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Trainsexual edition
https://www.youtube.com/watch?v=1ia8fGRiST0
Previous thread: >>543708358

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.
>>
Let's see if I still get banned
See you on spooktober bros
>>
>mossad
>>
>>
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Ive been plotting this Moho transfer for hours
>>
>I've gotten to the point where it's easier to just use a big mining drill directly into a train wagon
What a time to be alive, bot fulgora is the lazy man's solution to the game
>>
>>544182412
man i love trees
>>
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My only complaint about space platform is that circuit wiring become an ungodly rat nest
>>
>>544183606
what are you sending there anon?
>>
>>544188596
this bad boy >>544044319
>>
>get the cage back every time
is this real? why is it not 99.99%?
>>
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>Copy-paste ship carrying crushed iridite to Nauvis for processing
>Rename it
>Delete all items from it's schedule
>...
>10 hours later
>All my iridite ships have stopped running
>I forgot to remove the ship from the ship group before deleting it's scheduling
>>
>>544192074
Earendeeeeeeeeel
>>
>>544191703
i honestly don't know why it really exists, but yeah all butchery is 100% cage back
maybe except quantum antelopes those things are weird
>>
>>544193009
>i honestly don't know why it really exists
It's because the animals are modules and the code for that is fucky and I think they just added the extra intermediate for that and it just became legacy code
>>
>it's
>>
Have anyone tried it here?
I want a new run.
>>
>>544191703
Extra challenge, same reason why you need to juggle the barrels
>>
love the barrels doe
>>
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How tf does this guy circuit his science production?
>>
>>544197352
Crusher on set recipe, which then deduce the recipe based on what chunk signal the collector put out
>>
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works as intended
filled up the lab, and have some spare data saved in the science-can
time to start a new mission, and let the science cook!
>>
>>544198005
How is "throw out excess inventory" handled by a single inserter?
>>
>>544197352
>starting science
>look inside
>Rare quality components
>>
>>544198557
Inserters have "set filter" capability.
nta
>>
>>544199531
iirc, this was for a minimum rockets run
>>
>>544199815
looking forward to the panenkoek2012 breakdown video
>>
>>544198557
Inserter set to filter, read exclusively from the hub then activate when "anything" signal goes above a certain constant number
>>
>>544189168
good luck anon!
imo Moho missions are very tough
post report pictures please!
>>
2.1 WHEN
>>
On the PY server great alien samples are now almost ready in the technical sense, just need to automate arthurian eggs, but that has to wait till tomorrow.
In the practical sense I suspect there's lot of bottlenecks that need to be addressed in the train provided items that will cause crippling issues as soon as anything tried to actually craft but that shall be a problem for tomorrow as well.
>>
>>544200725
tomorrow
>>
>>544201279
Amazing that's great! It's going to happen tomorrow!
>>
>>544196210
It's no Seablock, but it's fine. I wish it was more involved, but maybe I just want the petrochem hell of seablock
>>
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>>
>>544203059
Thx.
I also think about starting on gleba. Can be fun
>>
>>544200080
The inserter likes to chuck out everything of one type before moving on to the next item type to chuck out.
>>
>>544206603
grats on finishing the tutorial
>>
>>544206857
I guess you'd have to rush rocket turrets before pentapods become medium size. Strafers are dumb, they will strafe around one turret and walk into range of another. But doing enough damage to stompers will be difficult with just guns and lasers.
>>
>>544207536
Same throughput so shouldn't matter.
>>
>>544203059
Thx.
I also think about starting on gleba. Can be fun
>>
>>544207681
Will not be easy that's for sure.
Maybe fulgora/vulkan start? Hmmmm
>>
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>Frostpunk update for some reason
>Most recent news post is about a Frostpunk L.A.R.P. Event

No thanks bro, I've been to Quebec.
>>
>>544212913
Excuse me anon, but /civ4xg/ is that-a-way ->
>>
>>544207681
>>544209751
or just eat bioflux and run around and shoot the nests in your spore cloud
>>
I just realized that over 10% of my rocket space (I've sent ~160 to norbit) has gone exclusively to petrol barrels. It's getting to the point that steel is becoming a byproduct that I'm backing up on unless I'm making scaffolding.
Elevator can't come soon enough, but I need both beryl and iridite before then (and I probably need an oil outpost before beryl).
>>
It's been one year and I'm still amazed at how few beaconed foundries you need to fill several green belts´every time I set up a smelting line.
>>
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You know something weird? I love puzzle-based games, logic games, organising shit for fun...
But I've never figured out Rubik's cubes. At most I've figured out one and a bit sides by trial and error. Just never got my head around it.
Sure I could be a bitch and look up 'technique', but that would defeat the purpose.
>>
>>544216661
My brother taught me how to do the first and second layers, but I figured out how to do the third layer via experimentation when I was on a very long road trip as a teenager (smartphones weren't a thing yet, so I had nothing else to do).
It's very inefficient as far as I can tell, but it is my own.
>>
>>544197352
I get the absolute minimum but just send another rocket
>>
>>544216661
>disassemble it
>build it back together with the colors in the right position
Work smart, not hard.
>>
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>>544200283
First attempt was a fluke, seems like having only 1 Nerv was too slow to do the transfer properly so i left the ship stranded at Kerbin orbit and went on to a second attempt with 2 Nervs. Will rescue the scientist later

Second attempt was a catastrophic failure, the addition of another nerv in a bicoupler made the ship too wobbly during ascent, scientist saved himself by doing an emergency exit then parachuting down back to central. In total i lost ~400k but nobody died

Successfully did the transfer burn on my third attempt, Moho encounter in 100 days
>>
>>544216661
There's a procedure you can memorize of specific sequences to execute, I knew what it was at some point but can only remember the first stage after all these years. That's the standard way to solve it, just memorize the pattern to solve per side and then execute.

But I'm pretty sure speedsolving is actually just mentally and intuitively understanding the core mechanics and that's too much for my smoothbrain.
>>
>>544161884
You can do both, but the second one may require a mod called Dynamic Train Routes, where it actually achieves what you desire, i.e., the shortest path possible in a busy highway system. If you are interested in beating that game fast, ignore the highway.
>>
Stationeers, since DST change doesnt happen at the same time in america and europe, is it still schedule at 2100Z?
>>
>>544161884
signals separate tracks into blocks (think roads)
regular signal stops trains from entering a road where there's already another train
chain signal keeps train from stopping anywhere between the chain and the next regular signal, making these roads clearways. useful to prevent parking in intersections, or creating no-stop zones between outposts.

bidirectional tracks can work but are a lot more tricky to set up than 2-track systems.
I believe in you anon!

>it's Satisfactory
disregard that, I suck cocks
anon why would you post in the factorio general without declaring that you're not talking about factorio
>>
>>544221804
Dang; I had meant to ask that.
>attempt to set recurring event on my phone's calendar to use zulu time
>it's cancer; fail to do this
>apparently Iceland time is an adequate substitute
Eggs.
>T.B.H. I like the scheduled play time.
>>
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Aight I'm a dumbass so I've researched all available red-green-blue-grey-white science except quality tier 2, uranium, and third planet unlock is in progress.
The only turrets I have is literally just as pair of flamethrowers and lasers in bottom east corner of map, and my northern wall is undefended.
Should I be lazy and just fly to Vulcanus? Plus I'll get Rush to Space.
Hopefully it will take awhile for nests to expand into my main base. I can remote control the tank anyway.
>>
Just had to put this abomination in my world (the in-world version is vertical, so it doesn't fit in a screenshot) to be able to dispose of excess coal from core mining reliably.
it eats up exactly one full blue belt once you factor in the burner inserters, which is what my core mining outputs.
>>
>>544224582
>without declaring
He did declare. You can't read the word caterium.
>>
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why is the factorio reddit so... special?
>>
>>544226009
I would just set up defense lines before I fuck off to Vulcanus if I were you, it's not that much work with all the chokepoints you got there. Sure you can just use the tank remotely if shit hits the fan, but not being interrupted by having to fight biters while you do stuff on Vulcanus is way more relaxed imo. Also you could get super unlucky and have biters destroy your tank or something important in your base before you can react.
But I'm generally way too paranoid about that stuff and always overbuild my defenses so I don't need to worry about anything, so you do you I guess.
>>
>>544227190
Eh, to be fair calculating how much I need of what would discourage me as well. I just build more until it's enough and ignore efficiency or ratios.
>>
>>544227567
I just build to 60 then to 500 then to 1000
>>
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>I just build more until it's enough and ignore efficiency or ratios.
This is the way.
>>
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>>
>>544227843
>muh UPSfags
just upgrade your computer
>>
>>544227843
Call me a midwit, but I find making more complicated systems is more rewarding than just building more stuff.
I just wish the game gave you a reason to do so.
>>
I don't like using productivity and speed for common items, math is hurty and bad. I will just use green modules till the end of time. If I need more things I will build another machine and the job is done.
>>
>>544229130
personally enjoy figuring out circuit network setups, even if I haven't made anything complicated
>>
>Elven engineers
>>
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Attempting Moho landing on this area, i believe this is a good concentration of biomes to explore with the rover
>>
>>544197352
You can just open the blueprint and read it anon. Don't believe me? It's all in the circuits. Circuit 1: That's filter. Circuit 2: That's filter.
>>
>>544235587
Well where's the dude's blueprint??
>>
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>>544234146
Success
>>
>>544226612
You can just use coal liquefaction to-
>0.7.35
>Fixed that the Fluid isothermic generator could void fluids.
Earendel you absolute nigger.
>>
>>544237526
Are you gonna visit the hole?
>>
>>544242283
>the hole?
qrd?
>>
>>544242391
The hole. YOu Need to VIsit the Hole! THe hole!
>>
>>544242506
Alright you're making me want to reinstall ksp after not having played it for like 10 years. That hole better be worth it.
>>
>>544242283
can i get to this hole from where i landed? I landed with 560 deltav left

See previous pic, it was about halfway through the black patch
>>
>>544243330
It's on the north pole I believe. Not sure about the delta v since I've never been to moho.
>>
>>544243797
i think i might be able to drive there
>>
>>544227567
its easy, i make the number of science per second match the other science per seconds, then i just keep making more of the whatever the belt runs dry on.

usually LDS because i forget i need the same amount again for rockets.

people just need to accept making a trickle of science to unlock bots while you build at scale for all of the science.
make a 1 to 1 to 1 direct insert hand fed starter, then work on mass production once you have a trickle.
>>
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>>544215002
one rocket of vita is like millions of crude

pic unrelated
dude just wanted to go swimming
>>
>>544250007
Okay but is it Unix or Posix?
>>
>>544228367
https://www.youtube.com/shorts/TV7AWBYMJ1A
>>
>>544207536
Simple fix: a constant combinator with negative values of all the items
Now it'll only filter a surplus
>>
Routing belts is actually a noob trap. Just put things into boxes and manually transfer them where they are needed until you have bots.
>>
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>>544254938
>all items
That would do the same thing as Anything>n wouldn't it? Anyway the Anything>n works, it just looked super weird (it doesn't balance the inv items, only goes in order) while it took time to dump the inventory with a blue inserter. Came back later and had 4k science stockpiled on platform while storing 1k in landing pad. Despite the fact it chucked out the remaining carbon in picrel (ice and plates weren't filtered), all the science assemblers are still running.
I had initially worried it could dump stuff that might be needed.
>>
>>544257040
>be's me
>a 5 million AP bot that's programmed to play factorio
>long reach mod with global reach
>play like this forever with ridonculous efficiency and speed
>beat the speedrun record in 1/10th the time
heh it's just that easy
>>
just started my first SE playthrough
what am I in for?
the burner assembler and labs seem dumb
>>
>>544257438
sigmar's balls
>>
>visiting an ancient galaxy
>lifeless planets everywhere with artifacts from the past
>look closer at a planetary ring
>it's all unused iron plates and perfectly cubic ice cubes
what the fuck
>>
>>544257605
you got it wrong, that's just the power of recycling
>>
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>>544257330
>That would do the same thing as Anything>n wouldn't it?
Negative values don't set a filter, only positive
So when there's too much of an item, it'll go into a positive value, set a filter and trigger Anything>n all at once
>>
what 9 years of engineering gaming was like

