[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vg/ - Video Game Generals

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor application acceptance emails are being sent out. Please remember to check your spam box!


[Advertise on 4chan]


File: stalin and big stalin.jpg (591 KB, 2560x1440)
591 KB
591 KB JPG
gommunist toilets edition
Previous thread: >>544181504

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.
>>
I'm back to playing minecraft and now I want to play it like factorio, and I'm intentionally avoiding ae2 because it feels cheaty. /egg/ this is your fault
>>
satisfactory should have:
procedurally generated expanding areas
finite resources
a real blueprint system
attacking enemies
defensive structures
nukes
reworked building system
option to flush ADA down the toilet

among other things
>>
>>544762670
>a real blueprint system
Only this is necessary. Alas, it will never happen.
>>
File: 1730643739189909.png (828 KB, 1284x1226)
828 KB
828 KB PNG
Fuck, I forgot what day it was
>>
Something seems off about this intersection but I can't quite put my finger on it.
>>
>>544762670
Yeah satisfactory with starship
-troopers-like hordes would really justify the first person
>>
>>544762568
>playing minecraft and now I want to play it like factorio
Factorio was inspired by modded Minecraft after all. Create is a good bet, it's got conveyors and robot arms and everything. For me though, it's Gregtech 6.
>I'm intentionally avoiding ae2 because it feels cheaty
Good for you anon. Storing all your items digitally in a magic computer is so soulless and I hate how modpacks are practically built around it these days.
>>
>>544763296
i saw one like this on the french/british border
>>
>>544762670
circuits
dynamic train routes
>>
>>544763674
>For me though, it's Gregtech 6.
I'm on GT5 and I have sunk cost fallacy now. I'll try GT6 in maybe 600 hours and like 5 IRL years probably.
It funny to me that GT5 also has conveyors and robot arms - as magic blocks.

>AE2
My main problem with avoiding it so far is that logistics without it are mediocre, I have to spam covers everywhere. At least 3D pipes makes for amazing spaghetti builds, I love it. I wish there were more eggs like this, DSP belts are close but they're not vertical enough. Satisfactory can be made into a rat's nest but the building is awkward as shit and again the belts are not vertical enough and you can't properly spaghetti the lifts as far as I can tell
>>
>>544762670
in other words
>satisfactory should be factorio
too bad buddy it's made by a bunch of goat sim redittors
they should have stuck to making goat sim, that's clearly their talent
>>
File: 1649104529334.png (80 KB, 1247x729)
80 KB
80 KB PNG
>build boat in FTD
>forgot to put munition ejectors in
>too compact to fit them in now
I have done this mistake too many times now
>>
>>544762670
satisfactory is made for watching it on youtube and posting screenshots of it on reddit, not actually playing the game.
>>
File: ME BONES.gif (425 KB, 512x512)
425 KB
425 KB GIF
Celebrating by reminding you of Deep Rot, the spooky computer concept
https://suptg.thisisnotatrueending.com/archive/2010/12936417/
>>
>>544762670
i just wish that it had a forced global grid, it would've made everything so much simpler
>>
File: file.png (341 KB, 1033x517)
341 KB
341 KB PNG
>Coffee stain in Deep Rock Galactic has robust terrain deformation mechanics in 2018
>1 year later Satisfactory... doesn't use it.
>>
>>544768223
Do you WANT it to have single-digit FPS or something
>>
>>544768778
Why even make the game photo realistic in the first place
>>
>>544768223
it's almost like there's a difference between DEVELOPER and PUBLISHER, or in which engine you use, you fucktard
>>
>>544768223
lol deep rock's terrain tech is pretty much what red faction did way back
>>
File: That's a lot of EM.png (107 KB, 858x302)
107 KB
107 KB PNG
>>
>>544770501
Uh why not use beacons and prod modules
>>
File: 1714400157888613.png (336 KB, 1000x1000)
336 KB
336 KB PNG
>>544770501
Put all efficiency to make people mad
>>
>>544763296
Oh yeah that's a catastrophe in waiting
>>
>>544772305
Eggsplain.
>>
File: file.png (21 KB, 553x112)
21 KB
21 KB PNG
>>544770501
Trying to cut pollution, I take it? It'll never be enough, y'know.

