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Previous thread: >>543272794

This thread is dedicated to all games about building machines and systems, in space or otherwise.

List of commonly discussed /egg/ games:

Voxels, blocks and vehicle builders
>Avorion
>Besiege
>Empyrion - Galactic Survival
>From the Depths
>Machinecraft
>Robocraft
>Scrap Mechanic
>Space Engineers 2 +1
>Sprocket
>Starbase
>Starship EVO
>Stationeers
>Stormworks: Build and Rescue
>TerraTech
>Trailmakers

Aerospace
>Chode - Children of a Dead Earth
>Flyout
>Kerbal Space Program

Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Oxygen not Included
>Satisfactory
>Shapez
>Timberborn
>Workers and Resources: Soviet Republic

Programming puzzles
>Exapunks
>Last Call BBS
>Nandgame
>Opus Magnum
>Shenzhen I/O
>SpaceChem
>TIS-100
>Turing Complete

The full game list as well as information about these games, such as where to get them if they’re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft

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

Current and recent /egg/ hosted servers:
>Factorio
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
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Factorio thread
>>
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favorite zachtronics game?
>>
>>543709912
Opus Magnum
>>
>>543709912
Shenzhen I/O
>>
>>543709912
You're a feetfag.
>>
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Only one I ever played maybe some day I'll finish it
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>bots flying at 140 mph
Nice
>>
>>543709912
from the ones i've played, exapunks
>>
https://www.youtube.com/watch?v=XlR8RHtyW6g
particles too slow, wube please fix
>>
redpill me on pyblock
>>
You're telling me personal lasers used to be THREE TIMES stronger?
>>
>>543709912
molek syntez always seemed the coolest to me
>>
experimenting to create efficient layouts on aquilo is hard fml
>>
>>543709912
Spacechem. Difficulty curve was just perfect -- never known another game, zach or otherwise, to sustain that level of challenging-but-manageable difficulty the whole way through.
And of course, that difficulty curve was a tragic accident that prevented the other 90% of players from finishing the game, and will never be repeated...
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>>543698540

>gleba is like py!!!
>my face when this is the entirety of my gleba base continuously making 90% freshness 500 spm shipped in batches of 2k a trip
>>
>>543741054
>wasting cargo space to ship in rocket components rather than make everything on site
You didn't beat Gleba
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>>543741556
>>
>>543741054
And this is what it looks like 2.5 hours and 75k agri science in
much like a horseshoe crab, it doesn't need to evolve
this bad boy is going to be doing 1.5 K spm when I even bother with upgrading to biolabs and I don't even know what the hell I'm supposed to do with that

>>543741556
>cargo space
lol
lmao, even
my starter ship got turned into a fulgora-gleba hauler whose sole purpose is to move electromagnetic science every 10k units and 2k units of rocket components for gleba afterwards
>>
The time pressures on gleba are making it hard to concentrate on figuring out a design. It feels like the whole biological production chain needs to be in place before I can set it running, rather than building and testing in small chunks like with other production chains. Thinking I might try designing in the editor instead.
>>
>>543741708
Terrible analogy, it is more like calling a uber and say you drove home
>>543741717
>my starter ship got turned into a fulgora-gleba hauler whose sole purpose is to move electromagnetic science every 10k units and 2k units of rocket components for gleba afterwards
And if you made the rocket on site you'd move 40k electro science instead of wasting space for the rocket fuel and LDS

So go and make a self-substainable closed loop capable of supporting 8 rocket silos uninterrupted, until then you didn't beat Gleba
>>
>>543743203
"Beating Gleba" is entirely a self-imposed challenge, the game gives you space platforms to move stuff with.
It's like saying you didn't beat Nauvis unless you played 100x.
>>
>>543743203
"beating gleba" doesn't depend on your input at all, faggot
>>
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What's the simplest, least voluminous way to do a self-purging sushi belt on my spaceship
>>
>>543743203
>And if you made the rocket on site you'd move 40k electro science instead of wasting space for the rocket fuel and LDS
funny you should say that, I used to move it by 40k at a time but then it clogged my cargo bay because EM science is barely used for anything past robot speed. Nowadays I'm just not making EM science for a few hours at a time because I have way too much. My real bottleneck is getting rid of all this stupid fucking useless holmium ore.
I don't get why you're upset, I'm not trying to belittle your achievements. I'm sure you worked really hard on your gleba base :)
>>
>>543743623
nothing simpler than an inserter wired to a belt
>>
>>543743932
What's the condition on the inserter
>>
>>543744012
I'm certain dosh showed how to do that in his spage vid so just skim through it
>>
>>543744012
Simplest condition would just be one recombinator saying 'each' greater than a whatever number the belt can handle is returned as 'each' and sent to the inserter. But I'm assuming you actually want something more specific than that.
>>
>>543743754
my current theory is that society and civilization already died and people like the one you're replying to are the equivalent of flies buzzing around a bloated corpse
so many ultrafaggots that get extremely mad at anyone doing basically anything
doesn't have to be something you did well or poorly, the fact that you did something at all makes these maggots upset
hate these things with a passion
any time i make social media channels for my projects i end up just nuking them because they get filled with this waste, every single time
you ever hear about or saw that one video of those horrible neighbors mocking a veteran with PTSD whose wife died and making his life unpleasant?
where they kept mocking him not just past his breaking point, not just while he had a gun aimed to their heads, but kept mocking them even AFTER he already shot and killed one of them and shot the other?
mocking them while literally bleeding out to death on the ground?
demons are real, anon
>>
>>543744259
Nah i just wanna toss the extra shit so i can just have the excess chunks from the crushers go right back on the belt
How about something that would let me have like 10 of each chunk on the belt at all times
>>
>>543744278
Don't worry anon these people self-own themselves by existing, it's meaningless to get angry about it
just but look at how my spaceship looks like an afro samurai with a sword and shield :D
I should remove and space the solar panels so they look like legs but this thing barely can do a two planet run without running out of gas in the tanks and halving its speed
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>>543744368
So it's sounds like you're asking for something very basic, so disregard if this is too obvious, but there's this signal option here called 'each' that takes all the signals on the connected network, which in this case is everything on the belt if the belt is set to 'read, hold all'. And then you can just output each that is over an arbitrary limit. Such as a limit that will ensure the belts won't jam.
>>
>>543709912
eliza
>>
Is it even possible to make a platform as soon as you can which *isn't* starved of ice/water? Even if you only use one thruster you need 120/second. And even with good collector coverage you're only going to get around 20 ice/minute when you need about 2/second. And this is before you have reprocessing or extra productivity.

Just seems unnecessary for your first platform to need to idle for so long picking up scraps of ice before your first trip.
>>
It's kind of fucked up that you can only ship stuff in stacks to a spaceship and can't mix and match automatically
I have to manually move everything by requester chest in a non-automatic silo when I need 7 quality inserters, 4 rare accumulators, 1 rare turret, 3 uncommon chem plants and 15 rare elf 2s

surely there much be a better way to import a blueprint into a requester chest or something
>>
>>543745334
Don't idle before the trip, start going so that you encounter more asteroids. Engines become more fuel efficient the less fuel they have, so you can keep going on fumes until the next ice chunk appears.
>>
>>543745334
past the earlygame I jumpstart a ship by sending up 100 iron ore, 10 ammo, 100 ice and having one of the ships in orbit drop me down 50 carbon
especially if I'm building a splatform not on nauvis because those medium asteroids fuck shit up when building
>>
How does one set stairs on fire?
>>
>>543745954
>all the crooked road surfaces
i can't look at this
>>
>>543746075
Well la-di-da, Mr. Perfect, forgive me for not spending 5 hours bulldozing every poorly thought-out industrial area beforehand. It looks fine from above!
>>
>>543746269
i will forgive you but i won't forgive the dev making it that way
>>
>>543709912
>>543740156
Agree on Spacechem. Just because how comfy it is. Wish I could just tinker with a reactor on a remote planet.
>>
>>543746450
Eh, honestly it's workable (most of the time) (assuming you don't zoom in too often). I just wish smoothing things out properly wasn't so damn tedious. I know landscape editor exists, but I don't want to bother with restoring achievement eligibility every time.
>>
>>543747080
Really all you need is to know what Ctrl does.
>>
>>543747080
It's realistic too, my hometown looks even worse with random hills everywhere. They didn't care as much back in the middle ages.
>>
>>543744278
nta but i've felt something like this for a long time as well. i think it's the catatonic state that people get into by filling up every single idle moment of their lives with their smartphone, the internet, and often paving over the misery that results from that lifestyle with psychiatric drugs. this makes them into these kinds of walking corpses, and it's only natural for them to hate when normal people do anything because they themselves are doing nothing. i know this because i used to be that way myself and still am a little bit but managed to *mostly* grow out of it by reducing my internet usage to the minimum, with prolonged breaks (week+) being the most effective. thank you for reading my blog post.
>>
>>543745954
Smoking accident
>>
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Gotta get this rover to Eve, and not blow up on reentry, and not fall in the ocean. I've already sent a few probes to get some practice.
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>>543741717
ok this was fun but I literally cannot research anything that doesn't take agri science and I've been here 3 hours dicking around on fulgora now that I have epic quality unlocked and dealing with the various overflows with quality recycling
I have to actually build a cargo bay and move towards shipping bioflux instead since there's no reason to keep the gleba science going if all it's going to do is rot
the fact you can recycle a handful of biochambers to get the pentapod egg to start the process from scratch is super neat
>>
my py starter base is so nigrigged it's unreal
surely the next one will be better
>>
You know, deep down, it won't.
>>
>>543754154
Worked for me at least
>>
>>543754154
just gimme better power poles and inserters and it'd already look miles better
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I am not excited by the prospect of putting up defenses on those tiny ass scrap islands in the future, at least not without foundations to add a second train stop to each of them

First order of business would be to stop fucking about on fulgora and vulcanus and just prepare for the gleba journey, although i am torn between just pasting down an all-in-one blueprint and try to graft production for modded buildings onto it or just make an entire gleba base from scratch
>>
>>543756789
What mod for enemies on Fulgora?
>>
>>543756789
>the enemy bots mod
I always thought it was kind of silly
>>
>>543756789
what are these autocannons, looks cool
>>
>>543756789
>gleba adds rocket turret
>let's add cannon turrets
>>
You can recycle capture bot rockets into bioflux?
Neat
>>
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>right in the drink
I ended up coming in too shallow and had to come around for a second aerobrake to land. That threw off my landing zone, but turns out the "enter Eve's atmosphere" condition doesn't count if your on a hyperbolic trajectory, so braking into orbit first finally let me check that off. Time to send another one.
>>
Those of you who went past 1000 spm in Dyson Sphere Program, how many warpers did you have to produce per minute to make sure they won't run out?
>>
>>543757953
Aren't warpers cheap as fuck to make late game
>>
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>>543756912
Fulgoran Enemies
>>543757030
They are certainly not to be taken lightly, those max evolution bots can be very scary and dismantling a fulgoran vault ruin always leave you with a nasty surprise
>>543757034
Heavy cannon turrets from VortiK's Cannon Turret, these are basically tank turrets that use its own ammo made out of cannon shells allowing it to fire over friendly entities, there is a mod option to make it use both magazine and shell or just the shells, consider them more like early game railguns in that situation
>>543757328
They don't invalidate the rocket if that's what you're getting at, producing plastic on space platforms is impossible without mods and extremely convoluted with mods, the rocket also fire faster, has more range, track moving enemies better and doesn't waste more shots than necessary on asteroids
So far these turrets shoots 4 to 8 time more shots than what is needed to kill even more when the targets are those flying drones, they have a terrible hitbox
They do trivialize the vulcanus worms by a lot however, but then again i could achieve the same result with AAI programmable vehicle and making a bunch of AI tanks to shoot at it
>>
>>543756789
Why are you lying face down in the oil ocean?
>>
>>543758398
Yeah, but I just want to build enough assemblers now so I can just forget about it.
>>
>>543758415
do they just like, spawn for no reason at random or does it add a pollution mechanic to fulgora
>those max evolution bots can be very scary and dismantling a fulgoran vault ruin always leave you with a nasty surprise
oh that one's neat
>>
>>543758449
In a world like this why aren't you.
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>>543758415
>Electric droid
>Immune to electric
>on the planet that unlocks tesla turrets
>"Ah, but they were designed to survive the fulgoran lightning storms
Then why did the Fulgorans go extinct?
>>
>>543759075
>hostile robots
>that are immune to Fulgora-sourced weaponry
>that can survive the Fulgoran environment
But why did the Fulgoran people go extinct?
>>
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>>543758807
Pollution, they are scattered around and act like biters with the twist that if they get struck by lightning they gain a boost to their speed and damage, lightning can strike their "nest" which boost all nearby enemies
I always take a proactive stance toward any threat to my factory which is why my map is pretty empty
>>543759075
>>543759472
The "lore" explain that those are a derelict self-replicating defense system from the fulgoran civilization seeing you as an invader or something
>>
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As for the ruin guardians they take a page from the vulcanus demolishers statwise and range from "surprise motherfucker" to "start running, see if your shield can survive"
>>
>>543759639
>adding pollution to more planets
UPS? Never heard of it.
>>
>>543759901
>Railgun slop
damage resistances are a disease
>>
>>543760008
there's also explosive biters on vulcanus
and neither planet has forests to block it
>>
>people constantly say factorio is the most optimized game ever
>people also schizo out about UPS constantly
pick one, you can't have both
but pollution on one more surface isn't going to do shit
sex is fine with dozens of planets with pollution
>>
>>543763318
SEx includes a tool for trimming unnecessary chunks from planets in order to optimize your UPS usage per surface. The base game doesn't have that kind of function.
>>
>>543763318
are you retarded?
a game where people schizo about UPS constantly is almost certainly the one that will be very optimized
people push the game to its limit, devs try to push the limits of the game, repeat forever
>>
>>543759901
Can't wait to kill Fulgoran ruin guardian droids, or Foids for short.
>>
>>543763318
>pollution on one more surface isn't going to do shit
>constantly revealing new chunks of the map on several new planets (because that's how the base game lets you not cheese biters) "isn't going to do shit"
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why the f does my rocket silo keep launching rockets when there's not enough room left in the landing pad? do i have to make a special circuit condition or something? i thought that it would block itself automatically but apparently it's not working right.
>>
>>543759901
Them being electric resistant in the planet you produce electric weapons is fucking retarded
>>
>>543765259
Don't set requests to more than it can fit than? And build more cargo bays.
>>
>>543765936
>Don't set requests
i'm playing vanilla
>>
>>543765259
I just put a condition on the inserters inserting satellites using the wi-fi function to only insert if there's <5k white science or something
>>
>>543765259
Don't trash the science on the platform, instead request it in the landing pad
>>
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>>543766026
*sigh* Butters, go buy Factorio: Space Age, install it on your computer, and join the on/offline sensation before we all murder you.
>>
>>543766614
shut up cartman
>>
>>543766165
yea i'm gonna do that then, cheers.
>>
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Rover 2 is pretty stable, though it's slow on inclines with Eve's gravity. I left it on cruise control while I took a shower to see how far it'd get. It hit a rock after about 23 km.
>>
>>543766614
i got to the end of vulcanus last time i tried it and gave it up. i liked how SEx did things much better and having played that for >700 hours i couldn't stomach a lesser experience
>>
sap is so slow what the fuck
maybe py simplified dude was right after all
>>
>>543767486
> i couldn't stomach a lesser experience
I'm sorry you got that accustomed to space exploration. There's still hope.
>>
>>543745334
I mean you have to send enough space platforms, asteroid collectors, crusher at least 1 and a circuit decider, inserters, an assembler, solar panels and a furnace to get anything at all done. Then you can send copper wire and make steel and platforms in space if it would be too slow from the ground.
>>
>>543763423
that is for making your save file smaller and autosaves not take forever
not UPS
>>543763473
yes .01% of people push the game to the limit
but people that get filtered by blue juice constantly post about "what is the UPS" of using 5 fucking splitters
if you aren't megabasing in a 500h save you aren't anywhere near caring about UPS
>>543765218
as I already said
sex has pollution on dozens of planets
sex doesn't have UPS problems
you aren't going to have UPS problems putting pollution on one (1) more surface
>>
>>543767620
You can make infinite sap it's not very expensive it's just space and space in py has no cost considering you play with no biters and no pollution
>>
>>543767665
>There's still hope.
my case is terminal i'm afraid
>>
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>>543767486
Is playing SEx long-form really what poisoned me against Spage? Are there people who dislike Spage who were not SEx fiends?
>>
>>543767620
Get used to it
>maybe py simplified dude was right after all
Slippery fucking slope nigga
>>
>>543767992
yeah seems like a lot of space, like a hundred of these sap extractors per one assembler for simple circtuit boards
>>
>>543768525
>hundreds
bro
>>
>>543768525
I mean yeah it's slightly retarded .05 sap/sec per 4*4? machine but they have nothing else besides needing the starter trees and energy
>>
>>543768661
what is it my dudeman
>>
>>543768376
I played buth and liked both, as I imagine most people did. But it does often feel like a dumbed-down sex for normies.
>>
>>543765259
Why do you not have cargo bays? They also increase the rate at which your cargo pad can accept deliveries. They're pretty good. Kinda impossible to actually accept deliveries on Nauvis without them at some point.
>>
>>543769314
you don't need 1 sap per second
you don't need 1 circuit per second
if you can do 1 circuit per minute you're already cruising
>>
>>543769332
vanilla
>>
>>543769540
well that's reassuring but fuck man that's some baby dick stuff
let me do at least 0.1 circuit per second
>>
>>543769986
that's not how py works.
>>
>>543769637
what about chocola
>>
>>543769986
They're not used for anything other than buildings, at least for the first 150 hours.
>>
Every time i log in to our SeXserb im the only one there :(
Is it over frens?
>>
>>543769637
I didn't know the cargo pad was a vanilla building. Didn't the science just go into the silo? My memory doesn't go back that long.
>>
>>543770110
guess i'll find out then, space, resources and even my time is free
>>543770202
yeah but pretty much every building other than belts, wouldn't i want a decent supply? no point backing out now anyway
>>
>>543770506
pre-spage it would just appear in the rocket silo after a launch
>>
>>543769540
I think I have 4000 circuits in my chest 37hours in and I think the slowest thing is cellulose
>>
Why would you ever use anything other than the 30kL Pytank
>>
>>543771501
I already have those automated for caravans are they the same size as the regular factorio ones? The 100k tank is shit occupies more space than 100k normally would
>>
>>543771501
which one is the one that only costs lead and iron instead of the previous tier of tank and is the second biggest
I use that one everywhere
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I am noticing a pattern in how i design my platforms
>>
>>543767620
everything in py is very slow when it starts
it speeds up plenty
>>
I can't play factorio anymore, I'm consumed by my desire to make my own autistic mod.
>>
>>543773050
Aquilo usually changes that
>>
>>543775404
>first three planets
*slaps perfectly cubic ship*
This bad boy can make 100kph
>Aquillo ship
SEVEN MILES LONG,
SIX TILES WIDE,
SIXTY FOUR CHUNKS
OF ENGINEERING PRIDE
>>
>>543774749
that's the pipeline
what're you thinking about?
>>
What are some of the worst "forced solutions" space age has where there's really only one way to tackle the issue?
>>
>>543776253
Asteroid damage resistance
>>
>>543776038
Essentially, it's the funniest shit
>"oh I can get around with direct insetion from the cargo bay"
to
>MORE CALCITE, MORE FOUNDRIES, MORE MORE!
>>
>>543776253
The 2 state solution between you and the biters. Imo, the only valid solution would be the final solution. From the sun to the shattered planet, the solar system will be bug free.
>>
>>543773050
I just have 4 ship categories built out of 7 I actually need. I'm not really sure why you would need more models other than copy pasta