>2016
>Factorio
>Spengies
>KSP

>2025
>Factorio
>Spengies
>KSP
>>
>>544260768
seems to me like an untapped market
>>
>>544260908
seems to me like deliberate omission
>>
>>544260768
That's just how it is being a niche within a niche. There are plenty of other eggy games I've enjoyed over this decade, but household names with that kind of staying power are gonna be few and far between.
>>
>>544260768
not like many other genres doing any better
>>
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>>544227190
I get it, you need a special mindset and it took a few years for me to really start playing the game properly without getting discouraged.
Learning trains AND bots AND nuclear AND proper base design AND ratios is discouraging at first. It's easy to forget your first few attempts.
>>
>>544257040
having fun on your satisfactory playthrough?
>>
This is your gentle reminder that all your factorio lamps should look like high pressure sodium for maximum kino.
>>
>>544265707
is that a color?
>>
>>544265002
That describes Factorio though?
>>
>>544266046
Yeah it's kind of yellow/orange
>>
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>>544266046
Orange.
>>
huh
my "nuclear boosting" idea for mixing 5kC hot molten salt with cheaper-made 1kC hot molten salt doesn't make any sense
at some point, when you get the ability to make 2kC hot molten salt in all the various ways (gas, coal, oil, biomass), the game actually gives you that upgrade "for free". no extra fuel, no catalysts, no intermediates are needed to get that extra temperature, you just need to use the newer buildings.
in other words, once you get access to 2kC salt, you should have nothing making 1kC salt, since it's purely wasteful
>>
i've never understood this factorio is so super hard you have to be a genius to do it blue science is impossible meme
>>
>>544269474
my old irl high school friends straight up refuse to play the game at all "because it requires too many neurons"
people are fucking retarded and won't even attempt something if they think it might require thinking
grim
>>
>>544269474
it's a normie meme to make themselves look smarter than they actually are
but also >>544269545
>>
>>544269474
Engineering games are not for everyone. Reminder some people struggle with simple math
>>
>>544269474
Also there's no time limit or anything so even if you make the shittiest most inefficient factory as long as you've done the strict minimum you'll eventually reach the finish line
>>
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>>544269474
>>544269545
>>544269687
>>544269764
t. geniuses

I have the exact same allergic reaction to card games and, god forbid, command line roguelikes.
>>
>>544269283
Can't you still boost that 2K to 3.5K or something? If you have turbines going up to 5K.
>>
>>544269894
kill yourself, goontard
>>
>>544269794
>t. geniuses
yeah so what, i've had a friend who does not qualify for some fucking reason get satisfactory. He couldn't clear it alone
>>
>>544269914
at the current pyserb tech stage, there is nothing that benefits from steam hotter than 2kC, so mixing it to higher temps does nothing
i'm guessing at about the time we get the ability to consume something like 3kC steam, then all of the usual powerplants can just be upgraded for free again, so mixing might just never be a thing, which is lame but it does simplify things a lot
>>
>>544269894
live life to its fullest, goonfriend
>>
>>544270167
Well there has to be some use for that 5K, I would expect that out of a vibecoded modpack and not py.
>>
>>544270338
presumably the value is that as you research the ability to consume hotter steam, the 5kC salt can be used more effectively and you would only ever need to upgrade the heat exchangers rather than "additionally every single salt heating building"
right now on pyserb, to get that "free benefit" i mentioned, since i noticed there's lots of 1kC salt/steam being still used, nearly a hundred powerplants needed upgrading
when the next tier of salt/steam is unlocked, another nearly a hundred will need upgrading again, so nuclear wins in the "maintenance/upgrading" sense
>>
>>544269894
mating press
>>
>>544269283
>"for free"
The new building does have double the energy consumption. Maybe experiment with the the LFR reactor if you need low temp salt?
>>
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Aquilo is very therapeuthic
>>
>>544272419
>The new building does have double the energy consumption
yes, but that would just be saving time if the 2kC salt was used just as efficiently as the 1kC salt
it's actually "better than free" since it's used drastically more efficiently, something like 8:3 1kC salt to 1kC steam, but 5:3 2kC salt to 2kC steam
you end up not just saving a bunch of space with fewer powerplants, but halving the solid fuel input in terms of watts
even more, you can fit more modules in the mk2s, so more efficiency for even less solid fuel or more speed for fewer buildings, or some freaky mix with beacons
>>
>>544272821
YO LISTEN UP HERE'S A STORY
>>
>>544269894
>>544264608
I am about to create a meta DnD protagonist with daddy issues...
>>
>>544260768
it's more like

>2016
>Factorio
>Spengies
>KSP

>2025
>Factorio
>>
>>544282840
I wike factowio
>>
>wubes next game will be "related to WoW in a similar way as to how Factorio is related to Minecraft"
what did they mean by this?
>>
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>>544283992
it means it is an NFT game
>>
>>544284856
This but glaciers melting and sinking most coastal cities and in some cases entire states
>>
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>>544260768
There's tons of them out there, they're just all clones, abandoned, early access, personal project, 'no new ideas' kinda things or ultra niche weirdness. Recently I tried Gain Factory (hard) and Immortality Factory (only one mechanic, it seems). Timberborn is okay but there's not actually that much you can do with the water. Trying one called 'Quantum Engineering' next.
>>
>>544260768
just about every other option is stuck in early access hell
>>
>>544283992
it will probably have some kind of equipment tier system that goes from common to legendary
>>
>>544285247
>Gain Factory (hard)
are you talking about your penis?
is it good even if you don't goon to feeding and gts?
>>
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What is the opinion on Foundry?
Good? bad? Another bad attempt at copying Factorio? I saw It got a galactic economy update. so I guess it tries to imitate DSP?
>>
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>>544290539
Do you want to deal with machines that you can load the wrong items (or the wrong mix of the right items) into and then they jam and you have to use logic to manage them to stop that happening? Using a fairly painful UI? Honestly it's not actually good but it might be a fun challenge if you're burned out on basic Factorio mods.
>>
>>544291969
bad attempt at imitating fortresscraft
>>
>>544291969
My opinion on this game I just learned existed is that it needs to reduce the amplitude on the high frequency noise in the mountain biome.
>>
>>544292026
>fur dataset, gain factory
Seems pointless when it doesn't even have a tag. It's all just character reference isn't it?
>>
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any eggs with cute lolis?
>>
>>544292447
Yes. I usually put a name in anyway so I can find it later amongst 30 million other random slops.
>>
Water can't boil past 100 degree. After that it just start evaporating faster and faster. What would happen if you had a huge pan of water and heat it so fast that it instantly evaporated? And what would happen if you did that in a container? Can you make a bomb from the pressure of the water not being able to evaporate or would you create some kind of superheated water that is above 100 degree and still fluid? Is that possible? How would that translate to gameplay? Can you do some cool shit with it like putting that super hot water into a water gun and shoot people with water laser that's so hot it instantly pass through them like a real laser but slower?
>>
>>544293207
Here.
>>
>>544293207
https://www.youtube.com/watch?v=EEyUeCyXl1Q
>>
>>544293207
evaporation is also a function of pressure, not just temperature. if you boil water inside a sealed container, the steam that evaporates first would induce additional pressure on the remaining water, and increase its boiling point
>>
>>544293207
https://www.youtube.com/watch?v=hZucUjO5uZ0
>>
>>544293798
evaporation is orthogonal to vapourization
>>
>>544293207
Stationeers has it, you can push liquid water up to 350C or so given sufficient pressure.

>Can you make a bomb from the pressure of the water not being able to evaporate or would you create some kind of superheated water that is above 100 degree and still fluid?
Both. Supercritical water will flash into steam as soon as you open the container holding it. Same with your water gun idea, it will not be water anymore by the time it reaches the target.
>>
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Slightly disastrous Eve landing

When i tried to decouple the rover, it looks like it got stuck inside the ship and it flipped both over
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>>544293475
>>544293798
>>544294337
374 degrees eh? Can you make a steam gun instead? Like a water gun but instead it just project steam very fast like a flamethrower? Like a 3000 degree flamethrower that just instantly disintegrate people skin and melt their bones? Is there even a material that can handle that much pressure and heat? Newton's law of cooling states that temperature difference over a duration is how cooling happens. So if you have a 3000 degree cloud coming out of a steam pistol, you'd likely be instantly melted too due to your proximity to the heat source. How far would you need to be to not instantly die? Nevermind. I should just be using napalm instead like a normal person. Thanks for the answers!
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>>544292026
Nice post, too bad it has a lust-provoking image that is keeping me from reading your chinese great wall of text.
>>
My flamethrower balancing idea. Swap manual flamethrower with flamethrower turrets, make the flame thrower turrets use flamethrower ammo, ammo give back empty containers that must be refilled or disposed of.
>>
https://www.youtube.com/watch?v=2smJOtPXhIU
ITS UP
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>>544296147
And how does this balance flamethrowers exactly?
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>>544297131
It doesn't but it makes the portable flamethrower better.
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>>544296709
the request from buffer thing was neat
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>>544227190
I kinda gets it, I think.
The biters are a really undercooked part of the game, imo.
The tutorial made it sound like they would be a major drive throughout the game. Periodically overunning you, and forcing you to move away.

But in reality, they don't. The dev never delivered a compelling AI.
You either pay a small tax in bullets form, or turtle using elves modules.

The world generation make it so that rebuilding after being overrun is actually downright impossible.
The further you go away from the spawn, the worse the biter's presence gets. So there's actually no space to rebuild from scratch.
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i nigrigged py1 but my base is beyond salvation now
guess i'll just pick my nose for a dozen hours until the trickling research gets me construction bots
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>>544296147
If you think that flamethrowers are too OP then just nerf the damage. The fact that they use a different from of logistics is already good enough to separate them from gun and laser turrets. If you want you could even make it so that the flames apply some slow debuff or something so to push it more towards a support role.
>>
>>544296147
Flamethrowers are considered to be unbalanced?
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>>544298664
>hes bussing
oh nonono....
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>>544299143
idk i think theyre a bit underpowered. i guess theyre a low cost low reward type of turret
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>>544299148
calling it that is pretty rich
just a collection of resources for the green circuits
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>>544299287
>idk i think theyre a bit underpowered
T'was my impression too.
Useless in space.
Useless on Vulcanus.
Not efficient enough on Gleba.
Outclassed by everything on Nauvis once you are past the midgame.
>>
>>544299421
NAAAAAOW!!! You have to make each ressource come from a different direction!
You cannot cleanly supply it from the same side, because... You just can't, okay?!
>>
>>544298664
really bro? the n word?!
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>>544299667
>Require blue science
>Basically turns off biters until you finish another planet
That's like saying that boilers are underpowered because you can just use nuclear or yellow belts are underpowered because green belts exist.
>>
>>544299865
Nobody cares.
Also, you just assoomed he was not a nigger himself. That's narrowminded and ignorant of you.
>>
Have a good rocket fuel build, I'm going to set it up on my oil moon since I'm about to colonize low oil planets and want to just set up some easy rocket solutions.
it's not exactly to ratio, but the direct insertion is way too close to pass up on.
>>
>>544297662
they didn't get added for a long time
they were only added because people got bored and quit before launching the rocket
it has never made sense
>>
Proud to say no kerbal has ever died while in service of my program
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>>544300323
Uh... Really?
I always thought they were a core mechanic of the game since its inception.

That explains a lot.
>>
>>544300159
How much oil do you need if a single oil field with speed moduled and beaconed pumpjacks is not enough?
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>>544300717
Doing the math, it was like a few hundred oil per second plus some wiggle room for rocket fuel and a few other thigns. The moon that I'll be working on is really low on oil/coal though, like way worse than anything in my first playthrough.
>>
>>544295103
>>544293207
You don't need high temperature to cut up people with a water pressure jet.
>>
Just started a SE save. Any tips?
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>>544300323
You sit on a throne made of lies.
https://wiki.factorio.com/Version_history/0.1.0#0.1.0
They were in since the first public release. (so Dec 2012)
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>>544301423
(__)_)::::::::::D
here's a fat tip for ya
>>
>>544301802
*begin salivating*
>>
>>544260768
Is spengies space engineers? I get on sometimes still for a quick land to space survival run. It sucks though because after like 10 years of messing around in there, it's still the exact same despite updates. SE2 doesn't look like much of an upgrade either. Not sure why they can't get physics to work better in those games instead of it feeling like everything is floating through invisible jello. If it weren't for that, game would be super cool to make really neat projects with.
>>
>>544293207
You should read into thermodynamics and high pressure water systems. Funnily enough, just check out how nuclear reactor work. There's plenty of high pressure and high temp water moving around in liquid form well above boiling.