Anyway, do 3 speed 2 Elf in the machines and 3 beacons per machine with 2 Elfs. Less pollution and less power draw than you're currently showing with even fewer machines for the same product.
>>
>>544772539
I never played the game, I was just imagining irl scenarios where rails are used both ways coming off of one way rails.
That's just asking for death and chaos in my inexperienced mind.
>>
>>544765986
A go kinetic
B armor up against deep pen
C do nothing if its compact(<5*5)
>>
>>544511473
What fucking complexity r e t a r d
You mine calcite and send it on your spaceship alongside your vulcanus science. It's the most basic space logistics loop that you have for literally every single off-planet science, and since you need so little of it you don't even need to really scale up your platform, I think you literally use less calcite than orange science.

Or you can collect it in-orbit. Which is exactly what your fucking space science platform has already been doing since before you even visit any other planets, as the literal first thing you do in space. Just add a few more collectors and some reprocessing (especially after gleba it's trivial) and throw it down. Again you do not even need a large scale station for this due to the minuscule throughput.
>>
>>544770636
Planning out the very baseline of production to saturate a stacked green belt
>>544773774
Nah i'm just trying to reduce the energy footprint as much as possible so i don't have to stamp down a 2GW turbine array on vulcanus everytime i want another belt of circuit
>>
Roast my red circuit production.
>>
File: file.png (21 KB, 585x116)
21 KB
21 KB PNG
>>544774554
also apparently you only need 2 beacons. Derp.
>>544774895
looks great, build 5 more of that entire factory to saturate a belt.
>>
>>544774465
If you want more complexity, play mods. I don't care about your autismal e-penis whining.
>>
>fish swapped from slurry turd to food refund
>never got around to building my fish-fed fertilizer zone
so incredibly over (it's entirely reasonable and i haven't been able to play for a month anyway due to performance issues)
good luck to everyone trying to unfuck things
>>
>>544727895
I hopped into the server and only now realized that biomass power plants take other things than just biomass. I could have sworn it used to be just biomass but maybe I'm retarded. For some reason I thought it was literally just biomass (and the dried biomass). Feeding them with raw wood is very good idea, no wonder they are so good. They could also feed on charcoal briquettes, did you test out which fuel is the best one?
And yes the biomass power plant is inherently almost twice as fast than coal (20 sec for 400 vs 40 for 500). Gas and oil are technically bit better at 20s for 500 but they do have the worse fuels, fuel oil and refined natural gas need lot of stuff to be made and have bunch of byproducts. Really nicely done on that.
>>
>>544774895
Needs to be at least 3 times bigger.
>>
>>544781798
you missed a 0
>>
>>544768876
Normie appeal. Normies don't make more than a couple machines either, so there's no need to optimize for megafactories autists build.
In short: normies ruin everything and the reason we can't have nice things anymore.
Make stuff more abstract and less photorealistic normie-slop, and it'll filter out the mouthbreathers.
>>
File: 1578713825655.jpg (14 KB, 444x275)
14 KB
14 KB JPG
>>544782197
>Make game for normies
>Include the circuit break mechanic
I'm starting to agree with the sentiment that the game was made to be streamed more than played.
>>
man can't imagine the pipe spaghet i'd have to make if stuffing everything burnable in a single pipe was not an option
>>
>>544774465
shut up earendel, your expansion sucks
>>
>click onto new /egg/e threade
>get the sh**t spooped out of me
>>
File: UGLxbbG.png (562 KB, 632x738)
562 KB
562 KB PNG
Get spooked nerd
>>
>>544783591
This, I came here for the engineering games not for horror.
>>
>>544782405
There is no circuit.
>>
>>544785790
yeah cause it got broken
>>
>>544785864
Like I said, there is no circuit.
>>
>>544782197
What's up with satisfactory starter machines being taller than your character you can't see shit
>>
>>544786098
Hello, is this the circuit? Can I buy some potential?
>Sorry, we're open.
>>
Satisfactory doesn't have circuits?
>>
>>544786446
I never got all the way through it but I don't remember logic gates or circuits being a thing. There isn't much need for it, the logistics are very simple.