1)First one is a standing platform that handles 60spm white made to be as cheap as possible in amount of rockets needed to set it up
2)Inner planet transport ship that has been tested to be able to reach from fulgora to other planets on a fulgora start with no mili tech unlocked
3)Post gleba reprocessing tech inner transport ship, runs much faster than the previous and has more cargo, can run white science recipes as well while ammo is above the required count and set to circuit this condition, all the previous get changed to this.
4)Nuclear reactor ship capable of constant transport in between aquilo and nauvis without ever dropping in water count, which is ready to have railguns mounted and reach the solar edge as is without updating to fusion

The ones I don't have built are postgame:
5) High white spm carrier
6) Quality asteroid casino
7) Prometheum farmer running on fusion
>>
>>543776253
Huge asteroids can literally only be destroyed with railguns (unnecessary since you need Aquillo science to even attempt solar system edge in the first place)
Stompers can go over walls and are immune to landmines, all gleba fauna is 50% resistant to lasers and strafers can outrange gun turrets all to force tesla or rocket turret usage.
Platforms cannot house containers in order to force you to use belt storage primarily for promethium ore, which cannot be stacked which is all to force you to make the science on-site rather than ship it back. (Players circumvented this with belt weaving which is worse than just letting us use containers)
One cargo bay per surface prevents significant inter-planetary logistics of anything except planet specific resources due to the limited amount of inserter space on the bay.


Demolishers are one of the examples in which there is clearly an intended path but the rules have been tuned lightly enough that creative use of other tools that you have is sufficient. I'm fond of nuclear landmines, many people use poison capsules, some even advocate Fulgora first so you can juice them with tesla turrets.
>>
>>543777213
I'm not sure what the easiest medium kill is. 10-11 uranium rockets and poison capsules are a pretty easy small kill
>>
>>543778090
>I'm not sure what the easiest medium kill is.
we talked about this, turrets with red ammo does the job past damage 10
>>
>>543757953
You don't need many, they are cheap and quick to make. Ultimately it depends on how far you refine each product on a given planet. Just monitor the level of warpers at the source and you will be fine.

>>543771501
Pretty sure the 40k tank is more efficient and I also like the layout more than the 30k one.
>>
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>>543777053
>I'm not really sure why you would need more models other than copy pasta
Space science is obvious, i've abandoned nauvis to the biters and made vulcanus my main base
Pillbug is my first design from the very first spage playthrough i did on release, i will treasure that design forever but i will remold it into an aquilo ship in due time
Bigger pillbug is just that design but bigger, using modded facilities and with a consequent cargo hold, right now it serve as a artillery ammunition carrier i send around to refill artillery planetside, it would be more efficient to make it into the orbital artillery shell factory instead of just shipping them from vulcanus surface but the base has no problem supplying 8 constant rocket launch forever
Fulgoran Pillbug will be the inner planet cargo freighter, right now i'm dragging my feets with going to gleba so fulgora is the only planet it need to visit
>>
>>543781503
>turrets fucking everywhere, even away from collectors
That is definitely a take
>>
>>543776203
Strog and Combine-like usage of organic matter for industrial applications, basically take the biolab and captured spawner to their limit.

But I'm thinking to couple it with an scenario, like the ribbon world but wider and you start on one end. The further to the right, the "deeper" into the ecosystem you get.
>>
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>makes SpaceExp work with 2.0 for patreon shekels after a year
>relies on SpaceAge mod - a failed attempt at SpaceExp for casuals
>removes landing pads, adopts all SpaceAge garbage
>muh heavy engine limitations even tho the whole point of SpaceAge was to improve the engine
what did that grifting tranny mean by this
>>
>>543782025
sounds cool, definetely needs some real high quality art
>>
>>543784430
>a failed attempt at SpaceExp for casuals
You will never breed.
>>
>>543785447
why would anyone want to doom his offspring to a life in this cursed world, unless one's rich enough to separate from it entirely of course
>>
>>543781828
Again, very first design i made, second attempt since the first was me not knowing about the asteroids
Didn't know what i needed beside shooting asteroids and seeing the small chunks coming from all sides in nauvis orbit has me worried about coverage
Design is shit without quality btw, the ammo production is anemic and may not be enough if you didn't research a single physical projectile research and your ammo reserve isn't full
>>
>>543785837
You're absolutely right, go and help the world.
>>
>>543784472
Yeah I'm working on getting the feel right, luckily for environmets, some of the Gleba tiles are downright flesh tiles, for now I'm kitbashing/sketching concepts while figuring out how to make some of the runtime logic for some of the systems.

I'm also patiently awaiting thesixroc to release his "portals" mod to figure out if it's possible to do some Doom WAD type magic to overcome surface restrictions i.e. having multiple gravity/temp/pollution restrictions in the same "planet" by using portals as a way of welding different surfaces together.
>>
>>543753776
it looks fairly complex
i want to see more please - a webm would be optimal
>>
>>543744368
What >>543744659 said, but the other, slightly smaller, option is just connecting the inserter to the belt and a constant combinator set to -10 blue chunks, -10 brown chunks, -10 gray chunks. (This works because the filter only gets set from positive values.)
Upside is smaller, doesn't consume power (lol), and lets you set different limits per item.
Downside is you have to program each item you care about -- any items that aren't set in the combinator, but show up on the belt anyway, will be trashed immediately instead of building up to 10.
>>
Plates done. I miss blueprints like you cant imagine.
this 3d is actually kinda fun
>>
>>543792798
>Satisshittory has no blueprints
Are you serious?
>>
>>543770506
Pre 2.0:
>launch rocket with satellite, space science appears in the silo

2.0 vanilla:
>added landing pad to the game
>launch rocket with satellite, space science appears in landing pad
>>
>>543793002
Oh it has them but they are limited to a small area and need to be gradually unlocked.
>>
>>543793002
They hacked something together for 1.1 but it's awkward. You place down an empty box, that's the blueprint boundary, and then anything you place inside becomes the blueprint itself that you can the paste copies of. But the original box has to remain in the game world, and you can't just build the box around existing machines. It's also severely limited in size, and when you paste something down it doesn't connect well to to external belts and power poles.
>>
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>>543770206
wut happened here?
>>
>>543796843
>anyone alive?
>received request for heartbeat
Pottery
>>
>>543793897
Holy shit how could they even come up with such a retarded concept
>>
>every minute factorio is not running is a minute wasted not producing science
>>
>>543793897
So what you're saying is if someone else works on a 3d factory game they have no real competition
>>
Underbelly of a factory.
DevTroons disable my VSync when alt-tabed I can hear my gpu melting aieeeee
>>
>>543800749
Just use your gpu drivers to set it to whatever number you want
>>
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>>543758415
>producing plastic on space platforms is impossible without mods
Really? I didn't actually try, but it looked like you could do coal liquefaction (with nuke steam, and barreled heavy oil to bootstrap it), or even basic coal liquefaction with only asteroid products.

>>543777053
No orbital calcite factories?
>>
>>543800230
DSP?
>>
>>543801701
That's altogether different no
>>
>>543801927
what?
>>
>>543801523
All the 3rd category would need for that is connecting the calcite from the engine recipe back into the hub pretty sure they can already do that
>>
>>543802078
You are responding to a seether, you wouldn't understand his motivations
>>
>>543802078
I think he meant third person even though he said third dimension
>>
>>543802078
I meant more a game with a perspective like satisfactory's
>>
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found the fastest way to scan the surface
covered a good distance across the surface and trashed 4 probes
so far, the best spot was only 6.06% ore - very disappointing
>>
My starter copper patch is finally depleted! I can now start playing the video game!
>>
>>543805145
I thought you just got a heat map if you could establish a polar orbit
>>
>>543806139
you need an end game tech to get the precise scans from a polar orbit, otherwise you have to use surface modules
>>
For the stationeers, how's the base atmo done? I struggled like hell in my last playthrough on vulcan to make mine work...
>>
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I worked out a cold start mechanism and agri science-> bioflux -> agri science switch, so ideally I won't have to ever land on gleba again after this.

Whenever I want to switch to bioflux, I just manually lock the pentapod belt near the heating tower. The biochambers will have no eggs and will shut down, sending a signal to the pentapod biochambers to stop working and engaging the baby pentapod crematorium to make sure that there's no stragglers. Then I unlock the second lock on the bioflux belt and start loading that instead.

Switching to agri science is just a matter of having a signal to enable a recycler to turn on and consume a sacrificial stock of biochambers in the wooden chest to claim the pentapod egg and to stop immediately when it detects one in the chest and in crafting in the biochamber, so it won't eat through any extra ones.

Cold starting everything was trickier, I was thinking of recycling capture rockets for bioflux, but I figured I could do it on-site: I have a stock of spoilage in the overflow chest on the right, feeding into an assembler doing spoilage to nutrients. That goes into a requester chest on the left, hympstarting a yumako mash to nutrients, which in turn requests the yumako jelly that is fed by a circuit controlled inserter into the mash assembler.
After that the mash setup turns off when it detects bioflux on the belt, like the first spoilage-fed bioflux in the middle, and the bioflux production starts again.

Ideally I wouldn't even need the thing unless something absolutely catastrophic happens, and my defenses will hold until big stompers come into play (not that I'm even making enough pollution to attract anything), but I figured I'd have an emergency button.
Another interesting way of getting pentapod eggs that I noticed is to just roboport-creep and deconstruct going forward to lure in a stomper into the tesla turret's range, and then use that, but that's kind of messy and biochambers aren't expensive.
>>
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>>543801523
>it looked like you could do coal liquefaction (with nuke steam, and barreled heavy oil to bootstrap it), or even basic coal liquefaction with only asteroid products.
My bad, it is impossible to achieve without advanced asteroid processing to provide sulfur for free, the amount of coal and petroleum you would need for both sulfur and plastic make it a negative loop

Even then making plastic in space is far too resource hungry to be a viable alternative
A cannon magazine is equivalent to 10 cannon shell + 1 plastic bar and 2 iron plate, it would unironically require almost 10 time the infrastructure/power and 15 time the amount of carbonic asteroid to achieve a steady 1 shell/second, most of that is taken by the carbon>coal>>petroleum>plastic chain
Compare that to what you need for 1 rocket/second and you can understand why i say the cannon turret doesn't invalidate the rocket turret

Also rocket capacity for cannon mag is 4 per rocket, 2 for uranium, shipping massive amount of plastic from planetside is the only sensible option and even that require a massive cargo hold
>>
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>>543801523
I've tried the angel wings grabber and it's actually very underwhelming because the vast majority of asteroids spawn on top and to the sides, and they almost never manage to get under your platform
a comb setup with extra teeth at the sides seems to yield more
>>
was it worth melting my modular armor for a funny dog mount?
yes
it can phase through all obstacles and can run as fast as a train
>>
>>543810701
if you're at vulcanus you need turrets anyway, so might as well make the platform fly - it'll collect way more
>>
>>543806807
Do you mean on the server, or just in general? Don't feel like doxxing myself just to play with /egg/s.

Nighttime is cold enough that you can just hook a wall cooler up to external atmo. It's weak and inefficient but hey, power's free and it's by far the simplest solution. Good enough to offset solar heating while you grab more resources and stabilize food. Anything more complex will likely involve a pollutant refrigeration "loop", A/C needs a pressurized waste pipe which will make it condense anyway so might as well use it directly.