As for a water laser - yes it's possible and has killed many people. High temp/pressure water jet is essentially a lighsaber.
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>>544301669
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>>544301423
don't overbuild too much before space.
nuclear power is still the best
setting up one core miner once you have spare power is very nice
feed your first rocket by hand, you might get a nice surprise from it
>>
>>544298664
>bussing py metals
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>>544303259
Do you even get to build a large base on Nauvis? I noticed most sciences are crafted in space.
>>
>>544303267
Bussin
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>>544303881
Not initially really. Getting the tech from all other planets means you're air dropping calcite generated in platforms and running on foundries and emplants that are much better than all of your other things. Personally I don't think you even need a nauvis doing anything but biter products until postgame you can very much ship everything there before rebuilding into something useful and updated
>>
>>544301669
>Assembling machine (1, 2, 3, 4)
wild
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>>544303881
most of the SE sciences are done in space
most of the resources aren't in space
even if you can get them in space you can't use prod modules in space (besides miners and labs)
you should make most things not in space and just ship what you need for science
>>
>>544304086
>calcite
>foundries
>em plants
>biter products
all things that don't exist in SE retard
>>
>>544303881
it sort of depends
nauvis has the downside of having both bad resources and biters
you can still set up there but expanding for new patches is more trouble than just setting up on an iron planet or whatever
that said, you're still gonna be processing as much as you can groundside because prod modules don't work in space and it's generally less of a pain in the ass to build there, so you still end up with a decent sized nauvis sprawl
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>>544304149
Do you normally have lots of small factories spread through planets, or is having a few large bases viable?
And while I'm at it, is 3gb vram enough if I use low resolution textures? This shitty 1060 is the bane of my existence but I'm not going to replace it.
>>
>>544303881
most of the sciences are made in space, but the resources aren't and nothing in space (except labs and miners, both of which you will have very few of) accepts prod modules. You normally end up with quite a large nauvis base, quite a large orbit base, and also a few sizable outposts.
Once you get the space elevator especially (which allows train transport directly from planet to space), you make as much as you can on land.
>>
>>544295057
ouch
can you salvage this mission or do you have a quicksave?
maybe the suspension is too soft, so it moves upwards “inside” the upper module
worth trying to stiffen it prior to landing
>>
>>544303267
don't worry brother there's all the spaghetti offscreen
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>>544304651
no one planet has all of the resources you need so at a minimum you need like 6
you can get by just mining/processing the planet specific resources there, but each will probably be a small-medium base anyways
once you get to rockets you do have the option of moving to another planet that has 0% threat (no biters) and a decent buff to a few resources if you get lucky
if you plan on leaving nauvis and making your main base on such a planet that is a very viable option
you don't really need to go to many planets even though there are dozens and dozens of them to set up bases
no fucking clue about vram
>>
>>544302875
You are a fucking illiterate retard
>>
>>544301423
You basically have to finish a slightly more complex version of the base game before you actually reach the real SE content, so you've got time to think.
Highly depends on how much Factorio you've played before. I'd say be sure to make blueprints for things you'll be building a lot of, e.g. train stations and mining outposts.
One very important thing is before leaving the planet for the first time you need to take base defence very serious. Three laser turrets with a wall around them strewn here and there is not "base defence" -- I'm talking a proper wall with flamethrowers and roboports to repair them. Nothing will kill your motivation to continue playing faster than being on a different planet hearing more and more of your base go up in flames.
Programmable Speakers are great since you can set up alerts for when something is empty when it never should be which will prevent your base from grinding to a halt 10 hours later.
Oh yeah don't bother with Core Miners for the first 100 hours. You unlock them very early for some reason and they consume 25MW each only to give a pathetic amount of resources.
I hope you know how to use circuits since it's kinda mandatory.....actually I haven't played 2.0 but it seems like they've dumbed down spaceships so it's not as mandatory any more?
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>>544304651
i beat SE on a GT 1030, you'll be fine
>>
>>544299148
>>544299839
> "It's not called a bus. Busses are what the minimum-income smelling faintly of cabbage use to get to their low-wage jobs. Here, we build Unified Distribution Manifolds."
> -- Nilaus
>>
>>544301423
Get out while the going is still good?
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>>544304651
The thing about SE is that there's no one "correct" way to do anything. If you want you can go to a planet and then shove the raw ore onto a spaceship and ship it back to Nauvis and do all the processing there. It's not efficient in the slightest as most exotic ore only stack to 10.....but nothing prevents you from playing this way if you want.
As for performance I beat all of SE using a 970 together with an i7-7700K and I never went below 60fps.
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>>544242283
On my way!
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>>544303267
It's doable - if you're mad enough to spend 40 hours to absurdly overscale every individual subsystem so the final produced metals can actually fill a belt.
It's just not very smart, because you're spending upwards of 200 hours to reduce maybe 10 hours of hand-fed running around to 2 hours of waiting for everything to sort itself it and all your science to research itself.

In the end, the handfeeder has spent one tenth the time to get where the busser also is; and is ready to transition into a train base with the latest and greatest ore smelting processes researched and ready to go, where the busser is stuck first spending another few hundred hours tearing everything down and reboxing it for later reconstruction.

Bussing in Py is simply DUMB, outside of a small starter bus to automate some simple shit like belts and mechanical inserters.
Even circuit boards are better treated by just collecting some resources into boxes and manually moving stacks into other boxes on other production lines.
>>
>>544304651
>Do you normally have lots of small factories spread through planets, or is having a few large bases viable?
The latter used to be viable and preferred, so the mod author has invested heavily into a tract of changes to 'disincentive' the latter with the goal of players shifting to the former - which is how they'd actually envisioned the mod be played.
Favoring the latter is tantamount to knowingly going against the grain and accepting that you will be slapped across the face for attempting it. Caveat emptor.

>And while I'm at it, is 3gb vram enough if I use low resolution textures? This shitty 1060 is the bane of my existence but I'm not going to replace it.
More than enough. SE isn't VRAM-limited or GPU-bottlenecked. It's RAM-limited and CPU-bottlenecked.
>>
>>544307385
>The thing about SE is that there's no one "correct" way to do anything.
There actually is.
It's the one undisclosed true path that remains after Earendel is done nerfing all the others into non-viable oblivion.
>>
>>544308247
what do you think is actually nerfed into un-viability? As someone who has played multiple SE versions (counting 0.6 and 0.7 as the same), you can still do everything you could. K2SE stuff is very different, but not base SE
>>
>>544308582
core mining for red blocks
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>>544305827
before .7 there weren't biters
there were enemies (creepers) that attacked you rarely and some research needed alien artifacts you got from killing spawners
creepers != biters
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>>544285247
>>544292026
I was having an okay time with Gain Factory but unfortunately around the time I started to scale up to a significant degree it became obvious that the game was not optimized very well. I really wanted to see what it got to at a larger scale once this were "running well" but I don't think it's actually possible to get to that point.

Simply setting up Hearty Cereal and two kinds of Milkshakes was enough to basically cause the game to slow to a quarter of it's normal speed. Granted I was running it on the piece of shit E-waste that I keep next to my bed for obvious reasons but I don't even think it was maxing out the CPU. If you consider the optimal playstyle to be getting the most Calories into Goddess in a short a period of time as possible, then actually making all three ultimate meals at scale is not going to be the fastest because a much smaller system that doesn't incur as much lag would surely run the game faster and therefore clear in less time.

The game appears to be two and a half years out from the last update which means it's unlikely to get any optimization passes. And I recall Itch.io being pressured to remove adult content earlier this year due to pressure from Collective Shout, so it's actually a small miracle it's even still available.
>>
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>>544309556
Get the fuck out with your semantic bullshit, the original claim was that they didn't exist under any form until late in development and only as a form of attention span retention
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>>544292510
I doubt you can integrate lust and planning in a good game. One part will suffer from the other.
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>>544293475
>no liquid-gas phase change above 375°C
>that weird solid-liquid phase change wiggle bellow 0°C
>triple point
>critical point
What did god mean by this?
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>>544292510
there was a guy shilling one like 2-3 threads ago, but nothing there yet just a steam page with some screenshots and text blurb. I'm sure he'll do it again once there's something playable.
>>
>>544312049
That remind me of that genetics loli game made by one anon
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>>544311917
>that weird solid-liquid phase change wiggle bellow 0°C
>hm. water expands when it freezes so higher pressure preventing that would make sense, right?
but then why the fuck does even higher pressure let it freeze at higher temperatures
why the fuck is pressurized hot water ice
>>
great job, you let an avatarfag make the thread
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>>544312392
>why the fuck is pressurized hot water ice
why not lul
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>>544312392
higher pressures force it into different crystal structures, and really high pressures will do that even if it's hot
observe
https://en.wikipedia.org/wiki/Phases_of_ice
>>
>>544312392
update: i've learned that all (crystalline) flavors of water ice other than basic bitch phase one are more dense than liquid water
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>>544313378
This tells me Stationeers really shouldn't cap their phase change simulation at 6MPa
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>>544312392
>pressurized hot water ice
1 GPa is over 9000 atmospheres. That's more than at the bottom of the ocean.
>>
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Does your mind of metal and gears not crave the flesh and sweat?
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>>544306719
> Busses are what the minimum-income smelling faintly of cabbage use to get to their low-wage jobs
I don't know what's worse, the fact that's wildly insulting in any situation, especially from a legally diagnosed low-functioning autist who literally cannot live on his own, the fact that this is the lolcow that tried to make a bdsm podcast about consent, or the fact you knew that quote by heart.
>>
>captcha minigame evolved again
I feel so stupid when I have to learn another one again.
>>
>>544306719
Doesn't he also hate calling the mall a mall?
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>>544314254
they seem far out of reach
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These things have been expanding more frequently as well as pumping out the green variants
If it wasn't for the cannon and repair turrets i don't think i could've left for aquilo with some peace of mind, my other option were those focused gun turrets with double the range and shooting speed but requiring 5MW each when firing
>>
>>544313535
Stationeers caps it at 6MPa? Surely you mean 60MPa which is the maximum pressure for pipes?
>>
>>544314584
Yes. This allegedly comes from him blowing up during a shared playhrough with KatherineOfSky (KoS) after which the coop was plug-pulled, resulting in him having a long-seated grudge against the term 'mall' and favoring his own terminology 'hub', culminating in him stating on stream that "this is not a mall. a mall is where valley girls go for shopping. This is a manufacturing hub." >>544306719 is paraphrasing that in an intended equally insulting and cringe manner to drive the point home.

>>544314410
Read above. The cringe is intentional.
(Also- what's worse is both of you having required me to explain the god damned joke...)
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>>544311475
that's a man
>>
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>>544181504
>vid
btw this love story had a happy ending, the dude was allowed to spend a night with the real locomotive at some point lol.
>>
>>544311475
Now that I think about it, it's possible but incredibly hard.
https://youtu.be/hpuKzpC42Tw?list=PL163772DA056DFF5A
I can only think of Rance and pregmod.
>>
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>>544201279
>>
Computer, generate a personification of yourself.
Disable lust limiters.
Start simulation.
>>
I was thinking, since eggs refresh at 100% freshness no matter how rotten they are, is there really no way to read an item's specific freshness? Do I have to use a timer to only turn on the biochamber every 14 minutes?
>>
>>544319427
literally me
>>
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Do I have to have to turret along the wall even with forest in front?
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>>544316448
They nerfed liquid pipes to only go up to 6, along with implementing condensation.
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>>544320302
a wall without any defenses is just an alarm for when a biter encounters it, not an actual wall
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>>544320302
Yep, biters can move through forests but get a bit slowed down since the trees act like some sort of dragonteeth. So you better build turrets there, especially since turrets are cheap as fuck and placing a few there won't hurt you. Also, once you have flamers those trees will be gone anyways.
>>
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Stationeering, for better or worse
>N: Green /egg/s and rum
>P: Corneroids

>my atmos function has 4 registers for working
>>clearing cookies resets captcha
>>
>>544321018
>mfw trying to log in crashes the game
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>>544321018
>>544321113
>>>tabbing out while someone is joining "freezes" my game
This time for realTM

You may also need to restart your game, jank in eternal
>>
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>>544320859
>trees will be gone
Oh, right. Also what evolution level (currently at .59) would this spacing handle? I'll add maze walls after I finish my perimeter and hooking up a train to visit all walls.
>>
>>544321018
so it do be still 2100Z alright
now if I can connect... restarting my game rn
>>
>>544318937
There's also Kamidori Alchemy Meister and other games by Eushully which would qualify.
>>
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>>544319427
>The LCARS system was voiced by Majel Barret, wife of the infamously horny Gene Roddenberry, who claims that he continued to have sexual relations with women who were not his wife following their marriage
>Majel Barret also portrays Lwaxana Troi, who is frequently and consistently portrayed as man-hungry and horny to a predatory degree due to her race's already high sex drive "quadrupling or more" as they approach the last stage of their sexual fertility
>She continued to portray the character this way even in episodes of Deep Space 9 which aired long after her husband's death.