All resource sources are infinite and function at an exact output speed which equates exactly to the speed of belts. Balancers aren't usually used and instead players typically use manifolds.

Does get a little fucky when you can slap slugs into machines to increase their output. breaks up the "perfect ratios" but since trains and vehicles are so bare in their implementation you basically do what you can to avoid using them.
>>
I don't understand the point of renewables in Py, seems like an extremely obvious trap. Maybe they become better later?
>>
>>544789348
They are there for 3 reasons
1) for variety
2) for UPS
3) for people who refuse to "waste" resources
All of those are legitimate and good reasons to add the buildings even if no one uses them outside of those reasons.
>>
>>544789348
what do you mean by renewables? like, biofuel? because yeah, alien life production scales with like the cube of the tier you're working with or more
>>
Engineering is being added to star citisen, and so is base building, need to be added to the general soon, mark my words autism will prevaile.
>>
>>544789768
No I was looking at wind and tidal power, I guess biomass powerplant counts as renewable as well though, you can make everything from thin air
>>
>>544790297
oh
yeah i don't know the numbers on those are comically awful
>>
>>544790220
cool but it's a general for games
>>
File: screenshot333.png (672 KB, 1366x768)
672 KB
672 KB PNG
These part retrieval contracts are kinda fun, gives you a reason to build space shuttles.
>>
File: 1520146770829.png (137 KB, 500x500)
137 KB
137 KB PNG
>>544790220
If we allowed Star Citizen because it gains those features then we'd have to allow Elite Dangerous because it already has those features. Elite has had ship engineering for almost 10 years now, even if it is primarily a set of binary choices between "Strong" and "go fast" or just strict upgrades like FSD and life support engineering.

Elite Dangerous also added base-building this summer with a level of complexity in economic management and logistics considerations in the construction that the google doc is 78 pages long. However you'll notice that there is not a /vg/ thread for Elite Dangerous and there hasn't been for about as long as I've played it, which is like 5 years.

Elite is currently the front runner in "wow cool spaceship" to my knowledge in terms of regular player numbers unless you include E.V.E. But it's still not sufficient to prop up a general on it's own. Star Citizen is markedly less popular outside of burnout engineers and doctors on their 4th divorce who spend their time between zoom meetings dreaming about putting a few additional engine hours on their S35 Bonanza.
>>
File: screenshot334.png (951 KB, 1366x768)
951 KB
951 KB PNG
The extra cargo may have made it a bit nose-heavy. In hindsight, I should've put the grabber on the back of the cargo bay. Crew and payload survived though, all's well that ends well.
>>
File: dock1.webm (3.77 MB, 920x804)
3.77 MB
3.77 MB WEBM
a tanker docking with a refueling station
there is a Moho exploration vessel docked on the other side
i need to research atomic thrusters prior to sending a proper lander
>>
>>544792863
anon, why are you not landing using parachutes?
it might not be realistic, but it works every time
>>
File: miner5.webm (3.77 MB, 914x794)
3.77 MB
3.77 MB WEBM
a physics bug trashed solar panels and kicked mining vessels up in the "air"
i managed to save the tanker, but the second miner on its side, with all panels trashed...
i will try to push it back on its wheels, but it doesnt look good
>>
>>544800648
>kraken'd
>>
Ill let you know when the bots stop activating their almonds, they didn't like you removing that rubber stop.
>>
>>544802329
it wasn't the rubber stop, i flipped the funny switch (bottom left to middle) and instantly regretted it, monkey brain saw the logibot warnings and said "i can help!"
i'll make myself food and join later, no need to slow the bots
>>
>>544802663
I'm not slowing em, I'm letting them work.
The funny power switch activated the bots which I think is what causes most of the lag. I can turn the power switches off when I leave though, i'm about to peace out for the day anyways. It's been a good day.
they disabled full latex and rubber trainstops and trains, lot of garbage to move there + what ever else I had queued up during the power outage
>>
anyone know if the 3x3 footprint is calculated into the drag or just the 2x3 "space platform" portion?
>>
>>544804336
it's just width and weight that matters, not length I think?
>>
>>544804482
pretend that image is rotated 90 degrees
or 270 degrees if you prefer
>>
>>544804532
well, my post still stands then
if even a single block sticks out from the side, then that is the width of your platform and therefore that's what the drag is calculated by
>>
>>544804718
does the overhang from the asteroid collector count as a block, or just the space platform underneath?
>>
>>544805131
I think it's only platform tiles, but that I am actually unsure and I don't think the wiki has any answers
>>
>>544805298
I guess I'll need to try and figure out the editor and see if I can make some debug platform that just has infinite thruster fuel or something and test it out.
>>
Server is now clear if the admin wants to run the update. Also the bots have calmed down and I disabled the power switches when I left off.
All direct limestone production is now mk2 with speed mods.
Most of the limestone production was also scaled down to either half or 1/4th to match the upgraded production speed.
Ill do the soil and sap tomorrow, switch more stations from coke to briquettes and then probably look into stuff like seaweed mk4 and what else I can come up with.
>>
>>544805131
I think it doesn't. There is a debug menu option to show platform boundaries. Check it.
>>
>>544764286
>circuits and train routes
Don't worry anon they talked about adding a circuit DLC.
>>
File: technology 2.png (585 KB, 474x604)
585 KB
585 KB PNG
>>544768223
>>544769375
The future is bleak because nobody can make anything new or even imitate what was already done a decade ago. The most basic of modern games require some of the most advanced hardware on the planet to get stable 60 fps at 1080p.
Everything even remotely interesting ends up as an early access scam for years and years and never gets finished.