As for composition, pump down to vacuum then open up your starter O2 tank to reach the minimum breathable threshold (was it 25kpa or 50kpa at pure O2?), hopefully you made your base tiny. Hard mode is tricky without a portable scrubber but once you get a filtration unit you can introduce outside CO2 for your plants, as fast as you can cool it down. Get a merchant going so you can buy water before messing with the H2 Combustor, that takes a long time to get right.
>>
>>543813247
more of a hassle than anything in that specific case, I'm planning to move it in nauvis orbit in a few hours
>>
>>543814431
the server has a set of AC units outside the base, but since i joined midway i have no idea how everything is hooked. Speaking of, what's the best building way? Should I use walls as floor? And what about wall orientation, should they face out or in? Both? Im a bit confused on that but iirc there was some collision fuckery so i used to have all my walls facing outside to have space inside and access to cabling and piping
>>
Attention my fellow Stationeers enjoyers: you can put aliases on pins for debugging purposes.
>>
>>543816616
Walls as floor is cheap but some machines need to be put on a frame. So if you can spare the iron/steel I would just do frames, at least on the ground floor. Wall orientation is mostly cosmetic, they hide cables and other stuff on the decorated side but pressure resistance is the same and thermal insulation is afaik still perfect on both sides without mods. But yeah because that side bulges out a bit you can't put it up against a frame.
>>
Some of these flooring options in sci1 py are pretty great. I already had to start voiding creosote and there's also ashes in there. Wonder what the immediate benefits of the next sci are
>>
>>543793897
None of this is remotely true.
>>
>>543818056
https://satisfactory.fandom.com/wiki/Blueprint_Designer
>>
>>543765259
bug, will probably be fixed in the next experimental
>>
>>543819920
>fandom
lmfao, like I said.
>>
>>543782025
i am willing to donate tf2 hats or steam games if you actually make this and it isn't complete dogshit
>>
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>>543810701
>they almost never manage to get under your platform
Yep.
The only reason mine has all those rear grabbers Is because they were once rear-facing end grabbers; I made the prototype narrow and expanded the wings one module (2 forward/1 rear) at a time.
>>
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>>543790214
Here you go anon. I was trying to copy Curiosity/Perseverance, but without the skycrane since parachutes on Eve do fine by themselves. All the rovers so far have come in crazy hot, straight from a flyby trajectory. The aerobrake was smooth on this one, but the last rover pulled 16 gs coming down. I do a bit of math to get the phasing right too, so the timing works out and they come down on land and not in the ocean.
>>
>>
>>543822189
beautiful
>>
>>543822189
i should get back into ksp this kind of thing is just amazing to watch and marvelous to perform yourself
>>
>>543823116
love that game
>>
>>543822189
I honestly wouldnt even know how to get started on this game
>>
>>543826894
the game's standard career mode has a pretty gentle learning curve and the missions/contracts whatever they did ease you in from what i remember
it starts off pretty much "just make something lift off the ground, if it crashes, it's fine" and still rewards you
many many contracts later you're doing shit like building a space station piece-meal or capturing asteroids
>>
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Is this a decent way to mine in py? It's the best I could come up with but will still have to split ore/ash at the end
>>
>>543828452
pretty sure that won't work unless you have the fuel leech mod
>>
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>>543828946
In mines it works without for some reason! I tried with smelters too but no dice there
>>
>>543759639
Just copying Navis pollution is kind of lame. It should be based on your power signature, so if you're using a certain amount of power then it activates killbots within x radius of the factory. That way elf modules can even be useful for reducing attacks - just in this case by reducing your power use rather than interacting with pollution directly.
>>
>>543829551
ooh, like EMF pollution
>>
>>543829101
Probably not the best solution since you only get half a belt and dont produce that much ash that said I'm completely done with burners by now and am sure my setup was suboptimal but it doesnt matter anymore
>>
>>543831153
I really wanted to somehow create a design that did not need moving of mines. this has 100% coverage and is a fire and forget but I do think the necessary separation makes it subpar. Last time I played Py was years ago and even now I'm only playing because I'm getting increasingly belligerent waiting for Nullius 2.0
>>
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>>543831153
For comparison, my starter patches are a hot mess
>>
>>543831636
Holy shit
>>
>>543831675
I started Py a fifth of vodka into an evening
>>
>>543828452
Just leave the main belt straight with one belt in front of the miner output to save one belt per miner
>>
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>>543817637
well here goes nothing. Im mostly trying to get back in the game for the server
>>
>>543833628
Damn, that actually makes it a lot faster to build, thanks
>>
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>>543828946
Fluid miners can also propagate solid fuel out of the gate so I think Py just allows the fuel leech for mines but nothing else
>>
>>543828452
Rush electric miners. The second science pack doesn't require any mined resources.
>>
there's a nutty build idea for a power-focused nuclear plant for the current tier on pyserb
since our tier only handles 2kC salt to steam but nukes make 5kC salt, you can mix it with cheaply made 1kC salt to get the most out of the nuke salt
2.76 uranium ore per second
43.9 crude oil per second
a very modest amount of random intermediates
can make a 9GW "nuclear-augmented" natural gas and fuel oil plant with only 4 nat gas plants and 9 fuel oil plants (and then a wide variety of "one of each" buildings for the nuclear chain)
can also use u238 coming from nuclear samples or fuel rods instead of uranium ore or even tailings instead of crude
>i know it's all overkill and not necessary, but i got bored waiting for mk2 auog fucking gacha and renneas
>>
>>543834324
I'm not making electronics yet and am pretty limited by my shitty iron. It'll work out
>>
>>543834912
auog2 is also unnecessary, it's just a speed upgrade
>>
>>543777213
What do you think could be changed to reduce the stranglehold of these issues?
Honestly I like the limitation of no chests on space platforms, but it does enable the promethium belt weaving cheese which is pretty bad.
>>
>>543837986
it's a pretty significant upgrade to manure which has a big positive chain reaction to urea/blood/ammonia/fertilizer/xyhips and nanofibrils (via urea into collagen) for science
also the nuclear idea might not be overkill because even though it has the same building count as the coal plant, it takes far fewer raw resources and can be scaled up without needing to scale up the building count proportionally. a 9GW plant needs about 80 buildings, but a 50GW plant only needs about 160
>>
The same thing as usual has happened with my attempt at pyblock; Copper takes FOREVER to accumulate and the actual research to make molten copper into a denser and more efficient product is oodles away. Like 500+ copper plates away. This is mind numbing.
>>
I'm sure py sounds like magic bullshit to people I'm still having fun with it but we'll see I'm not that far in
>>
alright, we have nanofibrils now
>>
why did they make the mech armor look like amogus
>>
>>543817995
water anywhere via pumpjacks is the huge one
>>
>>543842260
i think seablock packs are just designed to be played with a speedup mod and/or leaving the game running overnight
>>
>>543828452
Personally I just package ash and coal together on one belt and then spit out the products on another. It leaves 1 wide gap where the miners can't work under the coal/ash belt but it's very simple to do and scales easily to cover entire patches without hassle since coal = ash 1:1 while the mining outputs are generally more than 1 per 1 coal.

>>543834912
There's a recipe that "dilutes" steam to colder temperatures too as well I wonder if that would combo with that well.
Other than that sounds pretty nice.

>>543837986
Speed upgrades are imperative in PY, they conserve UPS.

>>543846901
Ill be coming sometime today to work on the next science step, I think were pretty close.

>>543858167
Seablocks are designed around scaling. Scale your landfill and power first.
>>
>>543859871
>Seablocks are designed around scaling. Scale your landfill and power first.
The problem is I need hundreds of hundreds of faogae producers going 24/7 to match the need for soot (turning faogae into raw into coal into coke into gas and then that gas into ash) and to reach that stage of having all those buildings able to process all that ash I need hundreds of hundreds of copper plates. To say nothing of needing a better fuel substance that can make steam instead of raw coal. If I want to go with coke I need MORE copper plates to make the tanks to process the coal all so one single inserter can grab all of the coke off the belt and starve the other boilers.
>>
How long should a train be at minimum before it's just silly.
>>
>>543865307
it's been a long time but i recall clips of megabases with trains that seemed to be damn near a mile long
>>
>>543865554
I should rephrase my question because now I realize how silly I am for wording it; How short a path should a train LINE (not the actual train) be before it's just silly.
>>
>>543866551
Minimum the length of your starter base.
Everything shorter is for belts.
>>
>>543865307
So long that it's basically just a conveyor belt moving one wagon at a time
>>
>>543867320
Moving one wagon at a time is also silly imo, regardless of distance.
>>
>>543866551
the shorter the better, but only if you're using all the other space so it's a hyper-spaghetti mess
>>
As for spaghetti I have to completely decouple my science 1 shit from the next in py or it's going to be an awful mess. I'm just pulling from my circuits line
>>
>>543868865
i'm embracing the mess
i'll rebuild it all later with better tech
>>
>>543868963
Bots will fix it
>>
>>543868865
>me not decoupling even at science3
so close to construction bots tho
>>
Can inserters grab stuff from a moving train
>>
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I have a confession to make; I've been playing a different game..
It's really scratching that logistics itch that early factorio can't hit without investing hours into spaghetti to unlock trains.
>>
>>543869689
I would like to move to New Chicago
>>
>>543869684
no
>>
>>543869689
Your mother should have used plan C
>>
>>543869774
We don't have hookers or cheese burgers yet. Hope you're okay with that.
>>
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>>543709912
if people knew about japanese units there'd be a good thing; thing, japan meme to be made about the foot and the shaku
>>
>>543829101
It works with boilers as well. (And is the reason you have to use a filter outserter for the ash.)
>>
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I wondered about making a more "natural" AC than using the condensation / evaporation chamber. You can just use, like, a cave, sure? Well, the one I dug leaked despite seeming filled in. Later quarrying suggested it was leaking through a weak wall into another cave. Natural ground is just too unreliable, I guess. So I built this one above ground. The walls are only 1 thick and I don't think they're going to explode. The size is greatly excessive (Sorry for the night photo; even during the day Janus is stuck behind a building.) But the season is otherwise fortunate because I need long nights to get it filled. Probably I will not be able to fill it all the way; the input will start condensing in the gas pipe & blow it up. But as it fills up the gas line will probably get condensation & explode & dump everything. I foresee numerous other problems...
>>
>>543873309
Cube
>>
>>543873309
You can put a liquid drain on the inside portion of the pipe, that'll dump any condensation into your box.

Also, hit F1 and check the pressure limit on walls. You may need to use frames instead, or reinforced walls but those are expensive.
>>
>using exclusively 1-4 trains in late game because i like managing the traffic
>>
>>543873309
Those chambers are way overpowered and shouldn't even be in the game. But you can do the same with pipes and tanks, it doesn't have to be a box. Bonus points for holding 60mpa instead of 250kpa.
>>
another great intersection from ME!!

The tunnel will get finalized when the two bridges are built and temporary side tracks are dismantled
I should really fucking start building my areas around intersections instead of the other way around
>>
>>543876493
>around intersections instead of the other way around
hmmm good point actually, i'm not really the best at railroad planning especially when it comes close to urban. Although the lack of small stations and the reduced scale of the whole thing makes it harder than it should be imo. You're still having to deal with gradients and curves and train size like real life but your entire country is the size of Luxembourg
>>
>Noone told me ctrl-shift-click 'superforces' placing a ghost
That would've been useful to know several months ago.
>>
>>543878126
your devblogs bro??
>>
>>543878126
The devs did, two years ago.
https://factorio.com/blog/post/fff-383
>>
>>543878296
>>543878419
I'll just get into my fucking time machine then shall I.
>>
it's a mouse-over building mod thing that it can't correctly orient the undergrounds right? should've used the nanobots mod i guess
>>
>>543873842
having twice as many 1-4 trains is basically identical to having 2-8 trains instead, but they are more flexible
>>
pyserb will have a new nuclear complex soon
while trying to figure out mk1 fuel rods for niodymium magnets, i found out i could make a rather large and complex nuclear site that makes all the mk 1 and 2 fuel rods and nuclear samples we need while also using half the uranium of just the mk2 site and producing 14 GW
will use the "boosting" technique to mix nuclear 5kC molten salt with nat gas and fuel oil which will come from crude and/or tailings. doesn't need much of those, and tailings should be free
a lot of the gas processing is intermediates in nuclear processing, so it all works out surprisingly well, i hope
>>
>>543879634
it's also on track to have less than half the building count as the 9 GW coal plant
although that is offset a bit by the rather high number of low volume train stations that will be needed for all the tiny little intermidiate/catalyst items
>>
>>543878539
i don't think that's true
>>
>>543869689
>look it up
>it's by the devs of Dig or Die
Neat, I liked that game a fair bit for what it was.
>>
>>543877445
Nta, but I don't see what you mean.
The trains and their stations are usually less than 160 meters, with some shorter than 50m.
Trains also don't have to slow down for curves, can stop instantly, and don't slow down for steep grades.
The hardest thing about them is getting the signaling right and keeping them out of the way of other vehicles, but size has little to do with that.
>>
>>543882590
No kidding, I didn't even notice. Also I don't think I ever beat the first boss of that game. Shit is really fucking hard.
>>
>>543869689
Oh looks like the game has made some progress since I played it. It was fun for the time I played around. Certainly needed updates tho, back then there was a lot of stuff not or poorly explained
>>
>>543884179
The backup supply system is the only thing I think is poorly explained but probably only because the developer seems to be an esl.
>>
>>543814431
>Nighttime is cold enough that you can just hook a wall cooler up to external atmo
uuuuh so wall cooler connected to waste and ac unit just open on input and output?
>>
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>>543884463
I played it in February 2023 anon, a lot has improved since I believe. I think it was just when it released in early access
>>
>>543884574
passive vent (outdoors) -> pipe (insulate when possible) ->wall cooler (indoors)

Wall Cooler works the same way as an A/C unit, only cooling the air instead of a pipe input. It's the simplest possible setup afaik.
>>
>>543869689
I thought this was Offworld Trading Company for a second. It looks good.
>>
new FFF: https://www.factorio.com/blog/post/fff-439
>>
>>543891669
(it's just factorio & spage for the switch 2)
>>
bros i thought you've said that starter iron patch will last me but i'm didn't even start tackling py1 science yet and it's nearly out
>>
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Began to notice the bots are expanding more often, i think its time i set up some sentries around
>>
>>543891669
>The price for this upgrade will be... free. We don't believe paying for a technical upgrade is reasonable.
Incredibly based. The number of time I saw games literally paywalling fixes is incredible. Xcom 2 for example is a laggy and buggy mess that crashes every few hours due to a memory leak that was never fixed, unless you buy the dlc. Most QOL are paygated behind random dlcs in crusader kings 2. Let's not even mention 4X games.
>>
>>543891669
what good is VRR for a game locked to 60
>>
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First time my realism town didn't fail. Stopped messing with waste processing and went for food instead. Had to take out a big loan for that cargo ship (which should've just been a train, really) but now I can use up all those leftover dollars on buying crops.
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Oh, this is unusual
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>>543893537
I spent literal hours on workshop when starting my save, looking for early start-appropriate boats that wouldn't murderfuck my bank account. Ended up going for these https://steamcommunity.com/sharedfiles/filedetails/?id=2001873140 , they only carry about 30t of grain each, but it works well enough. Also, your food factory looks a bit close to those residentials, it might start polluting your citizens once you fully staff it.
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And collecting it pissed off every murderbot in the vicinity
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>>543894205
Your swastika is malfunctioning.
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>>543893537
Also thanks to selling food one thousand tons at a time, I figured out how the market works ingame. It's quite disappointing, any price effect from your sales and purchases lasts for about two months and then is completely reset.

Also buying crops doesn't increase the price of food or fabric, or anything else. So far the only cross-influence I found was waste, because when buying or selling waste the price is a combination of all its component waste and scrap types. So for example if you tank the price of scrap metal it'll make buying toxic waste a bit more profitable.
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>>543893537
Honestly, you could have just used trucks instead of the ship. The large customs can handle a food factory easily enough.
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>>543893537
Those boats will be nice for mass export tho but maybe not a good idea in early game

>>543894152
nice boat anon, maybe i should too, I've never had the use for boats or aviation, i wonder if they're viable or just a fun thing to play with when you're not just trying to survive
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>>543894587
>Also thanks to selling food one thousand tons at a time, I figured out how the market works ingame. It's quite disappointing, any price effect from your sales and purchases lasts for about two months and then is completely reset.
Are you sure that isn't just because your ship only makes a trip once every two months?
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>>543894587
You are technically buying every separate component resource (scrap etc) when buying waste, they're just mixed together.
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>>543894152
300-400m, at the edge of walking distance with the best roads. I don't trust public transport to supply 170 workers reliably. But we'll see, right now it's running at 1/3 and no mention of pollution in the health readout, so far. There's even a heating plant set up the same way on the other side.
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>>543894782
Boats actually carried my republic because I started near a non-rail customs house and building a rail system was too much of an investment in the beginning. Not sure there's an actual use for airplanes though, besides maybe tourism?
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>>543894902
>I don't trust public transport to supply 170 workers reliably.
You should really learn how to public transit. It gives you so many more options and cuts out issues like pollution.
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>>543894902
That's way less than 400m in a straight line though, isn't it?
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>>543839793
Gleba enemies do not need to be 50% resistant to lasers. They don't do enough dps to be properly good defense anyway but they should still be an option. Just because demolishers aren't meant to be killed by gun turrets doesn't mean people can't kludge it.
Stompers should take damage from landmines, it's asinine that they don't, especially considering that they *do* if they happen to not be aggroed. Also Strafer projectiles should be able to be shot out of the air considering their tracking allows them to do multiple loops around a dodging character before running out of gas, what the fuck is that.

As for only one cargo bay per surface it was a design choice meant to prevent people from using space platforms for farming infinite free resources. Something people already do, and is a problem baked into the loaf of an asteroid economy that nobody really wanted.

Platforms should be able to carry containers, containers should meaningfully contribute to the weight and therefore speed of a vessel rather than the width based system we have now. Harvesting resources in space shouldn't be a thing and instead you should need to outfit space ships with the supplies needed for each voyage with the ultimate challenge being preparing a ship as well as can be rather than making a ship that can self-sustain.

On it's own platforms are an interesting challenge in how they work, but the fact that their resources are free and infinite chafes horribly with the entire rest of the game and the fact that the two must exist together leads to countless issues in design. Platforms and surface factories are both fun but they really don't mix well. It's actually really weird that apparently Earendel was the inventor of the asteroid tentacle economy since his own system works based on preparation and has containers that significantly add to weight, with space drag being a non-issue. It almost feels like sabotage.
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>>543894813
Yeah that explains the dip, but not the rebound. My sales seem to have no long-term effect past that 2-month period.
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>>543895195
>Platforms should be able to carry containers, containers should meaningfully contribute to the weight and therefore speed of a vessel rather than the width based system we have now. Harvesting resources in space shouldn't be a thing and instead you should need to outfit space ships with the supplies needed for each voyage with the ultimate challenge being preparing a ship as well as can be rather than making a ship that can self-sustain.
sex won
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>>543895194
200m, edge to edge
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>>543895428
Yeah, that'll definitely cause issues with constant operation. Better start expanding away.
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>>543895036
Small airplanes are alright for staffing remote small workplaces, like bauxite processing plants, uranium mines, or any of the fire stations and maintenance jobs oil fields need. They don't need an ATC tower with dirt fields.
Large cargo airplanes can export stuff to either beyond the borders with about the same fuel economy as trucks, so this can be a reliable way to get around customs congestion or to get dollars without a western customs or water access to the west. You need to do all the airplane researches though, including the international regulations one.