TL:DR: Lt. Broccoli did not survive
>>
>>544321892
Just see how much your wall gets damaged during an attack, and if it's too much plop down some more turrets. Also overbuilding your defenses just to be sure is never wrong as both gun turrets and flamers are cheap as fuck.
>>
Mate, I think you need to poke your ISP or something, you are stuck connecting
>>
>>544321018
I'm getting the UDP packets from a prior launch of the game again, so I can see you chatting but replying is making an error.
I'll try resetting render settings to default but otherwise I give up unless (You) (You) me at a server restart.
>>
>>544322990
Aight I'll spend two more hours or so on Nauvis I guess. I should automate turret assembly.
I've never played a map long enough to face real base attacks (other than the first time I played and started in desert) or even really use artillery. Had a pre-SA rocket launch and that's it.
>>
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>>544321018
>>544323859
We're not using the beta, right? It would probably say anyways...

>>544323929
Isn't there a command to force-disconnect a player?
>>
>>544323859
2/3 aren't having issues, and this has persisted, something else is going on
see
>>544323749
>>544323929

I would also like to know if you are still trying to connect, or if I have to restart again
>>
>>544323903
>I should automate turret assembly.
You really should man. And in case you didn't do that either, go automate repair packs too.
>>
>>544324127
I'm not stuck connecting, the game is crashing right at the end of downloading the map. It seems the server still thinks I am connecting so you'd have to restart regardless.

...I think this might all be happening because I mistyped the password? :$
>>
>>544324127
i see you restarted. I only know because when i try to send a message nothing shows up otherwise the game still thinks im connected. The jank never ends
>>
>>544324498
I don't think that has been a problem before?
maybe try verifying your files, we are on the normal branch

I just verified mine
You get stuck at verifying player/ deserialising
>>
>>544324680
>You get stuck at verifying player/ deserialising
Maybe just nuke my brain?
>>
>>544324680
Now I get "A connection could not be established"
t. A
>>
>>544325254
fixed it seems
>>
>>544324680
>Crashed again
...I think that was due to resetting the graphics, maybe it would have worked if I hadn't...
>fug
>>
>>544325462
nope, still no connection could be established
>>
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>>544226009
Wow the top part is completely surrounded in water. But if I keep clearing nests then evolution will keep rising. Some nests are starting to be big for 5 personal defense lasers.
>>
>>544325909
>>544326031
seems like it is due to the problem anon joining, maybe
make sure you can load singleplayer before multiplayer?
>80WH8
>>
I love my lab island.

It is so stupid.
>>
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Hello, my name is embarrassing retard
I can't figure out how to lay down the train signals for my trains not to collide or go to the trash mine while another train is stationed at the trash mine
>>
>>544326353
You probably won't need that much space anyways as long as you just build a regular base to win the game. Just set up defenses and bots and a supply train and stuff at your current walls and you're fine.
>>
>>544326620
forgor pic

The biters eat all the pollution and they can't do shit about it

I don't understand how more people don't use this, biolabs' shtick is they have to be placed on nauvis but all the sciences already come from outworld in any case
I'm making 2K Espm on vulcanus and shipping it here by rocket out of a single coal mine that will last me another 100 hours out of 5 others I haven't touched yet
>>
>>544326913
remove mine signals.
>>
>>544326353
>Some nests are starting to be big for 5 personal defense lasers.
Just circle them with a car while throwing grenades at them, or use the tank. Personal lasers are more or less just meant to be a support, not a weapon on its own.
>>
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>>544327369
Oh geez
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>>544326913
outbound chain signal from each station
>>
>>544327614
trains is hard job
>>
>>544305254
It is fine, i concluded 3 contracts from it, i am just going to miss out on the Eve science (parts were destroyed)

I believe it was because of the command chair that was clipping through the bottom of the ship, i fixed it for the next mission (probably will be the Duna landing)
>>
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>>544307539
>2.5m
>>
Oil moon set up, at least to where it can export what I need for my next project (beryl moon). It's exporting rocket fuel and sulfur, and both of them are overbuilt (making 8 belts of sulfur, which is way too much for now).
There's many more oil wells that I can tap into if need be, and I'm sure I'll need plastic in there too soon, but any progress is great and I'm running out of E2 researches even at 10x.
>>
Never used the 2.0 train changes to build a many-to-many system with dynamic schedules where trains decide what cargo they deliver depending on what is needed and otherwise chill in the depot. Can you guys give me a qrd on how to do that? I don't want to be spoonfeeded, I just want to know the basic concept behind this stuff.
>>
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>>544326353
>chokepint
You're a good bloke
>>
>>544327335
Can you make prod 3s in that tiny space?
>>
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>>544334697
In baseline 2.0 or spage your ability to do this is rather limited but can be done for exactly two trains using both the red and green signals through a pair of radars to carry the request signal over any distance on the same surface. And this would become catastrophically more difficult to accomplish if you expect more than 1 station per signal color might call upon that train at the same time.

However there are now logistics groups which can be fed into a constant combinator, and the signals generated by said constant combinator can be fed through to a train only on a specific condition. Since these logistics groups are shared across the entire save file they don't actually need to be connected in any way to always contain equivalent information. So if C station was to call upon the train then the C logistics group could be triggered to Set Requests chest or belt feeding the train. The real difficulty is making it so that multiple groups aren't called on simultaneously. Logistics groups cannot be automated however, and must be manually populated.

I've never made a system like that. I have made a system that used radar signals to automatically fulfill logistics requests at any outpost the player currently occupies and deliver them automatically however, and have the daily pleasure of seeing steam shoot out of the ears of peoples ears when they see it. I also used a train on fulgora that had it's contents carefully pre-portioned by a logistics groups that I regularly edited, which then made trips to multiple stations with both onloaded and off-loaded materials in sequence. That was realistically no more difficult than a supply-demand circuit with regulated carousels.

I hope it works out but I would not look forward to building it.
>>
Looks like stationeers still needs garbage collection improvements, restarted with lower RAM usage
>>
>Server crashes every time I go OOM
Buy me more ram
>We're too poor to buy RAM for anon; go add more swap
No, I already have 22G.
>Close Firefox
No, it takes me like 5 minutes to re-organize the 61 windows I have open and it resets the captcha.
>>
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>>544334697
Train interrupts. A train can choose its own destination based on the conditions of the train itself. By naming all your pickup stations identically, a train can go find something that is being "offered" and deliver it to wherever it's needed.
https://factorio.com/blog/post/fff-389
https://factorio.com/blog/post/fff-395

>>544338050
This is autism.
>>
>>544338346
>Trainsexual edition
>>
Do pentapods just not expand AT ALL if there's no spore cloud on them? I cleared all the nests inside radar range like 200 game hours ago and haven't seen any sign of them since
>>
>>544340814
1.) They use the same expansion setting as nauvis - if you have expansion off there, it holds for gleba as well
2.) They only expand on water. if you use strategic landfill, they won't expand.
>>
>>544341141
>2.) They only expand on water
Oh. I paved a large area, I guess that explains it. Makes it kinda trivial to deal with them if all you gotta do is place landfill, no? I don't think my defenses ever even shot anything
>>
>>544283992
Probably that they'll focus on some aspect of it and make a game out of it.
>>
>>544314162
Scratch the bottom of the ocean. 1 GPa is the pressure you get under 30km of rock. You'd have to drop olympus mons on something and even then you still wouldn't be quite there.
>>
>problemanon crashed again
>>
>>544342678
Stationeers sounds like a dumpster fire based on a few posts in this thread.
>>
>>544343326
the funny thing is it's a dumpster fire without the connectivity issues lmao
>>
>>544344989
That's unfortunate but, I guess it is a Dean Hall game. I haven't tried it.
>>
>>544345135
i loved it when i played it, had some dumb life shit happen and haven't played it since
the fluid/thermodynamics are great, keeps an algebra-loving retard like me busy forever. can even do basic circuits for solar panel tracking
i'm the kind of person who plays barotrauma and makes a PID-controlled nuclear reactor fwiw
>>
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>>544345307
Based math autist
>>
>>544338346
Oh, I completely forgot about those wildcards. Thanks for this, I think I can figure it out from there.
>>
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cooling failed
>>
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>>544346640
server anon was hard at work trying to fix it while i was stuck in almost minute long lags. Problemanon was still shown in the server for me. His body tho, none of us knows where it is
>>
>>544216893
i've managed to solve the cube a couple of times
the only part i can't do consistently is making the yellow + and i refuse to look it up
>>
>>544346873
>>
>>544346873
It's outside, the miserable wretch, blackened & well-roasted.
>>
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>>544326913
chain signals marked in blue
if you do not want trains stopping in a block, have them enter it through chain signals
>>
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>>544338335
>buy more RAM
Download more RAM

>We get water
>the water boils our base
>we had 7 granola bars
>other shenanigans

>>544343326
If you disregard the lack of RAM conservancy if you mine terrain (in session) it is a good game
>>
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mmmmmm, gushers
>>
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>>544349695
Atmos also werks (minus the heat)
>>
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Made it to the Shattered Planet boys
>>
>>544350576
Is it gonna be okay?
>>
How funny would it be if making it to the shattered planet brought up the store page for Oxygen Not Included?
>>
Playing pyanodons really makes me appreciate the furry and his mandatory burner phase. No splitters or circuts is too much for me.
Maybe I should go and play k2se instead
>>
>>544352824
>No splitters or circuts is too much for me.
Sir, your inserters as splitters?
>>
>>544352824
If the lack of splitters is pissing you off maybe it's best to stop now

