5 or 7 blocks in a system that contains 2, 4 or 6 block entities
>>
>>543251307
there is not end to the tiresome feeling
>>
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It works
>>
>>543251307
Having fucking flashbacks to Rise to Ruins
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wtf benis
>>
>>543251104
>blow tons of waste and toxins into the air
>"gee I wonder why all my people are getting sick suddenly"
>It took several decades until someone finally connected these dots
It's kinda funny that this is also how it went down in real life.
>>
>>543195798
omg hes literally me
>>
>>543252219
>"hmm maybe we should clean our hands before we touch internal organs"
>get beaten up for even suggesting this idea
we're probably still doing a billion things that will be seen as retardedly simple common sense and a notion of how stupid we used to be in the future
>>
>>543175998
How do you ensure power and heating plants function with no downtime, if they have to be built outside walking distance? People always prioritize working at places they can walk to over taking a car or public transport.
>>
>>543195798
I used to think I loved trains more than any other when I was a child. Now I realize I was a fake fan.
>>
>>543252826
Do the WEF thing, and build everything out of walkable distance.
You VILL take the bus, and you VILL be happy.
>>
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Tfw no trains, tfw refuse to handfeed
>>
>>543253390
I ram many long belts in my py base (on hold)
>>
>>543234550
No because you lose over half your eSPM by giving up on biolabs.
>>
>>543253907
I install biolabs anywhere nauvis only needs to export fish, biter products and uranium. Rest is a tree farm for elves
>>
>>543254218
>I mod the game and don't mention it on my post
Then no, Vulcanus is objectively worse than Aquilo because I run the no freeze mod and the infinity chest on Aquilo mod.
>>
>Krastorio2 "Spaced Out" is currently breaking the "set recipe" feature
My disappointment is immense, and my playthrough kinda ruined :-(

>https://mods.factorio.com/mod/Krastorio2-spaced-out/discussion/68d79bc3b8d3597b4a310ff2
>>
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Fuckhuge bullshit I can't see my belts above it I can see why you guys play with the tops cut off mod
>>
My fellow engineers I need your help.
How the fuck do I calculate my asteroid casino?
Imagine I want to have 1 5tier asteroid /sec. How many machines would I need to make it?
I don't ask for a full solution more for a direction. I think I need to use matrices for this?


>Why do you need exact ratios just slam some.
My fascistic/autistic desire to control everything is too strong.
>>
>>543241598
The starter patch is fine, your method is terrible.
>>
>>543254490
That wasn't me.
I do realize that moving the science by splatform would be a UPS hit, but is it comparable to pollution?
>>
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Looking at an old save, I had a two-way train.
>>
>>543259142
these old oil trains are now a big bottleneck because you REALLY want all three pumps per wagon...
>>
>>543258136
No gambling "engineer" is a fellow of mine.
>>
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wut da hail was this reverse ore/coal loading
>>
>>543241598
you get extra iron from processing coal and ash
>>
How do I flush carbon dioxide early without venting it? A circuit connected to a tank seems to be completely ignoring the circuit and venting it anyways
>>
>>543259461
What the fuck is with that one or two belts doing a wiggle before joining the iron/coal line
>>
>>543260205
belt wiggles are cute
>>
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>>542858836
>>542859385
even without the artist's own tag, the landfill and water are a fairly recognizable tell
>>
>>543260446
I feel irrational anger towards anything that doesn't look neat and tidy.
>>
>>543259461
>iron plates going into the output of a splitter
What the fuck?
>>
>5 lines of coal
>Not nearly enough to power my base
>Using all of my coke on byproducts of coke at this point so can't use it for power
That's not nearly enough coal now I have to go mine more
>>
>>543261257
Afaik the basic inserter without stack research is slightly slower than an AM1 gear can consume, so that splitter was to get another tile to add an inserter. However, that could've been a wiggly belt instead.
>>
>>543257696
i really wish someone just made a mod that made it so hovering over a big enough sprite caused 50% of the top to become transparent
>>
>>543259981
if you're measuring whether it's vented or not by whether there's some in a flare stack it will be there until it reaches the very high amounts in recipes flare stack uses
also just don't make if you have enough baka
>>
>Finally back up to starting flora cultivation in pyblock
>time to wait for the 2% proc on a flower growing
God I hope this doesn't take eight hours like last time.
>>
>>543262350
I need it for methane and formaldehyde to keep flowing though
>>
>>543261690
>5 lines of coal
>Not nearly enough to power my base
you're turning into coke first, right? which recipe chain?
>>
>>543262942
as in you need some of it for those two but don't want it to back up? use an overflow valve to a vent
>>
>>543263319
Yeah I'm turning it into pitch then coke
>>
>>543263489
I honestly haven't started looking at those valves it should work a pump connected to the tank would as well
>>
>>543259142
I still actually like to use two-way trains every now and then for stuff I only need a single wagon for so I can just cram a tiny two-way train stop into the build.
>>
>>543263597
>into pitch
what. wait, like, with the tar from the raw coal to coal route? if power's an issue you're much better off just burning the coal directly
>>
>>543261690
lol
>>
>>543265801
Like tar to coal to refining bottoms and tops to anthra to naphta to pitch to gasoline to more coke. It's simple though I just go mine a 2nd patch of coal and just do it all over again to have more power
>>
>1 (one) cultivated native flora in the last 30 minutes
fuuuuuuuuck
>>
Deconstructing all the vegetation on gleba with uncommon bots when and mk2 roboports when starting out just because I didn't bring a nuclear power plant is oddly satisfying.
>>
>>543264209
Can't wait until I unlock elevated rails so I can build non-blocking two-way stations. Downside is the massive waste of space compared to RORO in games that don't scale to tiny tiles like openttd. Upside: It might look cool.
>>
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I wonder why the railway lattice is so CPU intensive
>>
>>543268856
Sorry, buddy got lost.
Imma' take back our architect.
>>
too much factorio on this thread
>>
openTTD server when
new bread when
>>
>>543271572
>new bread when
It's usually the paid shill's job, but there's none on this general.
>>
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Last for depressed engineer girl.
>>
>>543271572
>It's usually the paid shill's job
I'm his vacation replacement, I'll bake one.
>>
>>543272794
>>543272794
>>543272794
>>543272794



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