>>543895271
Why wouldn't the market recover after you stop dumping goods on the market?
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>>543894902
>I don't trust public transport to supply 170 workers reliably
Why tho? As long as your busses or trains have enough capacity and run frequently, you won't have any problems with bringing your workers to the factories. Also setting up train tracks is fun.
In lategame you're going to ship around thousands of workers, so your 170 people really aren't such a huge deal.
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>>543894902
>I don't trust public transport
You're gonna have a bad time
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>plays game that is like 50% about setting up public transportation
>doesn't use it
Somehow I actually respect this kind of boldness. I'm looking forward to see how that anons run develops further.
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>>543896267
>>543896695
The extended tutorial made me build a coal power plant further away, couldn't get it to run anywhere near 100% and even had frequent blackouts despite enough workers at the station. Three buses would randomly synchronize and arrive at the same time, leaving a gap. Or one would dump fresh workers while the building was full so they disappeared, but the old workers were all about to expire in five seconds.
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>>543897514
The simulation is just weird. The fact that they all respawn at home after work instead of having to come back, that they don't respect day/night hours, that they don't have assigned workspaces despite everyone in communism working the same job for their entire lives.
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>>543759075
Environment has gone to shit, if you didn't notice.
Hard for filthy organics to survive these conditions.
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The electric eyes have revealed to me the position of the threats
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>>543897936
>Three buses would randomly synchronize and arrive at the same time
It's been a while since I played that game, but I am pretty sure that there is some option to adjust the time separation between busses. I think the bus end station can act as some sort of buffer that only releases a bus when the one before it has been out for a set amount of time. You could also use line spacing, but this slows your buses down to keep them separated. Don't remember where that option is tho, it's probably in the menue of the bus schedule I guess.
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And the defenses have no problem dispatching the retaliations

I really like this mod, even if they're just reskinned biters with machineguns and tasers on steroid setting up defenses on fulgora's topography is a nice little puzzle to tackle alongside the scrap recycling, the scrap mines and the accumulator sprawling
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I thought that multiple fluid inputs/outputs were just for the sake of symmetry, but they actually affect throughput when the buildings are legendary, beaconed and handle enormous amounts of fluid (most noticeable with steam condensation on Vulcanus).
A steam condensation plant connected via pipe to an acid neutralisation plant (one output connected) will chug regularly due to ingredient shortage even though there's more steam than it can consume. Connect the second output, and it will get twice as much steam, still chugging though. Connect the second input and it will work even faster. And direct connection without pipes gives the best results.
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>>543899269
Thanks. I get that there must be solutions beyond "just add more" otherwise no one would play it.

Just seems to be in an awkward spot rn. You can't have a bus leave for the factory every day at 6am like a real bus line, but you also can't have a bus "wait for load/unload" because it's meant to be a real bus line.
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>>543899782
Do the test again but attach 4 tanks to each setup, your result is most likely due to the very small amount that each pipe section can store and tickrates
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>>543899782
it is actually dumber than this
one input/output has priority and goes first/higher throughput than all of the other ones
and you can't consistently tell which one it will be per recipe
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>>543897936
>End stations or line spacing set the frequency workers are dropped off at.
>Use vehicles with a capacity below 1/4 of the factory's number of jobs or limit how many workers can leave the vehicle, so workers are replaced piecemeal without the factory shutting down.
>Build a station nearby and force off extra workers there. After waiting a day, they will check for empty jobs and fill them instead of just going home.
>If you use buses, then ensure you have good snowplow coverage for the road.
That is 90% of public transit in workers and resources.

>>543899269
>You could also use line spacing, but this slows your buses down to keep them separated.
This is a good thing, as this can separate bunched up vehicles at any point in the line's route. End stations cannot correct spacing after the vehicles leave it, so you have to give its line an isolated route or priority over other vehicles on the same route. The trade off is some extra congestion on the route for other vehicles if passing cannot be done easily, and the line's maximum travel range is reduced due to lower speeds.

>>543898238
>>543900125
These concessions had to be made for the game to be playable with the number of citizens and the time frames involved.
>>
Speaking of Workers & Resources, how is the Early Start DLC? Reviews are pretty mixed, but the devs seem to be fixing the issues and adding new stuff to it. Is it worth it?
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>>543900361
Tested it, nothing changed.
>>543900758
Huh.
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>>543901051
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>>543901000
The developers are actively working on it and it is in a lot better shape than it was on its release, but I still don't think it is that interesting. Even if you wanted to play an even slower version of the game just for the early 1900s vibes, you can just use mods for most of it.
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>>543901000
In realism mode it's pretty awful. Takes literal hours of fast-forwarding just to build up the most basic infrastructure, because all trucks carry like 1ton of stuff at a time while also moving several times slower. Some buildings get smaller versions to compensate for that, but others like universities and court+jail are locked behind late-period research so you have to build the massive 200-slot jail for a small town.

Also a bunch of weird holes in vehicle availability, in some time periods there simply isn't any snow plow model on the market for several years, or a garbage truck, etc.
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>>543899782
This is because each input/output slot is capped at 100*60 fluid per second. That because each hole can only move a maximum of 100 fluid per tick. You will get less than that because of pipe pressure that makes fluid move more slowly when the system is not completely full (which it can't be due to constantly removing fluid from the system by using a machine).
>>543900758
This is no longer the case, or at least it shouldn't be.
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>>543901390
beacons should not exist
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>>543901390
I'm unaware if my green belt shit needs more than 12k/s but I doubt it
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>>543891669
>starting work on 2.1 only now
It's so over.
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>>543902219
beacons aren't the problem, quality (esp. legendary, which scales so high) combined with the comical SA machines are.
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>>543901390
a year into 2.0 and i still dislike the new fluid system, it's the one thing that ever breaks immersion for me in this game
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>>543891669
>Now, after our summer 'Brainjams', we've starting work properly on 2.1. We don't want to promise too much (as always), and we're trying to keep the scope not too big and not too small... We really want to make sure Factorio will be in a good place for long term support, and 2.1 might be the last chance for us to make some bigger/breaking changes.

Uhmm...

> 2.1 might be the last chance for us to make some bigger/breaking changes.
> MIGHT

Motherfuckers! Here we go again ...
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>>543904906
>Factorio
>Immersive
You're just trying to find ways to be angry
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>>543908082
2.2 confirmed to disable quality modules from everything except recyclers.
>>
https://cortexcommand.com/
lmao datarealms is trying to make cortex command 3D after failing (twice) to make Planetoid Pioneers
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>>543908306
I remember all the times I tried to play cortex command only to come away from it feeling like I wasted my time and it was a terribly designed game.
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>>543708358
game like this when?
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>>543908356
it is
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>>543908356
it never actually came out of the tech demo part of development despite plenty of misplaced effort, with only mods adding a semblance of an actual game to it via campaign modes and actual in-depth missions with mechanics. and even then the mods broke many times as it got developed. their following games were even worse, not only staying tech demos but selling the feature of multiplayer as an entire separate fucking full-priced game (that also didn't work well). Cortex Command was always a fuck around and shoot shit for the fun of it simulator, and they killed most of that in later updates by removing all the fun glitches like infinite exponential flight or perpetually rolling and vomiting corpses, and I think that's the best they have ever done, and purely by accident.
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>>543908519
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>>543909131
Great game, especially in vr.
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>>543908116
retard
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>>543909271
I accept your concession.
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PyBros I need advice. How do I set up faogae planters in such a way that I never have to rip my setup again. I'm on the verge of burning out but I know if I push through, I'll finally manage to get through to green science.
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>>543911612
>almost a burnout
>not even the green science
py' is just something else
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>>543912214
I'm not very good at factorio. I've never gotten past chemical science once.
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>>543912214
Also I should specify I'm doing Pyblock so I'm handicapped by an absolute crawl of copper generation.
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>>543912214
Getting to green science equivalent in py takes about as long as finishing nauvis, fulgora and vulcanus plus landing in glebus
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https://store.steampowered.com/app/1583540/Meco_Rocket_Simulator/
Is this an egg?
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>>543793897
>it's awkward
you get used to it
>the original box has to remain in the game world
the fuck are you talking about ? you can build as many blueprint makers as you want and delete them, you can even load blueprints into it if you need to fix something
>limited in size
so is the world and the amount of resources you can extract, it might get tedious if you plan to make a 500 manufacturers factory but at that point you have other issues
>when you paste something down it doesn't connect well
they made an attempt at fixing that, it's a bit finicky but it works
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Would it be considered cheating to get a mod that lets me place two pipes holding two different fluids side by side? Because I fucking despise this mechanic.
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All this talk about pipes and flowrates makes me want to boot up Stormwanks again and piss about with the various pipe setups I made over the years.
I've still yet to update some of my earlier builds, incomplete as they may be.
I actually like the realistic handling of fluids, with pressure and needing relief valves and shit.
For all the bugs and inconsistencies it introduced, it makes pipes and fluid handling more interesting to mess with.

Maybe I should give Stationeers another shot too, it's another game that's got pipe autism, as well as phase changes and the equipment to handle it.
Luv me 'neering. Luv me Atmos. Luv me poipes. Simple as.
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>>543914507
Just barrel the fluids
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>>543914507
i'm pretty close to doing it in py
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>>543915050
Not an option this early in pyblock. I'm trying to figure out how to place washers but the outputs of muddy water and the inputs of water are really pissing me off.
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>>543913845
>it's a bit finicky but it works
" I'll take 'How does one describe the Satisfactory core gameplay loop's design philosophy in a single sentence?' for 500, Alex.' "
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used all 6 probes, but havent found a single spot above 6.06% ore concentration/density
rather odd how it peaks exactly at 6.06 several places, but never more than that
going to build my base next to this small frozen lake - it has 6.06% right at the coast, so i can land safely without too much worry about the center of mass on my vessel

the base itself is going to be very simple - it will be an unmanned operation, but i want to setup a number of lights for an easy landing in darkness
enough batteries to last around 1 day, a few solar panels, and maybe a single big fuel tank to have a reserve - just in case
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>>543758449
He's lost control of his life.
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>>543915050
I wish I could carry liquids in my cupped hands instead of barreling.
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>>543913598
>unrelated anime AI slop on the logo
Yes.
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>>543913598
is this fucking material ui
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>>543908306
what the fuck, I mean im interested but what the fuck
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>>543829551
Custom enemy behavior is difficult.
My OCdonut robot enemy would be construction bots who come deconstruct my base and build their own factory around their nest by following a construction script, that i will never write, but in a mad nonsensical manner so that i don't have to write functional construction into the script, which i won't anyway.

So i don't blame the modder for copying biters to do his robutts.
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>>543741708
>using a crutch to carry your groceries for you
>using smooth paved roads made by someone for you
I bet he also wears fucking shoes lol
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>>543920219
>using feet designed through millions of years of evolution
Fucking casual, go make your own
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>>543914813
Fucking god I want to play SS13.
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>>543915557
>it will be an unmanned operation
No engineers? They make the drills and refineries a lot faster.
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how do i gleba i am getting filtered hard there
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I'm stuck constantly expanding my starter base in Py, but I have no choice but to keep going if I want to build the new base
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are there any factorio mods that offer unique challenges and make you engineer things differently than the basegame but are otherwise over and done with relatively quickly? the supreme marathon-ness of all the mods i see turns me off from trying them
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>>543924504
Cold ignition
Looping belts that are not allowed to get stuck
Spoilage output splitters
Defend the farms
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>>543925146
brother i am getting filtered at "fit the 2 inputs and the nutrients and the output and the spoilage output into 1 machine"
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>>543925253
long inserters exist
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>>543925253
Between the spore cloud / spoil time pressure of enemies, and the need to make sure I ship in / make what I need as I experiment, I've given up building on the planet and switched to using the editor for the first time to design some blueprints and figure it out there.

Being able to pipe in some resources and just assume I've solved those in another design is helpful to break the problem down into mangeable pieces.
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>>543924504
The key is to realize that you should not care about wasting resources since they literally grow on trees. Either loop your belts and sort out the spoilage, or just place an incinerator at the end of every belt and burn everything that you don't use right away. There's nothing wrong with constantly burning all your spoilable stuff when your base is idling, once you get used to that thought Gleba will get a lot easier.
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>>543924504
Every machine will need to be able to take nutrients and off-put spoilage. This can be on a shared belt carousel to all machines with dedicated lanes for nute and spoi or you can just wing it but you'll probably want regular ass assemblers making the nutrients for this belt from the spoilage that is placed onto it, since those machines will never stop working due to lack of nute.

Jellynut and Yomako are relatively sturdy in their normal state, taking like an hour to spoil, but the instant they are broken down to jelly or mash they begin to spoil much much quicker which means that direct insertion from the masher to the device that is consuming it is preferred. However you also need to take the seeds from those machines for replanting, and you have to use biochambers to get a seed surplus. Yomako mash can be turned into nutrients so you can dedicate a certain amount of your Yomako specifically to making seeds and also nutrients for the belt.

Bioflux spoils the slowest of anything, taking 2 hours. It can be turned into nute at a better exchange rate than spoilage or Yomako mash. Use it primarily as your nutrient source but allow the freshest stuff to hit your science factories first and don't allow the spoilage to nutrient machines to back up. The quality of nutrients fed to your pentapod eggs does not matter.

Tesla turrets or rocket turrets are required for guarding farms and bases from pentapods. A 2X2 nuclear reactor with imported fuel cells will trivialize the power requirements of the tesla turrets.
>>
why would you do nuclear on gleba when you are burning a lot of crap anyway and have a really cheap rocket fuel recipe if you need even more stuff to burn
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>>543925253
Still figuring it out myself, but one tip that's helping it click for me is instead of over-producing like on most planets, you should be over-consuming. Your belts shouldn't be backing up or building up stockpiles. Use it or lose it.
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>>543925253
figure it out, this is what you paid for
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>>543926098
God has given me uranium and I will use it whenever and however I fucking feel like it
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>>543926098
because 1 rocket of uranium cells is literally terajoules of energy if used correctly. You might as well hook your heating towers up to the reactors but if gleba bricks itself, the nuclear reactor will still feed the tesla turrets.
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>>543926098
>>543926409
I guess the answer is because you have tesla turrets. They take 1mw each just to sit there doing nothing.
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>>543924920
ultracube
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>>543924920
Freight Forwarding. It's not yet compatible with 2.0 tho, but an update is in the works afaik.
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>>543924668
That's how it is, you will finish Pyrrhic victory with your starter base and wonder what the fuck happened.
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>>543832020
>Yo Dosh, I drank a fifth of vodka, dare me to Py?
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I was attempting to pull a Rambot model out of a definitely legally acquired copy of FtD, but irritatingly I could only extract some anime girl DLC bullshit. Maybe one day.
Signups are only in a couple of days so I'll be trying more games/players on the list over the next couple weeks as the first matchday gets closer, even if they don't get to play this time.