Py is the sort of mod where it takes you 10 hours to make the materials to make the buildings to even start making the parts of the science you want to make
>>
>>544349695
why does the OS start swaping to disk before ram is full, flash has limited write cycles compared to DRAM
did big flash pay both m$ and linux so the drives wear out faster or is there an actual reason for it
>>
>>544354876
nta, I have swap disables since like a decade, RAM is cheap and the swap algorithms are older than any of us.
>>
Besiege 2 when
>>
>>544352824
lack of splitters is really not an issue considering just one inserter is enough in a lot of py cases, if anything quite enjoyed the pre-splitter phase, everything ties nicely together
>>
>>544326913
train limit 1 on each station
>>
Are you a qualitylet?
>>
>>544366015
wtf is quality start
>>
>>544366015
Honestly never played with it simply because I'm too lazy to set up assembly lines to roll for quality stuff and I prefer the aesthetics of a big base. I get why people like it, but it just isn't for me.
Probs to Wube that they fulfilled their promise to make it entirely optional, I didn't miss it at all on my first spage run.
>>
>>544352824
They do give you splitters with inserters that have filters. You just stop a line with splitters on both sides. Just takes more room than a regular splitter.
>>
>>544338346
So is the most meta way to set up trains in 2.0 to have a train permanently stationed at each ore patch instead, then use interrupts to have them supply any requester station that becomes active (likely on simple ore count circuit) with a 1 train limit?
>>
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decided to do research, apparently I picked the worst possible dragon's teeth design..
>>
i wish there was a better way to manage mods
right now I have one folder with all of the random mods I always want (cursorenhancements, squeakthrough, bottlenecklite, etc)
then I copy that and make a new shortcut using mod_folder
add the mods I want
that way I can easily try out new mods without messing with my other playthroughs
but still when i switch I have to eat the time cost of redoing the atlas (unless I manually rename it)
why isn't there an option to just make a mod profile in game and switch between them?
why can't it keep a per-modlist atlas cache?
>>
New run start on gleba.
Pros:
New cool engineering problems
Access to actually good space fuel resepie from the start.
Reason to use spidertrons

cons:
146% bullet and laser resist enemies.
>>
>>544336345
I shipped a couple thousand normal prod2s from fulgora and got enough rare and uncommon prod 3s from it to set up the biolabs. After I unlock aquilo and the ability to place spawners I'll just put them on a landfill with a dedicated recycler each, it's gonna be easier to just send quality eggs to fulgora.
>>
>>544350576
mod ?
is it gud ?
>>
>>544366828
I'm not too into it but I couldn't imagine running my Fuggora base on common accumulators, or Aquilo's bot network.
>>
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it kinda sucks
no way to automate things really because no power
once I get solar panels it might get better
but the logistics is going to be pretty cringe at first
also the first time I tried it some mod basically bricked me
text plates flooded me with junk, removed that
only mods with recipes were aai containers/loaders, valves, flow control
lots of items seemed to be missing
only was getting iron/copper plates, circuits (once unlocked), yellow inserters, gears, copper wire
never got a wood/iron chest, never got a burner inserter, never got a lab
was basically cycling between ~8 items and my total item count was bouncing around the range of 1-20 and never going up
>>
>>544366015
how are you saying that like it's an achievement
it seriously you that long to get a legendary mech suit?
And with a start with all quality enabled?
Are you not embarrassed?
>>
>>544380775
Recycler-only mod?
Looks fun in endgame.
>>
>>544376986
Nta but mod is called Shattered Planet
No idea if its good but you can certainly hardlock yourself if you don't have a platform capable of making the two way trip between the "planet" and whatever planet you want supplies from
Your only resources are asteroid chunks of all type being mined out of the ground, the rest can be obtained from manipulating isotopes and gases, there is only a single patch of uranium and it is essential for all the new research apparently
Although it use the space tiles, it doesn't seem to spawn asteroids as a hazard, but it does have permanent red-tinted fulgora storms

It is apparently going through an "overhaul" which either mean Skewer is brainstorming ideas on how to make it more unique now that he moved some of the stuff to Vesta or it is an elegant way to say "on hold" since he's still working on Vesta
>>
>>544366015
Do you think that's an achievement? Most players here finished the entire expansion in less than 100 hours the first time they've played it.
>>
>>544384551
shattered planet is kinda shit, babby's first mod, vesta is a better mod by the same author
I take personal offense to the fact the dude put a fucking uranium vein for no reason at all in there
>>
>>544384667
It certainly feel like his first attempt at modding but it seem he learned quite a lot with Vesta so i am somewhat hopeful that he'll make a better version of it since it doesn't seem like he's going to make a third planet mod
>>
At what time to do you stop mining productivity in spage and focus on other infinite technologies? I feel like 30 is more than enough.
>>
>>544385476
Other way around, always research mining prod unless you want something else.
>>
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it works but it kinda sucks
not being able to read a car's inventory prevents me from doing I want
don't have trains yet so I can't make an immobile train to have a chest I can read the contents of
>>
>>544385807
Isn't there a falling point after like 50?
>>
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oh
guess they really meant recyclers only
>>
>>544385476
Mining prod is the only infinite tech that has a linear scaling cost (follower drone count too but we don't care about that one), every other tech use an exponential scaling. Most techs use x2, productivity techs use x1.5 and science prod use x1.2. To give a concrete example, imagine if you had 1m effective science to spend on techs that all start at 1k cost.
For mining prod (+1000) you'd be able to get: 44 levels. (45k for the next level)
For physical damage (x2) you'd be able to get: 9 levels and be short 23k for the 10th level. (512k for the next level)
For rocket productivity (x1.5) you'd be able to get: 14 levels and be short roughly 311.7k science. (437.9k for next level)
For research productivity (x1.2) you'd be able to get: who gives a fuck and be short of patience to calculate the cumulative cost of a base 1.2 number (not enough time for next level)

I hope you understand why mining prod is the default now.
>>
>>544386750
Each upgrade gives the same benefit, there's a break point where mining becomes so fast that you can't mine faster than that to a belt but that can be circumvented with bot or direct insertion mining and regardless of that you still get the benefits to overall resources.
>>
>>544366571
>>544382476
It's not that I started the run with quality enabled. It's that that's where I started quality rolling after reaching solar system edge a few hours ago on a default save.
>>
>>544392474
>he only got legendary mech armor by the time it's worth nothing
Not only that is still extremely underwhelming, it's just meaningless.
>>
>>544393236
basically all of the quality upgrades are largely meaningless and don't add any function, though.
quality is the worst, least polished and least thought out part of the DLC.
>>
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its a start
selector combinator being so far down the tech tree sucks
>>
Do devs really plan to nerf asteroid upcycle or is it just rumors?
>>
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>>544395201
>>
>>544395736
Thx
And this guy is like a dev or who?
What is a "correct" way of doing quality on their eyes I wonder? Just assemble-disasemble chests over and over again?
>>
>>544395957
Boskid is a dev, yes.

The "correct" way is to roll the gamble and dispose of the rejects with quality'd recyclers.
>>
>>544393963
Personally after playing spage I can say that I like quality. I don't particularly care for it outside of modules, but fulgora hinges on it. I don't "destroy" resources to keep the flow going, I improve them on a series of 5 tiers and recycle everything into higher quality short of ice. Even solid fuel I recycle into rare solid fuel so I can feed my fulgora trains rare rocket fuel to go a bit faster. Everything else I didn't care much for, but having tier 5 components by the bucket out of scrap was really good
>>
>>544395736
>We shall only allow gambling with the lowest chances of you winning!
Actual casino behaviour
>>
>>544184040
>ungodly rat's nest
>that
Are you my mom?
>>
>>544396769
That sounds... really boring. I hope they will change their mind.
Like asteroids ask you to build a big ass ship provide it energy, 5 tier machines and modules, go choose a rout with the most amount of needed resource etc

And the regular upcycle requires you to... paste the same blueprint 100 times on Vulcan?

I am close to calculating the correct ratio for iron/steel upcycle. This shit will not be a complicated blueprint.
>>
>>544395736
they don't play the game anymore? the cost of one space casino ship is insane and you already need to have finished the game and build huge factories to even think of getting one.
>>
>>544398165
>we shall abuse an uninetended mechanic about infinite resources
Remain agitated.
>>
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>>544398304
>I am close to calculating the correct ratio for iron/steel upcycle.
Here. Repeat with steel chest and copper cable in EM plant. You're welcome.
>>
Server officially has PY science 3 done at 1148:00:43.
Only 4 sciences to go!
Blazing trough the mod
>>
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Guess who I managed to dredge up from his game files.

(He's red because of the team colours, his normal yellow is on a different kit)
>>
>>544401324
the counter ticks when there's at least one person online right?
>>
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my train idea backed up too much
made this simple mall to prepare for another idea
>>
>>544401324
>Blazing trough the mod
Unironically. I think this is the first /egg/ py serb that actually managed to get this far, congrats to the autists
>>
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>>544401529
Alright the colour thing was bugging me too much. I'm giving him the Icarus treatment, just a couple of bits that change.
>>
>>544401529
Hell yeah!
>>
>>544291969
Try it again in a few years when they finish adding all the QoL. If I wanted to play minecraft with no blueprint system I would play minecraft.
>>
Apparently the fastest way of getting high quality processing units is to recycle rocket silos. With quality modules you use 10.5 processing units a second with a rare tier 3 assembler. Seems like a good deal.
>>
>>544406493
Actually scratch that, it's the portable fission reactor. Shame though because I don't really havea way to make stacks of fuel cells on fulgora, but still, credit where it's due it's actually 3 times faster.
>>
>>544401324
goin hard
i just can't run the save any more due to shit computer but i'm still enjoying the updates
>>
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>>544398215
>Are you my mom?
I tried to keep it as clean as possible but i still don't like how i need to daisy chain alongside a belt or use a constant combinator to bridge a gap, cables going over machinery bother me too

Anyway both powerplants are online, 800MW should be enough
Kinda wish Helmod could help calculate the bare minimum heat consumption, i don't like the idea of my shit backing up on ammonia
>>
>>544406493
with a few levels of the prod research you can get 300% productivity and then just recycle endlessly until they are legendary..
>>
>>544407914
You can also use lights for it.
Again, that's really not a mess.
I'm in the midst of resolving a circuit spaghetti abomination, myself.
>>
>>544407941
I don't think that's how it works
>>
>>544399310
>the cost of one space casino ship
No, it's really not. It's almost free.
>>
>>544398215
son are you bringing dishonor to famiry again???
>>
>>544401529
RUSTED.ftd
>>
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>>544385476
Yeah 30 is probably more than enough.
I'm wondering if it's even necessary for normal sub kspm factories.
>>
>>544384667
Most of the planet mods are not very good desu
>>
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pyanodons is pretty fun
>>
>>544395736
Unless they are adding more ways to make quality items (I doubt it), then I'm just modding it back in. I don't give a fuck if its "imbalanced", its at the end of the game.
>>
space casino is just exploitative, simple as that
>>
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cry about it
>>
>>544409840
>I'm wondering if it's even necessary for normal sub kspm factories.
It boosts the number of free processing units and LDS I get from fulgora that I'm using to refill all my other planets, but other than that not really it's just there

the slowest big mining drill is mining into a wagon at a rate of 120/s right about now

>>544412019
I think it's just a lame tactic, the only ones that seem to be crying are the space casino players
>>
>>544401946
Yes.

>>544403974
The last one was intentionally troll at least with totally shit settings. This one has good settings so it's playable. 2.0 also helps a lot with the fluids.
>>
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>>544184040
>>544408312
does anybody else think that circuit networks are kind of ugly
I understand the need for them, but I still think they are clunky and overly complex
it's like the rest of the factory is a big lego set, with distinct pieces aesthetically combined like puzzles
and circuits are this mess of cables shat all over it, with incomprehensible, opaque rules that happen at a completely different scale
if it were me, I would try to design the game so the logic circuits are not necessary, maybe make them part of the buildings somehow
filters etc. already do that to an extent, and I like filters, since they are a distinct box of functionality that's higher level than mucking with XORs
>>
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Always bring spare nuclear reactor.
>>
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>>544413360
>Nauvis
>Boil water
>Vulcanus
>Turn acid into
>Fulgora
>Turn oil into water
>Then boil it
>Gleba
>Boil water
>Aquilo
>Turn ammonia into water
>Boil it
>>
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BRING ME THE PURPLE SCIENCE STRETCHER
>>
>>544414712
bro your FUSION ENERGY????
>>
>>544414712
>Turn oil into water
>Then boil it
nobody does that
>>
>>544415621
What's fusion?
>>
>>544415621
>>544415652
You guys are too autistic for your own good. This post was clearly satirical.
>>544414712
You forgot to turn acid into steam and then turn it into water to boil it.
>>
>>544412719
i personally like circuits, but yea they have insanely poor readability.
>>
>>544415652
He probably meant to say that you turn scrap into solid fuel and water. But most people just use lightning and accumulators.
>>
>>544412719
The logic circuits aren't necessary and they're already "part" of the buildings. It's why your trains can be customized and why inserters don't need a wire to know what not to put in your assemblers.
Logic circuits just give players a bit more to work with.
>>
>>544416996
>inserters don't need a wire to know what not to put in your assemblers.
Imagine if you had to manually program every little thing like that.
>>
>>544410441
it is and i was wrong as all fuck for being upset at the lack of splitters initially
shame my brainlet buddy refused to play with me because he sees it only as some slop that added nothing other than a gorillion useless items
>>
>>544412719
>if it were me, I would try to design the game so the logic circuits are not necessary
It's already the case, though.
They are niceto have. But you can absolutely beat the game without using them, ever.