In other news, /vg/ just played /aco/ in the main cup and this madlad - non-medal, midfielder, late sub - scored on them. /vg/ lost but, you know, details.
>>
>>543924504
Burn everything that isn't immediately consumed. (Peel fruit first so you don't destroy seeds).
Build small modules that produce finished (non-spoiling) products from fruits. Use circuits to shut them down when the chests are full.
Maybe make some circuits to rate limit your fruit belts.
>>
Without quality: the factory must grow
With quality: the factory must shrink
Hmm, no wonder people have been saying that space age isn't even factorio anymore.
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>>543933215
yeah, quality machines being so fast + the built-in prod on everything (both techs and the machines) made the postgame of SA a lot less fun to me. You're just routing a belt (or two!) into one machine, and pulling a belt out.
Making a megabase in vanilla is more fun.
>>
>Py modders seething message if you turn on quality which fully works with it
Pottery I will continue to play with it but I haven't even unlocked modules yet
>>
And that's just lvl1! Aright I can work with this. Honestly would drop the game if this would be not a feature.
My rotor production on the right to scale.
they obviously try yo make you use verticality. I am not against it.
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>>543934808
it's actually bait to make you play Py, like ha-ha I'll break the whole game and finish easy with quality
takes like 500 hours to get quality module 1

same with spoilage, talks about cool stuff with isotope decay but that's endgame shit nobody will ever reach, in truth he just wants to ruin your meat and brains
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>>543745954
At first, I thought that you were recreating this.
https://www.youtube.com/watch?v=CuBF0ErWIhQ
Also what the fuck is this new captcha?
>>
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>>543924475
im using a life-support mod, so i dont want to keep track of resources at this stage of the career
doing manned expeditions on a "need to" basis

turns out that i forgot how to use KIS and KAS parts, so i cant figure out how to handle pylons - they are too big for a kerbals inventory
although the stationary lights seem to be working without a battery or solar panels
still, i wanted to "weld" them to an anchored object, and i dont think that i want to come back just for that

anyway, its time do design a mining vessel with a clever docking system for a tanker drone
usually, im doing a gravity-based docking design, where the last distance is closed by folding/unfolding landing gear, but i want to try something new this time
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>>543936323
Dunno man, it looks normal to me.
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>>543924504
import EVERYTHING not unique to gleba
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>>543940307
this, except for rocket fuel
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>>543936696
iirc if you use KIS now, it somehow exists alongside the vanilla inventory system
one of them lets you build stuff straight out of storage, as long as it's close enough
>>
PY serb is near power failure due to the nuclear plant not operating due to some dead lock issues or something. It seems these atoms can't be trusted and I shall add more coal tomorrow. The extra turbine that idles lies to the power graph and makes it look like we have more power than we actually do so be careful with that until it's fixed.
>>
puncy don't use fuel rods MK02 for the bhoddos, it's a circular requirement and bhoddos themselves are requried for MK02s so they'll starve themselves if MK02s are overused; I'll add another dropoff for MK01s, but those got deadlocked too so that plutonium plant needed adjustment
>>
New Factorio news
>https://www.youtube.com/watch?v=FwmpNWuKIJ0
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>>543935073
I found a way to cheese it lmaoooo
Get fucked troondevs ooooh space constraints yea eat shit hhahahahaha
Now for the question - should I abuse the fuck out out of it? It's kinda unnecessary anyway.
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>>543947586
Can't abuse it easily with the belts throughput so you might as well spam it modularly
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oh that's not going to be a quick fix...
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>>543944075
>invented unloading distant hitboxes
>fixed fluid transport
>introducing barrels
>>
hmm
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>>543950490
I'm afraid you might have to place two overground pipes
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>>543951116
look more carefully
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>>543951116
NOOOOOOOOOOOOOOOOOOOOOOo
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>>543950490
if neither are connected, then surely theres SOME level of fuckery that will make them line up right.
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>>543952247
it's legacy rail and 2.0 rail. I guess 2.0 diagonals are on a 1 tile offset. I just have to tear both segments up at the nearest straight segment.
>>
Okay so this is a bit of a weird one I have to admit but it works
When I was making agri science I was using around 15 bioflux per second, and all was good
when I stopped making science because god forbid I try and research anything else but asteroid reprocessing, I was confronted with the fact that 15 a second is 900 a minute, which is almost a rocket of bioflux just happening in my peripheral vision. Why the fuck would I need a thousand bioflux per minute? What am I going to do with it? Fucking thing lasts for 2 hours and each biter spawner eats through around a hundred an hour
I produce a hundred every 7 seconds, what the hell am I supposed to do, feed hundreds of captive spawners?

So the only way to actually salvage this was actually go for quality bioflux to slow down the process AND to only send up quality bioflux via quality recyclers. And crazy enough, it works!
Even more fun, the quality bioflux is actually fresher than the regular stuff, even if it sits in the rocket for like a good 15 minutes, because of its longer lasting spoil time because of quality. So I'm making a more manageable amount of bioflux I can use, on top of that it's fresher than the stuff I'd be making otherwise, and it can be used to make quality capture bot rockets, which in turn are super useful because they can be turned into quality biolabs.

Now the real question here is how the fuck does anyone actually plan to get quality uranium 235? Because everything else is easy, but good lord that one seems to be the biggest pain in the ass to get when it comes to biolabs. I'm very much guessing you're supposed to jam pack a cryo plant full of legendary tier 3 quality modules and just recycle captive biter spawners. I kinda wanted to get that going before aquilo though.

>>543924504
how are you people having a hard time with gleba
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>>543952450
woops
>>543925864
>There's nothing wrong with constantly burning all your spoilable stuff when your base is idling
But why burn everything when you could just not make it instead.
>>
>>543952748
>But why burn everything when you could just not make it instead.
A build accounting for multiple states is more complex.
>>
>>543952450
i vaguely remember getting quality uranium from scrapping nukebackpacks while fucking up my bot mall and getting entire chests of equipment. unless im thinking of fuel cells.
>>
>>543952932
I mean I get that, I really do.
But like does any of that seem complicated? It's just a fucking piss in the ocean. I harvest like 250 yumako and 100 jellynut and I'm making 450 agri a minute, which with biolabs turns into around 1.5K eSpm.
It does everything gleba needs outside of actual carbon fiber (that one's relatively easy though and I just need a couple biochambers with requester chests) and feeding itself with rocket fuel, which wouldn't be complicated either but it's easier to just ship a couple thousand bits of rocket fuel which is just sitting in my chests on fulgora.

>>543953158
That's cells
cells recycle into cells sadly
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I think I should have paid more attention to the scrap ratios
>>
is it true they nerfed pentapods or gleba pollution or whatever and now the planet is much easier than it was on launch
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I have a question.
While I was workshopping my biolab setup, I also have just noticed how extremely stinky biolabs are.
Now, the question is: I have a mech suit. Biters can't cross water. I can paint the middle of a lake with landfill and just paste a blueprint there. Why not make a lab island?

Since I'm shipping all my science from outside nauvis, it'd be even easier to just park the cargo landing pad in the middle of a lake, paste down a reactor and bring a chest full of uranium cells. This setup uses around 40 MW and generates 1500 pollution per minute while it's working. I could just have a reactor powering the lab island and move to fusion power later on, that one's space-based too and it'd be even more compact.

Wouldn't it be great?
>>
why come is this thread for a lot of games but all anyone talks about is factorio
>>
how come that your mom is used by a lot of men but she only comes for me
>>
>>543959590
we don't talk about SPAGE. this shit should not exist.
>>
space age is good though it balances increasing your power level and output with having to engineer solutions to more difficult challenges quite well
>>
>>543960007
*SEx
>>
>>543960209
same shit now
>>
>>543959908
>why are most posts in a general for a specific genre about the most popular game of said genre

>>>543960007
>t. got filtered by Gleba
>>
>>543959590
I never had an attack in my last game and I'm 200 hours in. I stopped preventively destroying egg rafts but they still won't spawn fast or close enough to trigger an attack.
>>
>>543959590
They made the spawn rates more gradual if that is what you mean.
>>
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any recommendations on how to keep these from backing up?
>>
After having ripped up my entire Pyblock setup of buildings so far, I have officially burned out the second time. The early buildings have the most obnoxious fluid outputs/inputs, the steam costs are exponential and the copper is abhorrently slow. I just don't have the mental power to focus down even one task. Pray for me for I am hopeless.
>>
>>543962827
I configure the inserters emptying the assemblers to only work when there's less than X bots of Y quality on the belts. Also, it helps to have ingredients on one lane and bots on another (I use a sushi belt going around the whole upcycler).
>>
>>543962827
Oh wait, I'm blind. Those are frames jamming the traffic, not bots. You could just remove them to active providers or something.
>>
>>543964562
aight, I set some inserters with an arithmetic combi per production line to skim any surplus off, cheers
>>
>>543901000
i heard it was eeeeeeh basically a few vehicles you could have had with mods and an earlier start of the game. Heard a lot about devs working on it some more tho but yeah I think its only worth currently is supporting the devs financially (no idea if they struggle tho)
>>
>>543947586
you can build underwater too if you so like
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How the did the biters expand back to the island? There is absolutely no land connection, no shallow water or anything to connect the island to other landmasses and I absolutely and positively cleared the island of any biters. Eärendel you fucking faggot furry fuck what did you do?
>>
>>543967841
Is that Space Exploration? I haven't played it, but don't biters randomly spawn via meteor?
>>
>>543968993
No biter meteors on Nauvis and I have 24 meteor defence installations
>>
>>543967841
Did you delete chunks?
>>
>>543969469
No
>>
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>>543967841
>no shallow water connection
looks like there are several, but maybe that's just image compression
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>>543924210
You and me both m8.
It'd be even better to have a proper /egg/ server with culled irrelevant shit, or at least not being the focus.
Finest atmos machinery, SM engine, transport pipes, chemical factories — all the /egg/-approved stuff.
>>
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I hope I don't have to clear it for a 3rd time
>>
too bad 20 minutes in the round all the pipenets only update once every 90 seconds
werent they porting ss13 to a proper engine? what ever happened to that?
>>
>>543975457
Trannies and faggots are in authority positions developing ss14
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>>543976280
I'd honestly not care if it was a disabled double troon twice removed dick faggot developing it, if it meant it'd work well.
Alas, that usually spells death for any project, since it's likely an attention-whoring abomination variety.
Are we not allowed to have ANY nice things, at-fucking-all?!

Fucking hell, you know your fortune sank low when you're hoping that, of all people, Dean Hall™ delivers, for once in that man's life.
Christ, I need a fucking drink.
>>
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Imagine
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>>543962827
Yes. Split your belts properly, and add chests.
>>
>>543978854
I made a setup like that for quality modules but figured I want something more compact when I found my setup on one of the FFFs
>>
>>543978439
how much power does that use?
>>
>>543978270
>I'd honestly not care if it was a disabled double troon twice removed dick faggot developing it, if it meant it'd work well.
The reason I mentioned it was because they're the kind of people who ruin literally everything and even if you go into a server run by them with the express intention of just playing the game, they're going to inject their shit into every part. From tranny colors in uniforms to tranny flags on the map in general. It's just a toxin that needs to not exist.
>>
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>>543979636
Don't bother. Quality is a numbers game. Go big or go home.
>>
>>543981538
33MW
>>
>>
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>>543983317
This is what rolling prod 3s will look like.
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I just love sushi belts. One misplaced or missing wire and the entire thing is fucked
>>
https://www.youtube.com/watch?v=HjuBekmFU3Q
>>
>>543959782
Even with fusion power, you might still want a uranium outpost for ammo and so on, but that's such a tiny part of your pollution output, it should be no issue. Especially if it's surrounded by trees (natural or farmed) and stuffed with elf modules.
>>
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>>543987169
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>>543986346
Welp something broke, since the belts are empty but my counter says otherwise.
>>
>>543987169
Holy fuck
>>
>>543986346
>>543987987
i stopped using sushi belts a long while ago when twice i found that they could desync (at least in multiplayer) on an extremely rare occasion
something like "once every several dozen hours while heavily using sushi belts everywhere", probably saving/loading/exiting
>>
>>543942181
>but those got deadlocked too so that plutonium plant needed adjustment
i keep adjusting it and it just keeps deadlocking anyway
i think the way i'm thinking about it is just not correct
>>
>>543942181
>>543989391
it's a very favorable postiive feedback loop circular requirement, nothing else is using them, and it's friendlier for the train network due to the higher density. if you pick chitosan as a reference point, it's something like 0.15 chitosan for 1 chitosan in the loop while the mk2 rods are 67% more energy dense than the mk1s
they're also not getting deadlocked to that loop, right now there's about 7k bhoddos at the chitosan plant sitting around due to a meat supply problem, which is caused by a certain someone not balancing their loading stations and causing stations to be active because there's enough items for a train, but really there's not enough items for each wagon
>>
>>543990036
adding to that, the neodymium chain is extremely "mk1 rod hungry", so using them for bhoddos should only be done if we have an excess of neodymium
>>
>>543989258
First time I'm doing sushi (besides belts for asteroids) and its only on Fulgora. Not in multiplayer so I shouldn't have to worry about that, but if the counters are off by only a few then its not really a big deal.
>>
>>543743203
>>543741556
>you didnt beat X because you didnt fufill my arbitrary autistic criteria
There is a faggot like you in every general isnt it? Fucking hell, autism is a cancer on this world.
>>
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>>543983760
I was anticipating all sorts of horrible problems. It appears one Private Cowl bravely his life in service to his space station, so... no more worries about those pipes bursting. (I meant to bury the above-ground pipes; apparently not a problem.) From looking at the input line w/o inflow I determine that the pollutant has all condensed, and the temperature has risen to like 150°C from the night-time of 126°C... rising due to the condensation? Changing pressure never seems to adjust temperature very much... whereas IRL like filling air tanks & tires warms them up, and emptying them cools them down...

I've actually got myself inside the thing via a dirt airlock. (A proper airlock would require like 10 layers.) I am satisfied to report to /egg/ that my suit did not implode like a tin can. Liquid pipes are another matter. I thought it would simplify construction to let one collapse, but it sucks in the high-pressure atmosphere despite being perfectly submerged. Are powered liquid drains even usable? Don't wires short out?
>>
>>543991198
>autism is a cancer on this world.
Where exactly do you think you are anon?
>>
>>543991543
i get what he means
i'm not sure there's an intuitive and concise way to express it, but there's this certain flavor of "miserable autist" that i think he's referring to, something even "the autists" would consider "so autistic, nobody wants them around"
>>
>>543983317
nice. I'm good tho, I'm more of a casual player, and it won't be long before I'm done with aquilo. I'll be moving on to another game once I get to the finish line.
>>
>>543991660
this
t. autist
>>
>>543993385
>>543991660
>>543991543
Its just a word, i just hate these fucking retards who come to these very open, moddable, customizable games and try to be smug because someone plays the game in a different way than them. And then they get very butthurt when told to fuck off and try to play badass hardcore pro.
Its fucking annoying.
>>
>>543983760
>>543991498
I have no idea why you're filling a mountain with piss, but this is based. If you really want an airlock, use blast doors. They have no pressure limit just like frames.
>rising due to the condensation? Changing pressure never seems to adjust temperature very much... whereas IRL like filling air tanks & tires warms them up, and emptying them cools them down...
Yeah, you don't get heat from compression in Stationeers, only when stuff changes phase.
>Are powered liquid drains even usable? Don't wires short out?
The powered one is an outlet, from pipe to room, so put it on the roof and it won't short out unless the piss volcano gets really full. The passive liquid inlet can go on the floor if you want to go from room to pipe and doesn't need power.
>>
>>543991498
>>543983760
>Stationeers
I tried that game recently and i havent found the option of editing/modifying your character.
I could swear that game had like ( cosmetic ??? ) skins and when i tried it once i chose a robot that looked awfully like Apex Legends Pathfinder...
Is that somethig they removed or do i remember some entirely different game?
>>
>>543991498
The piss crops are looking bountiful today
>>
trigger warning
i uninstalled factorio
>>
>>543996642
you didn't uninstall factorio if you ddin't make the ritual post properly
>>
>>543953569
can you quality kovarex?
>>
>>543978270
don't worry Dean Hall is now developing a mexican scam program sequel, which is also a scam, which also improves nothing
>>
>>543990036
yeah because I fed a fuckton of rods to bhoddos so they wouldn't starve themselves, but they were starved
add some kind of circuit condition to ALWAYS keep some MK02 or MK01 rods on standby, or to prioritize delivery to bhoddos, because otherwise it'll deadlock itself again
also the plutonium re-processing isn't a loop at all, I've figured out. all of the steps trade an equivalent amount of plutonium for eachother while simultaneously using plutonium dioxide, so every step is costly; and there are no steps to get the shit you want while removing all the shit you don't need. there are literally no uses for 242, 241, 240, so 238 and 239 are priority. only one recipe makes 238, and it cannot be reprocessed with anything else, so that's the primary product. 239 has several recipes which produce it, but if the byproduct of those recipes were looped back, it'd just waste more plutonium dioxide and 239, so I configured it to incinerate all excess 240 and some excess 241. it was chock full of 238 so it needs pulling some of that through but I haven't incinerated any of it since it's actually useful.
>>
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>>543998820
>>
>>543999197
there's a lot wrong in this post, you can skip to the end though if you don't want to hear it
first is the bhoddos' being starved for fuel. chitosan was redone recently and is not being sent to making advanced containers, which also hasn't yet been done properly. one requester chest and a mechanical inserter could solve that
it's a positive feedback loop with currently nothing drawing from it. it cannot deadlock itself in the way you are describing. adding circuits or changing station priorities will change nothing.
plutonium 242 is used for mk2 rods, which again is better, denser bhoddos fuel and alleviates using mk1 rods which is needed for niodymium. 241 can go straight into 242.
plutonium 238 is not the primary product of any recipe and goes into nuclear samples for science, but every nuclear configuration will make this in abundance
240 can be incincerated, you are correct there.
incinerating 241 is a mistake since you can use it to make 242 and mk2 rods.
238 excess can also be incinerated, so you are correct there.
however, in both of those cases, plutonium 238 and 240 incineration is already set up, so you are providing zero useful information.
>skip to here if you don't want to read all of that
all of the nuclear stuff is being redone right now anyway, so fiddling with any existing nuclear installation is a waste of time
even then, it's not the problem, so i'm already wasting my time redoing it.
if we want to not waste our time, we need to focus on neodymium magnets, great alien samples, and arqad propolis, which we have zero of and there's not even tasks for this
there's also tasks available
>>
>>544000424
Not that guy but Ill be starting on the alien samples today as soon as I drive away my quests.
>>
>>543959590
Yes and no.
They tuned some aspects so the curve doesn't rise as brutally fast as it did before.
But if you set up Gleba without taking into account spore production, you're still going to end up wrecked all the same.
Just a few hours later.
>>
>>543944075
>Satisfactory literally didn't implement hit box culling until now
Sasuga, Coffee Stain. Ploughing down into new depths of incompetence still, I see.
>>
>>543944075
>Truck transport of fluids
I'm sorry- who the fuck asked for this again?
As far as I know, all the complaining about the fluids in Satisfactory was always centered on sloshing in Mk2 pipes preventing you from actually attaining their full listed throughput, and on the wall and floor holes not fucking connecting. (Which they sometimes still don't - even though Coffee Stain has claimed to have fixed this issue no less than three times already.)
>>
hey nerds, if linux is so great with its asynchronous saving using fork(), how comes i can fork a fork a fork a fork a fork and then your computer crash. can't do that on windows eh? check mate
>>
Being relatively new to Factorio I've been building some blueprints for chem plants based on how many I/O items they have only to realize most vanilla recipes are different and there's no point in making generic blueprints. Might as well just make one specifically for each recipe. Guess I need to do the same thing for Space Age chemicals.