You must have it mixed up with Space Exploration.
>>
>>544415621
>blend together ammonia, holmium, and lithum to make spicy water
>boil it at 1 million degrees C
>>
I will stop doing side quests to fix and optimize the starter base, and focus on building the real base.
>>
>>544419459
>optimize the starter base
>make blueprints
>paste everywhere
>>
>>544419294
fuuuuuuuuuuuck
>>
>>544416461
> lightning and accumulators
that setup gives me epilepsy. I just slap nuke, at least the recycled water on fulgora gets used.
>>
>>544419549
>implying the starter base is ever finished
>>
>>544419549
I'm not touching the spaghetti any more, it's reliably making science now and that's all Im asking
>>
>>544419549
>optimize the starter base
What are you going to do, put foundries and EM plants in your starter base and call it optimized? Don't make me laugh.
>>
>>544420756
Design scalable spaghetti you can attach to your starter base.
>>544421224
I mean you clip and improve upon sections of your base so you can plop down copies later.
>>
>>544408604
it is how that works retard
>>
>>544424556
No like I checked with rate calculator and it works if you reach 300% productivity with an EM plant but by that time you're more than "a few levels into prod research" and more like 1 million research into 10% more prod
>>
>>544421224
N-no
>>
>>544419294
This makes mustard gas.
>>
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Looking at some old cringe screenshots, remember when 2.7k spm needed a factory this big?
>>
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>>
I think locking artillery and spidertron behind Gleba was dumb. Could they not come up with any other cooler techs to unlock there instead? Speaking of which where's my literal cooler from Aquilo. We all expected it the second we heard about spoilage and an ice planet.
>>
>>544401324
Did that unlock anything that will make your life easier?
>>
>>544426367
that's not big, it's just spread out.
>>
>>544401110
Thanks I hate it
>>
pyserb ded
>>
>>544426623
>I think locking artillery and spidertron behind Gleba was dumb.
Please tell me how they locked artillery behind gleba. I'm going to assume you mean vulcanus. In that case no.
I also liked the spidertron locked behind gleba. It's thematic, and now I actually have a reason to craft one and leave it on every planet.
>>
I filter out all "boil water". It's a retarded reddit meme no better than "OMG WATER WET"
>>
>>544427174
It will when we actually get enough to research anything. Bot speed and capacity for starters but also bunch of classic mk2 and mk3 upgrades. Needless to say the science is coming in at a hopeless trickle right now. In good news I have finally unfucked the korlex milk situation so that should help a lot.

Anyways the server went down as soon as the milk train was filled, big sad. Other than that good stuff on the server, literally PY science 3 unlocked.
>>
I filter out "reddit meme" so I can get rid of anyone that keeps up with whatever people are saying on reddit.
>>
pyserb live
>>
I filter out "factorio", its a retarded reddit game
>>
Whats wrong with having a very complicated mechanism that just boils water more efficiently
>>
I filter out all messages. I don't care about anybody else's opinions, I just want to post my own.
>>
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>>544427257
Forgot the solar needed to run it
>>
> After relocating all heavy industry to Volcano and setting up global(space) trade, Nauvi became shithole with dying industry.

where did I see that before
>>
>volcano
>vulkan
why can't you niggers use a proper latin name
>>
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what a troll
>>
>>544429231
Vulk-Anus ?
>>
>>544429568
Vulrectum
>>
>>544426367
I made a 2.7k SPM base in 2.0, it's still not that big.
I also didn't use solar, I just used ~25 2x2 nukes for power.
>>
>>544418534
I know they are not necessary to win the game
but they are necessary if you want to do some neat things, or even just tinker
I just wish they were more elegant and encapsulated and gave less crazy neckbeard's garage project vibes
>>
>>544429921
that's just sad
I can feel the soul departing from my body
>>
>>544430473
I had a lot of fun making it though
>>
>>544412719
It is weird that they are relatively large boxes which must be manually connected into network. It is like the game mixes two different "levels of abstraction", production and control, into one space. Would be nice to instead of slapping physical XOR module next to Assembler to just switch between abstraction levels and associate the control logic and flow with objects.
>>
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the trolls keep coming
>>
>>544429451
is this from the mod where assemblers are replaced with recyclers?
>>
>>544430473
post your base retard
>>
I lied and I'm gonna work on my starter base
Just need 2 or 3 fixes...
>>
>>544434327
cityblock boxcuck mad
>>
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>>544433876
yes

it was ok
the start is tedious
wish you started with a solar panel or two
if i knew I needed quality I would've used it a lot sooner
it is trivial to make everything rare/epic/legendary instantly
if you have a plan you can probably do the whole thing in like 4 hours
>>
one nice thing about WABs is it makes direct insertion builds a lot easier.
placing this down twice will get me about 900 ingots/min and I don't have to run the 12 belts or so of beryllium powder around.
>>
>>544412358
Casinos at least give you an extra use for space platforms. They're kind of underused.
>>
>>544441401
>They're kind of underused.
are you shipping your science by hand or something
>>
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>>544401529
Based
>>
>>544443916
Nah, mate. You've got to admit : space platform have a lot of untapped potential.
We should have been able to give them more defined role : freighter, research station, mining station, logistic router, battleship, ...
The current implementation is very lazy. They do everything at once, but badly.
It makes them feel bland and uninspiring.

Space combat is basically untouched. You just shoot at asteroid.
Space platform cannot even interact with one another. Being able to transfer cargo should have been a base feature. Not a mod.
The whole "void" is somehow uniformly filled with asteroid. Which is retarded. I should be able to chart a safer route and/or orbit for my space platform.
Conversely, I should be able to chart a riskier trajectory for the platform I want to use as a mining rig.

Also, the whole drag-is-proportional-to-width makes no sense.
>>
>>544446240
space exploration ships do some of that stuff very well
distances are much larger and ships go FAST, so you're limited by how fast the turrets react/energy shields instead of the spaceage "swimming through a gravelpit" approach
i wonder how asteroid collection could be done since asteroid grabbers are an insane UPS hog, maybe by letting you core-mine asteroid belts?
>>
>>544452370
how about attaching your ship directly to a large asteroid and drilling it
so you'd have to balance between how long you stay to drill and other errands
>>
>>544385476
never
>>
WAKE UP
>>
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>>544456967
nine lemon
>>
>>544456967
GRAB A DRILL AND DIG A LITTLE ORE UP
>>
>>544462031
HIDE THE SMOKE TO HALT THE EVOLUTION!
>>
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>>544462773
fuck you, you faggot elf fuck
>>
real men spill their creosote ponds on purpose
>>
>>544471730
i'm playing a no voiding run and nearly have circuit boards, but i've never made a tailings pond
i just turn it into treated wood
>>
>>544473248
i just wanted to see how the spills look
>no voiding
no burner as well? uhh
>>
>>544473248
Show us your treated wood warehouse.
>>
>>544473248
I'm on py1 in HM, and yeah treated wood/aromatics is the way
>>
>My beaconed foundry setup that spits out 8 green belts of iron plates only needs 0.2 yellow belts of calcite to run
I mean I'm not complaining, but considering how obsessed the devs are with balancing things out this just feels kinda weird. Is delivering a tiny amount of calcite via spaceship every now and then really that hard for the average player?
>>
>>544471730
>Letting wood-doubler go to waste
>>
>>544474963
It's really weird, yeah. Your starter patch of calcite on Vulcanus can last you the whole game very easily unless you're megabasing (I assume)

Meanwhile coal on Vulcanus is a huge pain in the ass to the point I threw up a skimmer platform in orbit to fart down carbon (and ice) indefinitely to just make it so I didn't need to come back and set up another coal mine for more carbon and petrochem
>>
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Bit of a bumpy landing but the boys made it to Duna in one piece. I am probably going to build a permanent base here, turns out this LZ has one of the highest ore concentrations on the entire planet at around 15%. I only picked it because landing in an ancient riverbed is cool and it was flat and on the equator. I really need to bring a rover next time though. Duna's not like the Mun where your kerbals can jetpack around for miles.
>>
>>544473831
correct, no burner, no exhaust pipe, no incinerators
the only reason i'm not doing tailings ponds though was that at first i was spooked by needing pumps to pull them out and py curiously gives you tailings ponds before pumps
>>544474080
it's one wooden chest, not that interesting
>>
>>544463390
wude
>>
>>544462773
WHY'D YOU LEAVE THE FLAMER WITH NO FUEL
>>
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That's a bit bright.
>>
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>>544475923
>Meanwhile coal on Vulcanus is a huge pain in the ass
How?
I have mining prod 35 by now, I've made all my science on vulcanus and I've barely grazed my 11 million coal patch. It's at 10 now. With big mining drills and that level of production, its output is x9 times as high, so it will literally last for almost 200 hours even if I were to use it at a rate of 120/s, which I am not even doing because my coal demands are barely there now that I've got 5 levels of plastic productivity and 5 levels of LDS casting, on top of tier 3 modules.
So even in a worst case scenario, in this particular situation, without even putting any more points into mining prod, these 3 patches alone will last me 750 hours.
Oh and there's another 10 million in small worm territory, I just didn't bother with it. So just by clearing small worms around my base, I've got 1 thousand hours worth of 2 turbo belts of coal. Out of the 80 I've been playing. Making 500 actual science a minute.
Blud, me bredda, how is coal a problem on vulcanus.
>>
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131 million science into explosive damage research and I now have the power to destroy big asteroids with a single regular rocket.
>>
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>>544492357
That's some crazy variance, because this is default settings, and I've cleared out a bunch of medium worms and a couple larges to get what I've got.
>>
>>544493142
Bro this is default settimgs too
And that ain't no variance what the fuck happened to YOUR seed
Did someone press the "Oops all calcite!" Button
Aw hell naw
I can literally only see calcite veins
Cursed fucking gen
>>
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>tfw reloading a pre-winter save for the 2nd time to avert yet another genocidal event in (my) republic
>>
>>544494092
Stay strong comrade
You can do it
>>
>>544493510
in most of my vulcanus spawns i dont get over 1m coal deposits before i hit big demolishers, and the majority of the smaller veins are dead centre of a lava field, so i need to fit elevated rail stations on them, which means pretty lousy throughput.
>>
>>544496232
3 cleared rail deadlocks and one express loan for an extra coal train later, I think we're making it through February with this one.
>>
>>544496591
>>544493510

Coal is pain in my run aswell. But the metals are pumped from the ground for free making the blue circuits dirty cheap. One export rocket with 300 blue circuits can fund 6 import rockets from other planets which can repay the cost export and generate surplus.
>>
>>544492357
Some people play with higher research cost and expensive recipe.
Some people waste uncanny amounts of ressources on Nauvis and Gleba's aliens.
Some people waste uncanny amounts of ressources on their space platform. (and manage to lose it all to the asteroid, somehow)
Some people waste uncanny amounts of ressources on inefficient quality setup.
Some people stockpile litterally MILLIONS of expensive building they will never use.
>>
>>544499994
> Some people stockpile litterally MILLIONS of expensive building they will never use.

But what if due to some major event you lost entire base on the planet? The fastest way to rebuild it is to have backup copy of your base on platform which is ready to deploy the entire base within minutes. And for maximum security, you have multiple such platforms.
>>
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350h in. py2 at 7 a min.
>>
>>544500547
Genius.
>>
Maraxsis looks really fun but really cheaty. Someone played it here?
Also there is a nesesery mod that add lil spidertrons, but Maraxsis imidiatly deletes it?
>>
>>544501968
Who cares if it is cheaty?
It's locked behind Gleba. And Gleba is the real endgame.
>>
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(...in the experimental branch)
https://store.steampowered.com/news/app/1062090/view/535489596875604005
>>
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>>544502908
Oh my god it finally happened
>>
>>544496591
I really can't say, it's been my first spage run
1493613472
>>
How do i get more holmium
Do i have to recycle more trash
I don't wanna
>>
You may not like it, but this is what peak performance looks like
I certainly don't
what the fuck? I copied my inner hauler and solapped a single reactor on the thing. Even then I barely use more than 5 MW at peak. I'm inserting from the cargo bay. I don't even have quality anything. It does 250 a second with 2 common chemplants.
What the fuck? Why does this work?
>>
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>>544504331
>red belt
>>
>>544504941
Yes
imagine that
I can get by with just reds
it's ridiculous
>>
>>544504941
i use yellow belts 90% of the time, only upgrading if it's bottlenecking
>>
>>544503139
Requires treated planks. Fucks sake.
>>
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does anyone know if doing molten metal to ingot yields more plates than just turning ore to plates directly in SE? provided we're assuming with T3 prod modules
>>
>>544508109
ore:molten:iron plates is the same ratio as ore:iron plates but it's faster and you get a free 50% productivity on both the ore melting and the casting steps
ore:molten:steel plates requires 40% less iron ore than ore:iron:steel before considering productivity
>>
>>544508459
>>544508109
sorry, I can't read, ignore that
>>
>>544504331
Nice. You have thin profile with six rocket launchers in area where I would use just three. So you just slice through.

Can you fly continuously back and forth, or it takes time to reload?
>>
>>544498973
i've been shipping 90% of my rocket mats from gleba, where its literally free, plastic, rocket fuel, iron and copper, sulpher everything you need for rockets without limit.
>>
>>544502701
>And Gleba is the real endgame.
Wha? Why?
>>
Hey fellas, have you played any good new planet mods?

>>544504331
What mod fpr planet backrounds?
>>
>>544508885
I stress tested it when sped up in editor mode and it can do back and forth from aquilo to gleba like 20 times in a row, but it slowly bled rockets because I'm making roughly 1 a second, so first the belt starts to empty and then the 100 in the cargo rocket hold and after that it's not enough to sustain a continuous back and forth to and from aquilo from gleba. That said, I have almost nothing on gleba so I would absolutely need to go to nauvis to refuel for cells (although it uses the 10 I gave it at an extremely slow rate since my power requirements are insignificant) vulcanus and fulgora for what have you, so if I'm not targeting rockets all the time it works. I have absolutely no clue how many rocket turrets I would need so I just put a bunch where they fitted.
With a full tank of rockets and a couple railguns I think this brick could even manage to get to the solar system's edge, but I'll have to test when I get to that.

For contrast, this is my main hauler that got a full revamp once I unlocked gleba's thruster recipes. I essentially copypasted the thing, cut a few cargo holds and went "yeah let's see if this actually does anything"
>>544509109
I think it's valerian's? It's good.

https://files.catbox.moe/nhob98.png
>>
>>544508943
Yup, same for me. Gleba exports fuel and plastic in "exchange" for blue circuits from Vulcanus since it is easier to scale the production there (worms respect private property). Maybe it would be better to do it from Fulgora but I hate spending time on that garbage planet.
>>
>>544507040
I haven't played this game in a long time but it really bugged that I had to research stairs. I hope that's no longer the case.
>>
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>>544474963
The complexity is the logistic chain you have to set up without failing, earandel.
Not every mechanic needs punishment.
>>
>>544493142
>>544493510
This is bug-fix-this-asap tier wtf
>08KAKA
>>
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>>544500764
>elf sux
God I wish
>>
>>544510362
Everything past the most basic survival stuff you'll build in the first 3 minutes is behind something or other. It's a real annoyance since it takes time to build population.
>>
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>make recipes that require 50 trillion different items in low quantity leading to periodic spikes in bot usage for these
>also make it so there can only be 50 logi bots GLOBALLY before they start crashing out of the sky
what if I were to just uninstall robot attrition, how about that?
>>
>>544513541
It's a dependency (or at least used to be) so you can't without fiddling with the mod files (not too complicated)
>>
>>544504265
you recycle more scrap, or you harvest it with idk spidertrons or whatever from the map itself, but that takes forever and is manual only
>>
>>544513541
Why not engage with this limitation and design a solution in game?
Use circuits to manage a sushi bus for all these low demand items or something.
t. Bot hater
>>
>>544513906
because I simply don't give a shit about sushi belts, robots exist simply to avoid such a retarded solution
>>
>>544513983
Why is it retarded, besides requiring a iota of extra effort than bots?
>>
My progress in Py has slowed since I installed yafc
Now I can make complicated production chains without even opening factorio
>>
>>544514104
because the throughput is dependent on the length of of the sushi, so if you want to minimize it you're still better off just running direct belts, does not scale well with a distributed production network that you might get when you have a base of operations and it isn't even materially less costly than bots, so why bother
>>
>>544515096
A low throughput solution seems fine for "recipes that require 50 trillion different items in low quantity."
>so why bother
To keep bot count below 50?
>>
>>544515096
The ramp up time is dependent on the length of the sushi belt but the throughput is not unless you're underproviding.
>>
>>544513541
You can edit the mod, it's super easy
I raised the limit from 50 to multiple trillion
Fuck you furry
>>
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>>544512286
I ran out of rail so I pasted a loop to turn around.

It's staying forever now.
>>
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Satisfactory question, what am I doing wrong here?
>inb4 playing Satisfactory
Bottom 3 constructors produce steel beams at 100%, should be 15/min each. Smart splitter in the center is set to beams left and right going to mergers, overflow center. Assemblers make encased industrial beams consuming 18/min steel beams, with concrete fed from below. All belts are mark 1.
Intention is to get 9/min steel beams from overflow and have everything run at 100%. Instead left and right constructor are running at 70% and have filled outputs, with no steel beams going to overflow. The lines from the smart splitter seem to take precedence in merging.
>>
>>544519121
The ol' Microsoft Edge
>>
>>544519121
damn that's ugly as shit
>>
i'm gonna procrastinate on turd upgrades until i beat it
>>
>>544508109
Yes it does -- why else would the recipe exist? The foundries have more module slots for getting more productivity. One of the main benefits of ingots is how space efficient they are to transport; they even work with delivery cannons allowing you to easily ship iron and copper to planets that have none.
Loading ingots on trains on Nauvis is typically overkill for most things as you're better off turning them into plates and loading those on trains.
>>
>>544510362
The stair case?
>>
>>544519863
I think you get to reset it at some point so probably do a bit of thinking to see what's best
my mind was that production amount is useless since you can just scale things up to account for it and side products are pick and mix whether it's useful for you
>>
>>544523645
yeah i'll have to do it when once i graduate from the starter base
>production amount is useless
but muh ups
>>
>>544519121
S O V L
O
V
L
>>
>>544519128
use a priority merger or redesign
>>
>>544519121
delet this
>>
>>544519128
Their outputs are clogged precisely because the standard mergers are balancing their inputs, taking equally from the center feed in alternating sequence. I forget whether it was clockwise or anticlockwise. You need the priority merger to use this kind of setup. If you must keep them in this tight position then:
1. switch the splitter for a normal merger, combine all three first
2. have a single splitter squeezed in between the two assemblers to feed them

You can probably do it without clipping especially if you are willing to move the machines apart.
>>
>>544524658
really nigga?
>>
>>544526723
what is it my fellow enginigga
>>
>>544527120
UPS really shouldn't be a concern until you get a thousand hours into a save
>>
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>>544519205
I was thinking chrome
>>
>>544527574
i'm planning for it
>>
it's so dumb the construction bots hover outside the personal roboport to charge instead of going in first, makes you have to park your tank for a few seconds before moving on
>>
There's a mod for single use bots and i like the idea of continuous bot production.
>>
Alright, I felt slightly bad making at least two choices on who to give a rest on my own, even if I do already have a couple choices. As such, here's a simple poll: choose who you DON'T want off in case I don't read the room and replace someone more popular than I realised.

REMEMBER: these are not permanent! I'll be shuffling the deck more often from now on to keep things fresh.
https://linkto.run/p/B54ZMRSA
>>
>>544529506
Forgot (as usual), Eggman CLANG and Mechanically aren't on the list because they're kinda the 'big three' of the team at this point.
>>
>>544529506
>I'll be shuffling the deck more often from now on to keep things fresh.
based
>>
>>544527642
Hehehe
>>
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>>544525021
Haven't unlocked them since I'm not deep into quartz research. Also they didn't exist until 1.1 half a year ago.
>>544525404
This works fine. Spaced it differently so overflow goes to the right now, directly to my storage.
>>
>>544528536
Hey that's a good idea, maybe bots should have a range limit.
Something big like several hundred chunks, but still something that wouldn't make them so busted.
>>
>>544531842
local man loves apple pie
has an apple pie right in front of him
refuses to eat it and instead eats a pumpkin pie that he hates
"i can't believe they are forcing me to eat this pumpkin pie they should make it worse"
>>
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lol my earliest tracks were RHD but I'm making all my rails LHD from now on, sulfuric acid from N to uranium S is LHD
>>
>>544531842
Attached to your idea are unforeseen consequences regarding the gamefeel of the bots. Nerfs should be considered more carefully.
They already have a range limit: their battery life but it's a soft limit. A hard range limit would seem artificial, punitive and just like that the player's not in control of the mechanics instead the mechanics control the player's choices.

It's like the new fluid mechanic, it works well but it feels bad and stupid.
>>
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I think i'm doing something wrong because this look horrible
Fuck you earendel why'd you make the underground pipe and belts leech more heat than the buildings themselves
>>
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>>544532918
Hello fellow LHD chad. I hope you enjoy a refreshing glass of water in the middle of the night.
>>
>>544529506
>You need to have access permissions to view the results for this poll.
>>
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i really like how this tank looks
>>
>>544536184
Oh, didn't notice that. I actually had to make an account on my end to change it, see if you can view em now
Why is it so difficult to just make a 5-minute free poll nowadays
>>
>>544536191
Fluid tanks can indeed be sexy. Here's an edit of a modded tank, i added flanges around its feet. Keep the filename intact if saved for sprite replacement.
>>
>>544532405
can't believe they are making me eat this pumpkin pie, fucking bastards, they know I hate it.
>>
>>544531842
Bot attrition is this trough a statistical effect, which is lot better since that doesn't impose hard limits on things you can build.
>>
>>544536835
Wait I thought we had an FTD player already. What happened to Nick "Unification" Smart?
>>
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>>544537954
Ah shit. You know why he's not on there? I completely forgot about adding previously dropped players like him, Marek and Bradley.
Maybe this is why it shouldn't be easy to make quick polls.

Shall I reboot this with a proper Google form, or is it just not worth the effort? There's already a few bottom contenders emerging from the results so far, and the old players got dropped specifically because they weren't very popular
>>
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egg on the front page!
>>
>>544539228
/egg/ is big news.
>>
>>544539228
>trainsexual
We send our best warrior.
>>
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fuck
>>
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tfw I was rotating my tank near tracks as a train sped past
>>
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>>544181504
>>
>>544542948
is this loss?
>>
>>544542919
obligatory CLEAN IT UP, JANNY
>>
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Alright, my base is finally walled in with flamethrower funnels. Now I'm just waiting for 39 pieces of U-235. Need to redo east wall too.
>>
>>544555001
isn't the first wave simply gonna walk through and tear your flamethrowers to shreds?
I don't think flamethrowers lead their shots enough to actually hit the first couple biters running through and the idea is to have them be busy eating the wall than your turrets while they are burning.
>>
>>544555001
Better place some turrets there too if you want to stick to that funnel design since flamers are pretty slow and some biters might make it to them before they get burned.
>>
>>544555558
>>544555818
Judging by the size of his pollution clouds, those defense are mostly symbolic, I think.
The worst attack he might get are the occasional expansion parties.
>>
>>544555558
I've yet to personally see flamethrowers in action but it's based on https://www.youtube.com/watch?v=6fNUo1RnU6A and https://www.reddit.com/r/factorio/comments/1n110x9/made_my_own_funnel_based_defense_blueprints/
Guess I'll setup some lasers (notably they're using a pair of lasers each) before getting reactor started.
>>
>launch rocket
>my base is slightly innefficient
>don't want to remodel it
>start a new game instead
>repeat
I'll play space age one day. Maybe I just need to massively overproduce everything.
>>
>>544558715
this post can't be real, just play Space Age
>>
>>544508109
for iron, 10 plates costs
>714 ore using furnaces
>476 ore using the ingot + casting method + 16 blocks of vulcanite
Copper is the exact same
Steel, the biggest deal, is (for 1000 plates)
>2551 ore with 2x smelting
>952 iron ore, 800 coal, and 32 vulcanite blocks with casting
Iron and copper are solidly better, steel is much much better.
>>
>>544558715
You just need to barely scrap by the initial trip to either Fulgora or Vulcanus.
Fulgora 1st is my personal pick.
From there you can easily rebuild a new -better- space platform and actually play the game.