>>544002756
The solution to "sloshing" has always been to simply feed fluids from both ends or at least join in another source midway through (make a loop), sometimes with a fluid buffer to help normalize pressure / pipe fullness. Otherwise just don't build a pipe maximum 600m3/s refinery line and then complain that a full cold start doesn't run smoothly. The devs have never run into this problem internally because they've never built in the dumb ways min-max no-redundancy players often get up to (also known as bad engineering).

I don't think they've actually done anything to fluid physics though. I knew they were just pulling your leg once they showed off the fluid truck.
>>
>>544003542
You actually can do that on Windows as well.
It has copy-on-write semantics available too, they just work differently.
BETTER - actually. You can iirc directly indicate the pages of the process's memory you want to pull a copy-on-write reference of, which means you don't need to deal with the complexities of forking an entire process including its running state and the memory usage remains within the same process, which means any per-process limitations on allowed memory budget remain and can be used to prevent overrunning memory budget to the point of a system crash.
>>
>>544005292
i was about to say something like this
it's not like multiple processors/cores/threads/whatever is forbidden on windows
>>
Nah, no, nope, fuck this shitty game. I really tried to love it but I cant.
It's like if factorio had 0 qol features and someone said "How can we make the game even more unwieldy?"
Remember every time if factorio when you told yourself "Oh wow they thought about that!" or reflectively pressed a combination like ctrl+z and was surprised to see it worked? Well fucking forget about it.

You manufacture like an analog of green science and will spend 5 hours trying to connect janky conveyers.

Fuck this stupid shit and their stupid 2x2x2 meters cuckbox blueprints. You can place like 3 assemblers there wow. Fuck it.

Also anyone who told me its better then factorio was trolling or out of their mind as expected.
See you in the version 4.5 (never).

Im goona go play voidblock or smth.
>>
>>543991660
>>543995459
Don't get me wrong I absolutely agree with his point, those fucks are insufferable. I just find accusations of autism here of all places a bit funny.
>>
>>544009846
lmao he fell for it
>>
>>544009846
Play a real man's thinking game. Captain of Industry noob.
>>
>>544005292
>copy-on-write
It actually doesn't. It's a purely Unix-like behavior.
>>
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>>543732827
Yes.

https://www.youtube.com/watch?v=_IjaG3XSE5I
>>
>>544010267
windows is unix too. every computer are unix. unix is just another word for a turing machine aka a computer. computer, turing machine or unix are all literally synonyms.
>>
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>>544011431
Isn't linux an acronym for "linux is not unix"?
>>
>>544011739
I'd just like to interject for a moment. What you're refering to as Linux, is in fact, GNU/Linux, or as I've recently taken to calling it, GNU plus Linux. Linux is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.

Many computer users run a modified version of the GNU system every day, without realizing it. Through a peculiar turn of events, the version of GNU which is widely used today is often called Linux, and many of its users are not aware that it is basically the GNU system, developed by the GNU Project.

There really is a Linux, and these people are using it, but it is just a part of the system they use. Linux is the kernel: the program in the system that allocates the machine's resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. Linux is normally used in combination with the GNU operating system: the whole system is basically GNU with Linux added, or GNU/Linux. All the so-called Linux distributions are really distributions of GNU/Linux!
>>
it's a turing machine, I know this
>>
>>544011431
>windows is unix too.
[citation needed]
>>
>doesn't like satisfactory
>the complaint is "I spent 5 hours connecting belts that have noclip authority"
Man.
>>
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>>
Satisfactory is patience. Factorio is go fish. Captain of Industry is poker.

Satisfactory is Windows. Factorio is Linux. Captain of Industry is Unix.
>>
>>544013305
Yes I know. I don't really respect spergs like you who try to do something really stupid and wonder why it takes you 5 hours with no result, when the name of the game literally means "do enough to get it to work you idiot".

If I spend 5 hours in the blueprint designer to make a compact, vertical, tiling compatible assembler box I know what I'm trying to do is entirely on me. If you spent 5 hours in the designer to put 3 assemblers next to each other you may just be retarded. Spending 10 minutes making that tileable assembler blueprint and spamming them for the next 4.83 hours is a far more efficient use of time, but somehow you are INCAPABLE of this. What the fuck is wrong with some of you in this thread, seriously?
>>
and he calls someone a sperg lmaoo
>>
>>544010267
Actually you can on Windows 11 if you activate some experimental features and install Microsoft's cow library. Nobody does that tho.
>>
>>544013759
Unix is like Cobol. It's dead. The only reason it's not buried is because of legacy systems that still use it. Same applies to Basic.
>>
you can't tell me that there wasn't a better alternative to this horseshit building system that satisfactory has
>just hoard all the fucking raw materials bro
kys
>but the mercer spheres bro
revive and kys again
>>
>>544014026
You are responding to a seether, that's the issue honestly.
>>
>>543959908
Do players of other games feel threatened and oppressed even though they are completely welcome to post about their favorite game?
>>
>>543959908
the magnum opus guy gives no fucks, look to him for inspiration
>>
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Am I missing something? Is this theoretically the smallest or close to smallest possible self-contained Kovarex system? Perhaps if the machines directly insert into the next? I shouldn't need to connect wires to any other box or machine in the next segment, so it should tile up infinitely.

The idea is that the inserters will only shuffle U-235 and 238 to the next segment's boxes if that segment's box + machine has more than a certain amount, all excess then leaves the system at the end. A simple gated compression supply system. I'm kicking myself for even using a loop of belts before just because that's what I've seen done by others.
>>
>>544020559
you have to manually feed it 238, that's a huge drawback
>>
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babby's first green chip
>>
What's a good factory planner mod for Py, that isn't yafc ce? I compiled it but it's complaining about a missing lib and I dont want to bother fixing it
>>
>>544021706
yafc ce yes. Make sure to get the ce version the regular doesn't work with PY
>>
>>544011431
It's not UNIX but it is POSIX (on paper), which is most of what people expect
>>
>>544021706
anything wrong with helmod?
>>
>>544024329
posix is unix thus the x.
>>
>>543983492
>5 green belts of circuits
maybe if you had loaders.
>>
>>544014956
the spheres are a bandaid solution added later on, same as the blueprint system
>>
>>544021435
great, now rebuild it with real batteries instead of copper/zinc ones

t bh I'm still handfeeding circuits a hundred hours in, barely need any of those
>>
>>544021706
Nevermind, there's a binary release that I didn't notice

>>544024389
No idea, I never used any of these
>>
Heat-based inserters.
>>
>>544026592
People were really glazing burner inserters for Fulgora since they don't freeze, as if dedicating a lane of each belt to fuel is any more convenient.
>>
>>544024389
Anything wrong with just building the factory without a plan?
>>
>>544027085
too much back and forth clicking on recipes, not sure why you're asking
>>
satisfactory has a better building system
building malls is pointless busywork
having to wait for bots to build stuff or bots to bring you materials is stupid
only problem with it is it isn't unlocked soon enough and having to get a bunch of spheres to unlock upload limits
>>
>>544027545
Satisfactory wants to be a traditional city builder. Cloud resources + hover pack is as close as the factory genre will let it get though.
>>
>>543833638
im out of oxygen, goodbye
>>
>>544029378
bro, your plants?
>>
>>544029637
I had no indication that my suit was leaking and the duct tape provided couldnt repair it either. I made too many mistakes to go on I rather restart. Also walls isolate from conduction heating but not radiaton heating right, so long as the sun shines on your base it will heat up eventually, so should I build in the shade? Underground?
>>
>>544030685
Unless they changed it in the past half year, radiative heating doesn't exist. There's a mod to enable it https://steamcommunity.com/sharedfiles/filedetails/?id=3336803492
Glass walls heat your base when the sun shines through them, and pipes in the wall act as thermal bridges if they're not empty. But otherwise any base is perfectly insulated in vanilla.

Then again I've also not seen a suit leak that duct tape couldn't repair, so who knows.
>>
>>543831375
>waiting for Nullius 2.0
Wait - that's real?
It's coming?
Niii---ce.

There go another 300-400 hours of my life.
(Gladly sacrified)
>>
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Have been playing K2 Spaced Out today. Its time for Aquilo and made this spanner.

Say something nice about her
Ships Name is (ISS) Iron Shield. 4Chan Gold to whoever can guess my shit reference.
>>
>>544034463
>designing a neat vertical ship just to fuck it all up by putting a bunch of shit to the sides to shoot asteroids that would miss it anyway
>>
>>544031470
maybe im retarded, my suit was at 95% damage (and i tried in lower damage too) so i dropped it on the floor and tried to use the duct tape but it said suit not damaged. I tried using duct tape on "nothing" while wearing the suit but nothing happened either
>>
>>544032813
>>543831375
an updated fork is already out, they just dont want to upload it to the mod site cause the original author isnt around
>>
Anyone else experiencing Py's barreling machine being utterly fucking broken? Inserters refuse to put in empty barrels, even when fluid is already present on the input side and a 'fill barrel with X' recipe has already been selected. They just keep getting stuck on "target is full" indefinitely.

Only thing which works is taking a stack of barrels and directly placing it into the barreler.
>>
>>544039796
Fluid furnaces have always been a bit wonky, IIRC it has something to do with the entities not waking up when the fluidbox fills up. You might be able to work around it by making the inserters controlled by circuits so they don't go to sleep.
>>
>>544039796 (cont.)
Ah! Interesting. When it gets stuck, and you deconstruct the barreling machine, it yields an additional empty barrel, LEFT ON THE GROUND. Which means scripted deconstruction yielded that barrel, rather than the actual player deconstruction, or it would've gone to the inventory.

In other words: atleast it's not a Factorio engine problem. The dumbfucks probably did something with a composite entity (probably a furnace entity type involved somewhere considering the recipe auto-selection) and screwed it up.
>>
>>544040185
Tried it, it's not that. Plus: Wube actually fixed that bug in Factorio 2.0 - the problem here appears to be something internal to the barreling machine with one of the empty barrels 'in flight' becoming stuck inside a composite entity >>544040403
>>
>>544039796
>and a 'fill barrel with X' recipe has already been selected
i don't think i've ever seen a barreling machine with a recipe unless it's currently running
>>
>>544010594
>6 year old video
>29 views
hmmm
>>
>>544034680
it do be like that.

>>544041501
god forbid people do things for fun.
>>
>>544040941
Use alt-mode in 2.0 and you can clearly see that it already has a recipe selected, even if not running yet due to lack of the other ingredient or a saturated output slot.
>>
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Thoughts on my lab and rover lander
>>
>>544042970
>god forbid people do things for fun.
Not at all what I was implying, but you do you.
>>
I don't SPage or Sex (IRL too). Vanilla is quite alright with me as is. Just got my kovarex started up and transitioning from my mid-game base to large expansion. Feels really nice to start getting my bot network dialed in to keep my inventory clean. Already have several individual bot networks moving wall/turret materials to my borders, but I was slacking on tidying up my mall. I've never played with spidertrons so they are my next project.
Anyone got tips for this point in the game? I have a comprehensive and robust rail network. Should I just focus on grabbing more ores now and expand production?
>>
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>>544044803
Post base.
>>
>/egg/ - Engineering Games General - formerly /svgg/

/factorio/ - formerly /egg/
2026: Make a new general.
>>
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>>543709912
the solitaire collection
>>
>>544044803
>Should I just focus on grabbing more ores now and expand production?
Yes. Also set up artillery in your outposts or build dedicated artillery outposts to get constantly rid of biters in a vast radius around you. This way you won't have to do all the biter killing busy work every time you set up a new mining outpost.
>I've never played with spidertrons so they are my next project.
Oh you are gonna love them. In case you didn't know, they aren't just useful as weapons - you can also equip them with personal roboports to have them build stuff for you. Having them build your rail lines or outposts for you while you do other stuff is a huge gamechanger when it comes to speeding up your expansion.
>>
an egg refers to a trans person who doesnt know theyre trans yet its a pun (autistic agp posters ya feel me) you need to make a better pun if you wanna displace it
>>
>>544046167
factorio autistic gamers
/fag/
wow that was hard
you're not as clever as you think astroturfing tranny
>>
>>544044803
>Anyone got tips for this point in the game?
How reliable is your base working without any player input? If you can't just minimize the game while knowing that everything will keep running as it should, go make sure that it does. This is always a nice goal for new players, and having a base that can run for hours while you do other shit is pretty satisfying.
>>
>>544035731
while wearing a leaky suit, put the tape in your hand and hold right click. it fixes the leak but doesn't repair durability

it's possible your suit wasn't leaky but dumping oxygen into the waste tank in order to cool you
>>
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Any idea why the hell I keep getting so many path not found errors? Trains randomly get it and error out for a few seconds before moving on. I pause the game and try tracing the route by holding Ctrl with a train selected but it doesn't show me anything.
>>
>>544046375
id go with factory autism games
>>
>>544046820
even better
>>
>>544046167
Reminds me of the time when 4chan was down this year and anons moved over to the DownDetector comment section for 4chan and gave the jannybot there severe psychosis with all the shitposting. At one point it started to blacklist random words, "egg" was one of them. Anons making fun of trannies was one of the theories on why it did that.
Good times.
>>
>>544046806
Nevermind I'm retarded. I had an old train stop of the same name for dropoff that wasn't connected to the rail network.
>>
>>544046820
No. No catch-all general in name only. Make a dedicated factorio thread.
>>
What's up with that autist who has been demanding that people make a dedicated Factorio thread for years?
>>
>>544047735
His favorite game is Satisfactory and doesn't like it when he gets bullied by us Factorio chads about it.
>>
>>544047735
I can't find the interesting games in the endless sea of factorio. You are exactly like the rimworld clowns.
>>
>>543952450
>Now the real question here is how the fuck does anyone actually plan to get quality uranium 235?
every multiplayer game I've been in everyone just upcycles basic biolabs because it's easy
>>
>>544047735
he sometimes takes breaks from playing factorio, but when he's playing he's in this general telling factorio players to fuck off to /fag/
>>
>>544047956
>ignore the posts about games you aren't interested in
>read the posts about games you are interest in
It's really not that hard.
>>
>>544047956
A schism of /egg/ and /factorio/ does not lead to two active threads, or even a fast /fag/ and a slow /egg/ - it's a medium speed /fag/ and no /egg/ since it would get repeatedly bumped off due to no activity.
>>
>>544048649
For being in the tech games general your leap of logic if astounding
>>544048713
/egg/ & /svgg/ moves to indie. That's where the fotms live.
>>
>>544047956
rimworld threads have been some of the best on /vg/ for almost a decade straight in terms of both content posted about their game, questions asked, and overall humor.
>>
>>544048884
or we can just keep doing what's already working
>>
>>544048649
>Ctrl-f
Hope this helps.
>>
every thread on this website has at least one schizo demanding a split
>>
>>544049003
alright let me just ctrl+f ^((?!py|factorio|kovarex).)*$
>>
truth be told I mostly come here to watch opus magnum schizo's solutions since I've played it before and love to see what comes out of his mind, meanwhile I only PLAY factorio these days. but I don't share anything from it because imo you all play the game incorrectly.
>>
i come here to discuss ksp but nobody ever replies to me
>>
>>544049756
Well I look at your rockets all the time sorry if I don't give (You)s
>>
>>544049641
>>544049756
Exactly!
Everything else is drowned out.
>>
>>544049756
I love to see people's ksp stuff, I just don't reply often because it's been years since I played it for the last time and I probably don't have anything useful to say.
But keep posting your progress.
>>
>>544049756
last I tried playing it the game broke due to mods 15 hours in
>>
>>543709912
all the ones i've played, best to worst:
last call bbs
exapunks
shenzhen i/o
tis-100
spacechem
>>
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If there have been any stormworks posts to dab on amateur engineers, I haven't seen them because there's only one or two images if we're lucky, per 700 every thread that aren't from factorio
>>
>>544050727
>there's only one or two images if we're lucky, per 700 every thread that aren't from factorio
Just counted them, this thread has 26 pictures of games that are not Factorio.
>>
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Renamed the platforms to be more appropriate
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>>544051234
Right, 26 interesting posts out of 576 - I don't know about you but I don't have tiktok brain to scroll for hours
>>
>>544051512
>Right, 26 interesting posts
26 pictures, not posts. But you probably know that and just try to justify your schizophrenic hate on everything you don't like.
>>
>>544051512
bitch, this general gets like 100 a posts a day on a good day, is it really that difficult to take 5 minutes out of your i'm sure very busy day to find the things you're interested in?
>>
>>544051995
>is it really that difficult to take 5 minutes out of your i'm sure very busy day to find the things you're interested in?
Nah, his tiktok brain doesn't have the attention span for that.
>>
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>>544051995
Or you could admit that this is /factorio/, instead of dressing it up to be something else.
>>
I had forgotten to stop by somewhere on my vulcanite planet, thankfully I won the 1 in 3 coin flip and am now sending it up to my space lab.
All I used to clear it was the max destructor bots I could (25 capsules for 75 total) and the tesla gun I found in space.
>>
nu-/vg/ is too fast for an /egg/ without factorio to survive
i thought we already knew this
>>
Is there a way to deal with exoskeletons making me run too fast for doors to open in time? Tired of running into doors.
>>
For this thread, we’re taking DEI seriously - not in the social sense, but in how it applies to our game library. Diversity means we want a lineup that doesn’t lean too hard on one genre or publisher, giving space to everything from small indie experiments to big studio releases. Equality means each title gets a fair shot at visibility, not buried under marketing budgets or algorithm bias. Inclusion means creating room for every type of player and playstyle, so no one feels boxed out by the same recycled formulas. In short, DEI here is about balance and variety across the games we play and discuss.
>>
>>544010267
Afaik you've been able to do it for years via Windows' named shared memory mapping with CreateFileMapping through the pagefile, giving the first process full access and giving the second process PAGE_WRITECOPY access. (Which doesn't necessarily mean it has to actually go through the disk and the page file. Windows is weird like that.)
>>
>>544052381
How about you post some non-factorio /egg/ games then?
>>
>>544052905
how are you running that fast but you don't have a mech armor? The only way I've been that fast is with quality.
>>
>>544052381
you could also admit that you're schizophrenic and are stirring shit up for no reason but what do i know
>>
>>544053050
kek
>>
why are retards giving attention to the master baiter again
>>
>>544034463
Should've named it after Aku.
>>
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>>544053137
Already finished all of the ones I know about.
>>
>>544053173
Allergies. Doors are in my way.
>>
/sperg/s playing engineering-related games
>>
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Well I haven't been here in the last 60 hours. Looks just like I remember it.
Even has a convenient patch of biters to get my free range eggs from right at my doorstep so I can unlock biolabs. I wanted to do that from gleba, but I was gonna have to come back here eventually, and I had to fix up my power production on vulcanus by tapping into an 80k sulfuric and speed beaconing the pumpjacks with tier3s because my starter patches had gone down to 1K.
>>
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>>544054208
imagine not playing with conveyor belts for 10 years straight
>>
>>544053695
Okay so how do we use this to boil water?
>>
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Just asked my local Italian restaurant to open up a separate restaurant just for pizza. Every time I go there, the menu is like 75% pizzas, and I hate having to skim through that only to find the pasta or lasagna I like.
He really should split his restaurant to make the menu usable again.
>>
>>544055087
unc really be using solar power on vulcanus
>>
>>544055510
Why shouldn't I? I will need the limited acid I have for other things.
>just expand and get more
I will never expand beyond the borders I have now, unless it will be in a million hours if I need more resource I can only get from mines. Everything else will be produced via renewable resources. I don't care if I need a thousand ships to gather carbon from asteroids to make coal. I want everything to be infinite. Also solar is the most powerful on Vulcanus. And nights last a second.
>>
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>>544054208
Nice.
Pic unrelated to Factorio
>>
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>>544055947
I even got super lucky on my Nauvis seed considering I will never expand.
>>
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and so it begins!
the mining module is on its way to Minmus
my goal was to make a mobile miner on wheels, and keep it as simple as possible
a tanker module will have the same "chasis", in order to preserve symmetry for easy docking
the last step of this mission, will be construction of a refueling orbital station
>>
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>>544056056
What's the scratched out chip?
>>
>>544055947
>limited
>>
>>544056375
You know what?
If that read as a more age appropriate "get lost!" I bet Wube would record it as one of the official demos for the game...
>>
>>544044319
anon, dont block the exits on the lab - you will probably want to reset your science equipment, so your kerbals need to be able to leave the module
do you have any reaction wheels? its good to have an ability to turn quickly on any landers - in case you land on a slope and such
are you sure about having enough power generation going? also, for the same reasons it would be optimal to have a more batteries
>>
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>>544056375
>>
>>544056646
RNG
>>
>>544057209
PERKELE
>>
>>544056056
seeing screenshots of this game gives me ptsd flashbacks of me missing a single tile or a line of code of room for a valid solution, making me have to redo the whole thing from scratch
>>
>>544055490
My local burger place also sells, chinese food. It doesn't inspire any confidence, who would ever order nems from a burger joint? Freaking dark kitchens.
>>
>>544055490
>>formerly /svgg/
>>
factorio would be better if there were another tier of stuff between the burner stuff and the fully beaconed endgame stuff
>>
>>544061037
may I introduce you to quality
>>
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I put off rebuilding space so long that I jury-rigged energy 2 to get WABs, since I needed to make progress before going insane.
It's just one machine per, no care for the speed at all (even with 10x multi), no ratios done, just trusting in vibes.
I think expanding past this is basically impossible though (esp. since there are rails directly above this, waiting to be used), so I will be forced to actually build the base.
>>
>>544061037
Sounds like you should try Bob's mods
>>
how do i escape the
>keep retrofitting improvements to the shitty starterbase instead of building the second base
loop?
>>
>>544062208
Just don't?
Why would you do that in the first place
>>
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>>544045228
Here ya go. I disabled both overlay but I have around 4 separate networks buffered with storage areas in between that move materials to my walls that include regular, laser, and flame turrets with dragon tooth walls. Bots keep all the stuff stocked and repaired in their localized networks. Big bot network along my bus that's just supplying me as I rapidly expand.
>>544046572
Ya I'm just having a ciggie right now and posting here while my engineer waits for several speed modules to be produced for my budding kovarex setup. All my fortifications are impenetrable right now and the bots only need to repair one or two wall blocks in any given raid. I just setup artillery production so I'll be reaching out to those nearby ore patches now to do a lot of what >>544045915 was talking about.
>>
>>544062208
that means your "build the second base" task isn't broken down into enough discrete steps.
You do the former because the latter is too much at once, and the former is something that you can do. If you broke down what you needed to do to make the second base and just started with step one of that, you would do that instead.
>>
i second based your mom last night lol
>>
>>544055490
this but unironically, don't want the american chefs trained on everything fucking up pizza when it's clearly a pizza place
>>
>>544062446
Man that's one fucking huge desert. Did you fumble with the map settings or is it just one very unlucky seed?
>>
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egg shaped power
>>
>>544065087
Ah, the haribo powerbank
>>
>>544065087
if you're delivering fuel with bots anyway, there's no reason to limit yourself to just 4 reactors. Get a bigger neighbor bonus with 6, or 8. Give the middle reactors quality to benefit even further.
>>
>>544065808
Maybe he just built it like that because it looks cool
>>
>>544065808
Fuel is so cheap in this game that it doesn't really matter.
>>
>>544065808
>Get a bigger neighbor bonus with 6, or 8
by the point you're using 4 reactors it really doesn't actually matter
uranium is dirt cheap and fusion is just around the corner
>>
>>544065087
yotsuba reactor, nice
>>
>>544065808
Once my kovarex filled enough to run 100% of the time I have enough spicy rock from a single patch to last practically forever. With a 2x2 I have more than enough power to get me to space, and I can build bigger reactors later once I come back with new tech in a few planets time
>>
>finished building a dedicated mall planet in DSP that produces every building in big amounts in a reasonable time
>Don't feel like playing further anymore
It's not like the game isn't good, but somehow it doesn't offer the same long-time motivation like Factorio when it comes to building big. Every time I start building some kind of megabase in that game, I eventually hit a point where I simply don't want to keep playing anymore. Guess it's the lack of qol functions and circuitry that makes it feel like such a chore.
>>
>>544065808
My vanilla megabase was powered entirely by 2x2 reactors.
>>
>>544065808
retard
>>
>>544065991
>>544066128
if it didn't matter he could have built two or three
>>
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had to roll back to make a few minor, but critical modifications
landed without any issues - time to drill!
>>
>>544069221
Mine always looked the same but the engine was on one end of it, without the silly tower in the middle.
>>
>>544069105
Fuel efficiency doesn't matter because U-235 is so abundant and energy dense, so the number of reactors really depends on the power demand rather than squeezing as much energy out of cells as possible.
>>
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? ? ? ? ? ?
I'm on vulcanus right now, what the fuck
>>
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>>544062446
>>544064975
Ya no I just got lucky. Hence the need for abnormally effective defenses. I have also cranked biters up a bit because I've beaten the game before. However I never utilized nuclear so I am asking for a little help here.
I'm only simulating enriched uranium being brought off the line, but how do I setup that inserter in the bottom right corner to only pull enough enriched uranium off to NOT stop my kovarex production? I'm liking my inserters filling them fully to double crafting needs, but I need to clear some space on the output now while maybe keeping it a little pretty with some constantly rotating bright green. First time I've ever really dived heavily into circuitry but I can handle a bit
>>
>>544071269
wire the output inserter to the chest and set it to enable only when the chest has more than X amount of enriched uranium
>>
are there any factorio mods where you actually have to grapple with scarcity instead of having unlimited stuff everywhere
>>
>>544072114
Seablock?
>>
>>544072114
vanilla game with resources set as low as you can + cranked up biters
>>
>>544071446
I feel like that doesn't make sense no matter how I run it in my head. All the centrifuges output onto that belt and move the enriched uranium around in a circle. Then I'm trying to pull off that belt down in the bottom right, only the extra enriched uranium they output while leaving the remaining 40 to loop back in the system. I guess I could just wire the inserter to only pull off the 10 extra enriched uranium every 60 seconds to sync up with the centrifuges
>>
how much harder is pyblock compared to seablock?
>>
>>544069729
>silly tower in the middle
its a disposable landing stage - a very practical and smart design
>>
In Stationeers it's possible to automate both farming and cooking......but why would you? You require such a minimal amount of food it's more effort than it's worth. Even then why bother making anything more complex than baked potatoes? Can make oxygen on planets where there is none, but that doesn't require you to harvest anything. Only other thing I can think of is to compost it to make nitrogen and volatiles I guess? Nor sure if any planet even lacks volatiles.
Speaking of plants what's the point of Switchgrass? From what I can see it doesn't seem to have any unique property.
>>
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>>544072606
inserter only works when there is more than 400 u235 on the belt (40 for each centrifuge), restricted to grab only 1 at a time
but you don't have enough belt space (48 tiles * 4 per = 192 spots for u235)
you could either say 180 is "good enough" and pray they don't all need u235 at the same time; or put in a bailout belt from your buffer chest
then you could only pull from the buffer chest if there's more than 208 in the chest
idk im druk
>>
Holy shit, the blueprint shotgun is so fun
>>
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went as smooth as it could!
>>
>>544076913
just watched dev's showcase of the mod, dude sounds pretty based
>>
>>544077703
it really should snap in three imo
>>
>>544074587
Hey thanks. Fresh ideas is what I needed and I don't have a solid enough grasp on the game to get matching like you did. Remember not to overdo the booze!
>>
>>544073659
Once it's out of atmo, sure. But those things sticking out during launch must require a shitload of fuel and stabilizer wings.
>>
>>544073678
>but why would you
The gameloop's anemic, so you've got to make your own fun. You can get money selling high-quality food to traders. Chocolate helps moodiness, which uh... just another icon on-screen if you're otherwise healthy.
>make oxygen on planets where there is none, but that doesn't require you to harvest anything
Don't plants die after like 5 hours and so you ought harvest them to get more seeds? Maybe this is not actually true.
>what's the point of Switchgrass
Switchgrass can be converted into charcoal. Err, I guess all the other plants can too? But you get more bang per buck(et of water).
>>
>>544073678
Check out the Plants&Nutrition mod for food rebalance. Makes it so you require some 20-40 plants to stay alive, depending on what you make out of them. Also increases your food and water buffers so you can go longer without but then have to eat a lot at once. And makes plants actually use water, the vanilla water drain is completely negligible. And makes plants release water vapor into the air, which is kind of a pain.

Food has a "quality" value that improves your max water capacity and slows down comfort drain. Comfort makes your hunger drain slower or something. Both are almost irrelevant in vanilla without the mod.

>Nor sure if any planet even lacks volatiles
Venus is the hard mode one, has neither oxygen nor volatiles, static 460C temps, and pressures high enough to cave in glass walls.

Switchgrass can be harvested 15 times per growth cycle. Most pre-terrain modded planets used to have no coal, so you'd use this to make charcoal efficiently for steel production. It's also water-positive if you compost it and route the resulting volatiles into a H2 combustor. Venus does not have any ice either, so this is your only source of water other than trading and lategame rockets.
>>
i just wore uncommon power armor mark 2 to the social and got mogged by a girl wearing epic mech armor im going to kms myself
>>
>>544085963
It's not the quality of your armor but the SPM of your bra that the boys notice.
>>
Is all the microcrafting in Krastorio really necessary? I just want a mall, dammit.
>>
>>544046780
that might be it, i assumed leak because for unknown reason it couldnt keep the pressure up when i went outside. Still many mistakes to avoid and better planning. I'd need to automate the solar panel too but i dont think i have the resources to do so quickly enough. Should I just leave it straight or something?
>>
>>544057058
I fixed the exit block, but actually you can reset the experiments from inside the lab
>>
>>544034463
How is K2 spaced out?
>>
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>>544044319
This is the entire ship, plan is to drop it off on the planets and have it be a permanent science base
>>
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>>544034680
Didnt really do out of any sense or reason, more because it looked cool. I did have 1 collison with an asteroid because of how long it is.

>>544053523
Swing and a miss.

>>544103065
I might do a longer post once Im finished, below are some general thoughts.
>The main change for planets is creating steel. As you need Coke, which requires wood or carbon which can be annoying. There are some smaller changes, but you get used to them pretty quickly.
>Really you dont have to touch anything beneath Matter cards until you want to complete the game, which feels slightly redundant. Reminds me a lot of 248k + K2.
>In a similar vein, Immersite really doesn't feel needed even at Aquilo's stage, I'm only setting it up now because I'm waiting for a mate.
>Promethium science is required to complete K2+SA. Which I find a nice challenge as all you have to do is get to the shattered edge and thats it, job done.

If you like the additions that K2 gives you & want to play SA again, give it a chance.
>>
>>544109993
>If you like the additions that K2 gives you & want to play SA again, give it a chance.
perfect, I had already started playing after I asked
>>
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>>544111715
eggmoves
>>
>>544111715
wtf is this real?
>>
>>544074587
It ended up being way easier than I thought. I just fully loaded the system and cranked down the inserter's limiter till it felt steady. Finished up the rest of the nuclear industries and have all my trains stopping by at the new nuclear fuel station at the core of my base. I'm crashing for the night but I'll post a pic tomorrow
>>
is there any way I can use a blueprint say for my rails and then if I want to change them later it automatically updates them?
>>
>>543740156
I like spacechem but in a way also hate it because I could very well spend 4 hours to design a solution only to scrap it in the end.
>>
>>544100387
Yeah that usually happens when your O2 tank gets too hot/cold. The suit has some limited cooling/heating capability, enough for Mars temps. But any further and it has to supplement with puling fresh oxygen from the O2 tank faster, on the assumption that it's close to 20C. You can tell it's happening if you find perfectly good O2 in your waste tank. Gets a bit worse if you're wearing the regular suit and not hardsuit/harmsuit.

Now if your O2 tank is not anywhere close to the target 20C, it's just gonna keep dumping more and more O2 into waste, not realizing that it won't help. The tank is insulated once it's in your suit, but not when you're refilling it. You can also set the suit's target temp higher when going outside to give you more leeway, at the cost of faster thirst drain. I think the max was 45 or 50C.
>>
>>544100579
You'll still want surface samples and EVA reports.