You only need Nauvis for its uranium, and -way later- for the biter nests & eggs thingy.

You could even cut the chase and just use the any-planet-start mod.
>>
>>544559102
My starter base needs to be perfect though!
>>
>>544560046
Bait used to be believable...
>>
>>544558715
I carry this mentality into spage and I haven't beaten it yet
I've had aquilo making science but I'd rather do all the planets again than rip it up
>>
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havent played ksp for a while, and i made a very amateurish mistake - forgot to add radiators to my miner
converter overheated and efficiency plummeted, so i had to send "an expansion module" with radiators and attach it through the docking port
even though it is a more expensive solution, i chose to send an upgraded version of the miner, instead of upgrading the old one
i will make a centipede, thus combining the ore extraction capabilities of both vessels
>>
>>544502908
I just want them to make performance not fucking awful once you go over a few hundred beavers. The ticking time bomb shit just seems like an annoyance you'll have to waste logs building a dam around.
>>
>>544236514
>anon doesn't recognize the meme
youtube.com/watch?v=MHF2GEY5pFc
>>
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>>544542919 HAH hehehe
>>
>>544535091
middle row of pipes on the laft are probably gonna freeze without filling those gaps with heatpipe.
>>
>>544313440
really, phase one is the outlier
usually solids are more dense than liquids
>>
>>544372062
yes
>>
>>544341369
>paved a large area
Usually the low amount of stone and low rocket count of landfill makes that difficult.
Unless you use a spaced grid of landfill.
>>
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Is there a specific reason why almost all train depots you see in screenshots are built like the one on the left? The one on the right seems a bit better to me since it allows the trains to go in and out from both directions, shouldn't this have a bit more throughput when a ton of trains needs to leave or go there at the same time?
>>
>>544570271
you sure it's a depot and not a waiting bay on the left?
>>
>>544570271
my guess is you'd need more intersections, so more time lost for trains stopping
>>
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Should i put the lab itself on wheels?
>>
>>544570271
On the right one, incoming trains from one direction may force ones coming from the other direction to stop. There's issues when two trains pull out in different directions as well. It's not a big deal but flow is important as well as distance.
>>
>>544570271
Assuming you've chain signaled the entire south exit rail with all the crossings like a good boy, only one train can exit south at a time. Just doesn't seem very useful in the situation you described.
>>
>>544571418
rabocar
>>
>>544558715
>>544560247
how
the early game takes forever
>>
>>544570271
right is 12 tiles wider?
>>
>>544571418
>Should i put the lab itself on wheels
it shouldnt be necessary

make sure you are not blocking the exits, and kerbals can come out
test your power generation - it might not be enough to run a lab
also, it might be wise to add a reaction wheel
>>
>fix hastily put together logistic science
>fix Py science 1, finally have enough fucking rubber
>realize automation science has slowed to a crawl
>theres one belt thats turned in the wrong direction and stopping brick production
WHO DID THIS
>>
>>544575362
Didn't someone say they would do this?
>>
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>>544575012
In my previous design i had a separate lab & rover, the advantage now is that if the lab itself is mobile then i don't need to spend time returning the rover to the lab
>>
>>544572643
The earlygame doesn't take forever though
>>
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Jeb and co. are still on their way back from Duna and I've already built a 2nd Duna mothership. This one is twice as big and had to be sent up in two launches, plus 3 tankers to fill it up and the lander which carried the crew. In total, it cost half a million kerbucks to construct.

The lander can refuel with the mothership and will land on Duna and Ike. It has a big cargo container and I built it with enough delta-v to carry over a ton of payload. I'm now realizing I should've filled it with parts to construct a rover on the surface, but too late now.

>>544571418
Consider adding a cupola or something to the front. That way you can carry an engineer to fix your shit and you'll still have control in case the probe core loses contact with the KSC.
>>
>>544575362
>>544575416
truly the work of an evil mastermind
>>
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Sent a level 0 engineer to Eve for 2 repair mission without being aware of the level requirement what to do
>>
>>544507040
where are my ladders that require 10 of every resource
>>
>>544538624
If they were previously dropped it probably doesn't matter
>>
>>544577635
>Jeb
Why use pilots ever when extremely cheap and small parts already provide full pilot functionalities to the ship?
>>
>>544591379
1: you need a pilot to control ships that aren't within range of an established radio transmitter. Pretty trivial to moonshot a few satellites but it also takes time.
2: Kerbals can "get out and push" (Read: kerbal jetpacks can be refreshed and carefully used for free Delta-V)
>>
>>544181504
>>544543156
https://www.youtube.com/watch?v=b71WtE0DIss
>>
>>544592109
I think you misunderstood me, i meant pilots as in the specialization not kerbals in general
>>
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>>544594116
Orange suit
you gotta
>>
https://www.youtube.com/shorts/71arfkomh7Y
>>
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>>544591379
Cause it's cool. I didn't put a probe core in my Duna lander because only red-blooded kerbal pilots get to touch the control stick.
>muh probes/avionics nosecone
MECHJEB AKA SOULLESS AUTOMATON IS NOT MY PILOT
>>
Since when does the death screen say "You have been defeated"? Am I hallucinating things, or didn't it used to be "You Died. Bad Luck."?
>>
>>544598502
It used to say "Game finished" with "You have been defeated..." in the window.
This has been the case since at the very least 2020 with 1.0. This may have been different in early version but it's not a new change.
>>
>>544599348
Alright, so I'm probably mixing it up with some other game or something.
>>
>>544598502
isn't "you died, bad luck" on the respawn countdown?
>>
>>544599348
>>544599646
>>544599659
a cursory google search shows someone getting the message a year ago after getting splatted by a cargo pod
>>
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I sped the game up and the ship ended up with 0 electricity, rough

Will Bill make this landing?
>>
>>544599659
Oh yeah, that was it.
>>
>>544600802
Yeah, that's because you pick respawn. It's a callout.
>>
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>>544600459
he survived
>>
It's a bit of a mess and it's kind of half-assed and brute-forced, on top of doing only half of what the rest of my sciences do, but when I tried actually going higher I got into power problems so that's my 200 cryo spm. I'll fix it later with fusion.

Right now it does everything I need it to, fuels itself and makes some rocket fuel to power the rocket on the side. Can't complain.
https://files.catbox.moe/o5g7l5.png
Didn't you guys say that hetting more than a couple points into railgun shooting speed doesn't do anything?
>>
>>544594314
My Jeb is just lounging in base forever, Valentina is orbiting the Mun and Bill was doing fuck all at the surface of Minmus while new hire scientists do all the work in my company
>>
>>544591379
im using remote controlled vessels 9/10 times
there are some missions where i have to send a live kerbal, but otherwise the risk is too high
training a new kerbal takes long time, while automated vessels only cost credits
although its worth mentioning, that a remote control unit capable of locking to target/node takes long time to research - so its more annoying to control the unmanned vessels
>>
>>544598502
mandella effect
>>
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Alright 80spm and 100 proc/minute, should be enough of a start to finalize the vulcanus main base
Thinking about turning it up to 1000spm make my head hurt a little bit, i probably can get away with just 800 and a fuckload of storage

>>544567609
I know, its part of my design troubleshooting, i let those pipes freeze up so when i defrost everything i can figure out the strategic placement of heat pipes along the way instead of just relying on a pattern
Ended up as a blessing since i forgot to incorporate the substations which threw the design a bit out of whack
>>
>>544629701
where are your beacons
>>
>>544629701
How do you even get to that point without wanting to restart everything from scratch?
>>
>>544633523
by not being an overperfectionist retard?
>>
>>544631727
Nowhere, those build are mainly to eke out as much of the non-infinite resources as possible and stockpile what i need in preparation for a more proper base with the actual buildings for it
>>544633523
If you're >>544558715 my advice is to simply not give a shit about slight underperformance as long as it doesn't take a whole minute to make a singular LSD or something, you will inevitably tear down your original base anyway once you get your first shipment of foundry/EM plants
Personally i flip flop between going somewhere remote and designing ghost blueprints on my own while i let the base do its thing and once i'm tired of that i go back to it, grab the supplies i was waiting for and continue with whatever i was planning to do beforehand, be it a defense perimeter, an oil cracking build or a railwork project
If you struggle with calculating ratios then use something like Helmod to plan out your production chains

Otherwise i take my sweet ass time, this run is already clocking 195 hours and i have yet to design the platform to reach the edge and beyond, my personal objective is going to take a lot of efforts to achieve and rushing would just burn me out at this point
>>
>>544635397
No, I just get bored of playing the same base for over 100 hours.
>>
>>544600459
There's a setting on that remote control thingy which lowers power consumption while time travelling
>>
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Hello frens
Do you know if it's possible to (1) limit intermediates in the blue chest (like I did here)
and (2) limit product stockpile in one blueprint?
Usecase : I don't want to stockpile neither 30s of intermediates nor a stack of portable fission reactors.
>>
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>>544635897
Put the ingredient parameters in the blue box with different values before making the blueprint so you can give the formulas in the parametrization editor
>>
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>>544635719
Oh, well the moment i finish a build i already plan to tear it down and rebuild it to increase its original output with new tech or more space, i always overbuild to give myself a lot of overhead on base materials and never design with scalability as a result
This oil plant for example is way overkill, the previous one only work at 10-20% capacity to meet demand and i'm still adding 4 more rows on that one just because i had the space for it

Otherwise idunno, i never get bored of the bases i make personally and always see ways to improve them
>>
>>544631727
that's cheating
>>
>>544576454
yes it does, getting bots takes too much time
>>
i tried to recreate this setup in my solo save, am I correct assuming it only cools at night? I've seen the pipe in my base go down to 180C but back up to 200+ when the day came back
>>
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>>544635897
It was actually a bit harder than I expected, I had to add a constant combinator with dummy signals to get more variables, but it can be removed from the blueprint after parametrization without breaking anything.
>>
>>544635397
>my personal objective is going to take a lot of efforts to achieve and rushing would just burn me out at this point
Same thing here. 222 hours and I have yet to go to Aquilo.
So much to design, so little time
>>
>>544638789
They were reworked in spage. They are balanced now.
And your barely need them, anyway, because the new production building are powerful enough by themselves.
>>
More KSP posts please!
Fewer nonsensical tardtorio shitposts, thank you
>>
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>>544652983
Please do not go to the strip club and tell the working girls to advance their asparagus staging.
>>
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>>544652983
>>
>>544652983
kill yourself kerbnigger
>>
>>544646114
>they are balanced now
they were buffed. what are you talking about
>>
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if the pipes are touching the outside wall, if not insulated do they transmit heat between inside and outside, or are they limited to the side of the wall they're on?
>>
>>544661316
>if the pipes are touching
then it's gay
>>
>>544661316
>if not insulated do they transmit heat between inside and outside
Yes, they transfer heat with both sides unless it's a frame.
>>
>>544652983
More korb. More flacktorintino. Make a bridge between the games that lets you mine and refine things in funktorto and send them to kibble to build and research rocket parts.
>>
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Can recycling for quality be modeled as a multidimensional random walk where you forever stray further away from the starting point?
>>
>>544666240
It can be modeled as a walk in a park where you get raped.
>>
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>>544635897
>>544636750
>>544641824
Took all afternoon but I got it. Thanks for the help.
For (1) : Set all blue chest variables to 1 and use the formula you want. I got something that doesn't stockpile a million ingredients and works for all craft times.
For (2) : Use a condition with < 4 (for example) and tick the "parameter" checkbox

So now when I place the blueprint it asks me the item and the stockpile. Mission accomplished
>>
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me when i catch a whiff of that antimony drill burning everything that burns
>>
>>544669040
personally I find it is better to turn off the requester chest than the assembler
less things buffered
>>
>been playing fucktorio since 0.17
>take breaks every now and then
>last break was 2 months ago
>boot up game
>it just looks fucking ugly to my eyes all of a sudden
huuuuuuuuuuhhhh???
>>
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>>544673503
Perhaps Oxygen Not Included would be more your speed.



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