>>544044319
Weird combo of atmospheric analyzer and no parachute. Also the solar panels up top might get torn off during descent, you probably have enough science for retractable ones by now.
>>
>>543891669
>We don't want to promise too much (as always)
one year ago they promised it'd be ready in a few months
>>543908082
you're reading too much into gpt4 assisted blog posts
>>
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something tells me i shouldn't use this railbook
>>
>>544139351
I think that allows you to place another junction closer, may be good if you are using long trains or put stations or other intersections extremely close to intersections
>>
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k2 starter base to bots
time to completely rebuild because turns out almost none of the things I need to be mass producing are on the bus
>>
option a)
>everything is built neatly and in order, quit because it feels boring and like pointless busywork
option b)
>build whimsically, no planning, quit because the whole factory is painfully fucked up
>>
>>544140956
just don't feel bad about spaghet, simple as
>>
>>544140956
Option C
>make your base a ghetto city block by putting at least 20 tiles of space between each assembly line and main bus

Main killer of motivation with pasta is having to cram belts and pipes in places where you don't have enough space without dismantling everything first
>>
>>544133056
yeah im starting to remember why I left the game, there's literally no indication of what the fuck is going on. Now i just die when I purge my waste tank
>>
i think the pyserb server prioritizes bot logic over sending my game updates
i put toggle switches near a lot of requester/provider chests that the bots were using so i could turn them off, otherwise when they're in moderate use my fps is between 5 and 15. when the bots are in light use, my fps is 30-60
out of all the debug timings, the only one that shows is "Wait for update" (spikes to hundreds of ms), everything else is insignificant
i did run a train path right up to the mall and start routing trains in place of some of the logistic bot paths, (neuroprocessors, stainless steel, aramid fiber, small parts, monolayers, adv. circuits, etc.)
>PSA
i was not able to toggle those chests back on before someone joined and dropped a few city block requests down, my framerate went to 4, then the server booted me
when that happens, my cpu, gpu, and network are just fine which is why i think it's at least something between the server and myself
i'll try joining in an hour to turn the requester/providers back on, just be warned that a lot of supply chains might be held up by that
>>
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why it no chooch

>>544143750
sorry for that, apparently one city block is enough
I don't know if bot updates are sent by UDP or else and how the game compensates if any are lost, it could be a connection bandwidth or connection quality issue. claerly the real solution is more bot research so they're faster and don't need to be updated as much.
>>
>>544144406
if i remember that planner right you have to pick the water temperatures before it'll calculate. i think when those fluids are blue it means the temps haven't been selected
>>
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This is the assembling kitchen, all spaghetti must find their way here. I need to upgrade it with combinator logic eventually
I think I'm in love with these big storage buildings, they're great for these recipes with tons of inputs
>>
>>544144810
your phlegm tank is running low
>>
>>544144713
yeah that did it, thanks. weird that it doesn't have a default ambient temperature setting like it does have default assembler/belt tier settings.
>>
is there a way to make a dedicated "all that burns" pipe that i can feed into from multiple sources without contaminating their pipe networks?
>>
>>544146563
if you're playing py then you just point pumps or overflow/underflow (not check) valves at the "all that burns" pipes from the different sources
>>
>>544146653
thanks, will try that
>>
>>543708778
how do you build fast in factorio, when i watch video from dosh the way he build is way faster then mine
>>
>>544148452
well you watched the video, how did he do it?
>>
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Death Rainbow.
>>
>>544149587
fast and instead of spending time planing/thinking he just do it
>>
>>544148452
rote memorization hindsight knowledge
>>
>>544150705
it's over...
>>
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>>544151627
the virgin "well, just fucking kill me then" vs the chad "you cannot kill me in a way that matters"
>>
>>544152003
what the shit is a roguelike solitaire
>>
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I have completely and utterly ignored the biters for the entirety of this run, and I will continue to ignore the biters for the rest of it.

Now to actually build the ship that will haul all the sciences from vulcanus to here.
>>
>>544153743
bro, your uranium?
>>
>Start iridite processing in sex
>Realise i will need more enriched vulcanite
>Have to go back to vulcanite planet to increase production
>Too lazy to go back and do the same thing I did hours ago
Earendel got me again
>>
>>544153520
solitaire
>>
>>544154093
It's there in the chests, they only get fed on when they're under 510 C
I've got 500 cells stacked in the chest and several steel chests of 238 if I am somehow too slow to get fusion going by then
>>
>>544154213
I have spent 2 weeks trying to scale up beryllium and iridium ingot production and the vulcanite block production to go with it. Getting a full belt of iridium ingots requires legitimately more production of ore than an entire iridite planet can produce.
>>
>>544133337
The solar panels wouldn't suffer heat attrition because their attach point is inside the radius of the lab, the protruding bits aren't physically simulated
>>
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Literally unplayable!
>>
>>544158773
whatever you say flyndork
>>
>>544158773
>segregated beacons are superior to mixed ones
as it should be
>>
>>544158972
>no race mixing allowed
kovarex did it again
>>
>you can filter fuel slots
That's good to know
>>
>>544159917
right, because you frequently insert wood into the locomotive by mistake
>>
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meet crabby, the ultimate war machine
>>
>>544160279
>costs an entire fleet
>IR signature 3 thousands km
High-as-a-kiteFleet: Telum in Rectum
>>
>I'm excavating 15 blue chips a second from the fucking ground powered by thin air
Fulgora is ridiculous.
>>544158773
Interesting
>>
I'm a retard and fundamentally don't get trains.

Do I need to make a big loop, or can I just send the train back and forth?
I want to set them up for other reaources, too. Should I make a seperate track for those?
Is it possible to make a big loop, like a highway, and then have, say, the caterium train split off to go to the caterium depots?
Or should I belt all the caterium to 1 station and have the train run between there and the main factory?

All the youtube videos are about how to build track blueprints, but I feel like I don't even know how a train works unu
>>
>>544161884
Forgot image :c
>>
>>544161884
loop, or have a locomotive on both sides
I start with point-to-point, but eventually having a shared network scales better else you get a lot of criss-crossing lines
oh fuck it's not Factorio. yeah fuck it just make point to to point trains with a loop, you'll need like two total to beat the whole game
>>
>>544160279
what game
>>
>>544162301
highfleet
>>
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So can anyone who playtested Space Age finally answer what did this meme mean? Someone posted it here after the 100 influencer playtest thing before release of SA, said it became a meme in the closed group, and that it's a dev feature that might not appear in the final game, and that it IS in-game rendering, not some red lines painted over in post.
>>
>>544163029
The only thing I can imagine is that these are demolisher patrol routes. Nothing else I can imagine being signaled like that on Vulcanus (if that even is Vulcanus)
>>
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Sometimes I wish I'd use a simple bus because routing one thing here is a nightmare, but then I remember that I'm not a basic bitch.
>>
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fucking retarded furry
>>
>>544163853
almost looks like an ONI screenshot instead
>>
>>544164020
Price of Space Age without the Space Age engine features.
>>
>>544163029
That's what the original demolisher routes looked like originally instead of the filled in blocky zones. At the LAN most people assumed that it was instead a patrol route that they followed and the worms would leave you alone if you didn't intersect it, (Compounded by a start menu simulation that showed a worm slithering peacefully through a section of walls.)

This was not the case, and even when players realized that the places inside the red was whole danger zone, the lines still didn't meet completely. Looking at that you might assume that because it's not inside the red that those areas are safe, but they are not. This is why they were changed to the full chunk by chunk filled in graph. Also the offending menu simulation that led to misunderstanding was change so that the worm was aggressive. You can see its current form now.
>>
>>544163173
>>544165164
Ah, so I guessed it last moment. Very nice to finally have a confirmation, thanks.
>>
>>544165164
honestly that would have been more interesting instead of gayass zones, having to dodge the patrols until you kill them
>>
>>544139351
something tells me you didn't beat the game once you're finished.
>>
>>544148452
Go check out Factorio speedruns, these dudes are even more insane.
>>
>>544165873
I hate this retarded thinking pattern. "OH OLD THING WAS CUT THEREFORE IT WAS BETTER BECAUSE I NEVER EXPERIENCED THE DOWNSIDES OF IT, INSTEAD I USED MY WEAK IMAGINATION TO JUST IMAGINE THE GOOD EMOTIONS"

What dodging are you speaking of? They're static routes. Meaning these are just lines that show you thin slices of the world where you can't build. How do you dodge a static fucking wall? Anything you build there will be destroyed, leaving you with either using bots or constantly having to rebuild with bots.
>>
>>544056356
>completely unfaired rover just hanging out in the open
Funny KSP aerodynamic soup moment.
>>
>>544149881
It's called "editing". Google it.
>>
>>544162092
What game is this
>>
>>544166725
satisfactory, map view
the pink and purple stuff seem to be edits in ms paint
>>
>>544166486
why are you so randomly mad, faggot. go suck a dick.
>>
>>544166879
Because you disregard the fucking thousands of hours of playtesting we did for you to best make our game and you just shit on everything because in your mind you already formulated the perfect fucking gameplay system that we tried and NOBODY THOUGHT WAS FUN. Oh wow look at you Mr. Genius. Companies should hire you to tell them what is a good system and save all that money they waste on testing their products. You know best!
>>
>>544166860
https://satisfactory-calculator.com/en/interactive-map#3.5;-56695;65982|realisticLayer|roads
>>
>>544167186
Hi Kovarex! You still playing WoWclassic all day while neeting with your Factoriobux? You sure earned it.
>>
>>544166486
lol
>>
been away a few weeks. is space exploration stable now?
>>
>>544167595
being the CEO of the largest and most influential czech company is not easy
>>
>>544163853
bro you're unironically using solar on vulcanus?
What is wrong with you?
>>
>>544169301
that's just a small patch probably used for bootstrapping
>>
>>544167595
what's wrong with neeting in such situation
>>
>>544169523
Nothing, I would do the same probably.
>>
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this is going to be my first science station
top module has a lab, life support and everything else needed to generate science
while bottom module can detach and land to collect samples from the surface of Mun and Minmus - it also serves as a source of propulsion for the entire station
need to add a large fuel tank and its ready for launch!
>>
>>544169301
Solar is most powerful on Vulcanus, and nights last a few seconds. It's the best planet for it.

>>544169457
Well you can call it bootstrapping because I haven't reached other planets yet, but I am being fully powered by solar right now.
>>
>>544170412
>Solar is most powerful on Vulcanus, and nights last a few seconds. It's the best planet for it.

Anon, I'm making 1 GW out of a fully depleted sulfuric acid starter patch. What are you smoking is very bad for you and you should stop.
>>
>>544170156
I like the lander design, is that a mod piece splitting the engines like that?
>>
>>544170587
That's the only patch I will ever have, I need it for other things.
>>
>>544170692
>He's afraid of the scary worms
>>
>>544170412
at that point you have nuclear so you should use nuclear everywhere and then fusion
maybe except fulgora because water but i'm not sure
>>
>>544170692
>That's the only patch I will ever have
Are you playing a challenge run where you don't kill worms?
>>
>>544170790
Nah, just a personal challenge. I've played this game for 3k+ hours, I want to try new things.

>>544170930
I can't waste my only nuclear ore patch I will ever have unless it's absolutely necessary

Honestly all of these replies sound like NPCs.
>Hey I have this infinite power source that currently more than satisfies my needs
>"NOO WHY AREN'T YOU USING THIS MORE COMPLICATED SOURCE, ARE YOU STUPID?"
>>
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>>544111715
Y'know I keep posting this guy but I've never actually asked: what the fuck do I call him? 'Autonaut' is fine I guess, just feels a little plain.
"Item Durability"? "Find Nearest Egg"?
>>
>>544171150
>Hey I have this infinite power source that currently more than satisfies my needs
Excuse me but that's really a weird take considering you're doing all the sciences there as well for some reason and your coal patch is almost gone. It just looks odd?
>>
took 9 hours of squeezing what ever i could from my shitty fulgora base but now i've become death, destroyer of worlds.

first thing ill do on gleba is fuck some 5 legged freaks...
IN THE ASS.
>>
>>544171764
It's enough to get me to coal synthesis.
>>
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>>544170653
ty anon
those are vanilla beams and adaptors attached at an angle
>>
>>544171150
>just a personal challenge
Ah, okay. That's kinda cool. Did you do Fulgora yet? Doing that with just the starter patch sounds pretty interesting.
>>
>>544171936
I'm just saying why I thought that entire screenshot was weird. I have no beef with your challenge.
>>
>>544171150
i recycle all my uranium ore for legendary nuclear train fuel all from one patch and hasn't run out yet after hundreds of hours
it's always interesting seeing new players scared about using resources
>>
>>544171150
>>"NOO WHY AREN'T YOU USING THIS MORE COMPLICATED SOURCE, ARE YOU STUPID?"
>I will just use the power source that needs a new solar farm for every new moduled foundry instead
>>
>>544171150
>Honestly all of these replies sound like NPCs.
To be fair, we often have schizos here who do the weirdest shit while claiming that it is "better" with some weird ass brain gymnastics. People probably thought you are that kind of guy.
But that challenge is a pretty nice idea. What was the hardest part for you so far?
>>
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I have the little portable version of Factoreo but how can i make it pull the savefiles from within the folder instead of \Roaming? Sorrythankyou.
>>
>>544171150
>using "npc" in a conversation unironically
yeah no you're back to being a faggot
>>
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>>544172115
I'm not limiting to just the starter patch, but I do want to keep the explored map to a minimum. On Fulgora I'll probably explore, note where the biggest and nearest patch is, load an earlier save and go there directly. I have some PTSD from exploring ***HUGE*** parts of the map on my last game. I also want to try making my main base on Vulcanus and exporting everything I can to other planets. No local production. And making everything as self-sustainable as possible, even if it will cost me a lot up-front (like asteroid mining for infinite coal. You need a shit ton of carbon). Just things I like to do, probably that's why my playtime is so high. I'm not an uber autist or a youtuber with super strict rules. Just a guy who hates main bus concept and likes to play game. Pic unrelated.
>>
>>544172838
Nah, I felt that most people are like mindless drones even before I had a PC. Not even talking about the internet (It didn't exist yet)
>>
>>544172791
It's a portable, you're supposed to roam.
>>
>>544173205
I didn't ask + you're a faggot
>>
Thinking about a beryl outpost - sadly, my beryl moon has no oil and I'll need to ship in sulfur.
Doing the math, one rocket will take over 1 rocket's worth of inputs - that means I'll need to make some sort of second ship to send the sections/capsules back.
Fun fact, I'm only running a sand deficit because of the prod 3 modules - if you make this with prod2 modules, you're actually sand positive.
>>
>>544171201
Handcrafter
>>
>>544173283
No saves attached. The factory is where the heart is, back in Chicago.
>>
>>544174383
>a casual 4 GW to get 1 beryl plate a minute
Damn, that's some PY vibes.
>>
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>>544172791
>Factoreo
I had to.
>>
>>544175303
This is one full wagon of beryl ingots (which is 5000, so a total of 50,000 plates) per minute. Even my planned factory only makes 900, and it's already quite big.
>>
>>544175841
oh, I didn't see that bit in the top right, how silly.
>>
>>544129671
Sounds like something recursive blueprint + bots would be able to do.
>>
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>>544140956
I have a mental illness but I'm having fun I guess
>>
>>544171201
If you used a robot instead of the player you could have made him 'Hole Filler'
>>
>>544168495
Can't say I've had any issues with it and have put in probably 60 hours since 0.7 came out. The biggest issue is that every cargo landing pad will need to be re-aligned and renamed and every cargo rocket silo will need to be re-initiated to target the new silos.
>>
>>544169253
Why is Martin Frývaldský in /egg/?
>>
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>just foundf out that the splitter in DSP has 3 different configurations allowing for vertical splitting
Dang. So much spaghetti built because I didnt know a simple trick.
>>
>>544180241
I also just learned about this a few days ago. It's pretty neat.
>So much spaghetti built because I didnt know a simple trick.
In my case it led to even more ungodly spaghetti lol.
>>
>>544160279
I would die for you crabby
>>
I'll bake
>>
I boke
>>544181504
>>544181504
>>544181504
>>544181504
>>
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>>544163853
That's a very pretty base anon, thank you.
I hate the design with every fiber of my trainfag being, but it's like seeing a racist homosexual or a poor politician.
Can't help thinking "based".
>>
>>544175482
Pictures that make you say "hell yeah"
>>
>>544180842
I sometiems stack two splitters and then feed one belt from one level into one of the next, to kind of do a "now fly into all four directions, my pretties" but that requires some noodle work that I dont need if I just feed into the bottom half of a 2story splitter and feed out the top.



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