Enshittification is in full effect and only getting worse.
>>
>>544809629
The symbol for system is a floppy disk. most people probably don't know what that is.
>>
>>544809938
>call it floppy
>it's actually rather hard
>>
>>544810060
the casing is hard, the disk is pretty damn floppy
>>
>>544810060
hm i like to fuck my disk drive
>>
>>544810060
You could bend them anon.
>>
>play Juno
>want to play KSP because science, mods, and stylized graphics
>play KSP
>want to play Juno because procedural parts, non-floppy rockets, and >>544800648 can't happen
>>
>>544782197
True, someone told me he won't play Factorio because it isn't 3D and it's "ugly" so he'd rather play satisfactory.
>>
>>544812232
I know a guy that said the exact same thing. He won't touch 2D games unless they have anime tits.
>>
>>544812635
Yup, or promoted by insert_youtuber_name_here
>>
>>544762670
>procedurally generated expanding areas
slop
>finite resources
perhaps
>a real blueprint system
agreed
>attacking enemies
already does
>nukes
already does
>reworked building system
too vague, but yes
>option to flush ADA down the toilet
just turn off her messages
>>
>>544813946
Based Coffee shit apologizer
>>
>>544816884
holy sprayed him
>>
sex updated to 2.0.72
gonna do py when it's empty
>>
You are now breathing manually, automate it
>>
>>544824791
hey dipshit manual blood circulation
>>
I'm under no delusion that /egg/men haven't already automated engineering games discussion.
>>
>>544825914
I prefer to shitpost in manual thanks
>>
File: still warm.png (47 KB, 532x283)
47 KB
47 KB PNG
https://mods.factorio.com/mod/piss-bottle
>>
>>544827854
thank you
>>
File: file.png (842 KB, 603x823)
842 KB
842 KB PNG
Is this how you guys do Kovarex enrichment? Seems it's just 1 circuit to prevent centrifuge from hogging the U235.
Also why does nuclear fuel rod have 90s crafting time when 10x nuclear fuel cell is just 10s?
>>
>>544833598
ever since 2.0 and being able to filter long inserters, I just do it like this
beacons and modules are completely optional here.
>>
>>544834660
On what?
>>
>>544834660
what's a czn
>>
>>544835135
czn nuts
>>
why is the sprite for solid fuel just a cube anyway? are there any real life solid fuels that are just cubes? it feels like a placeholder or something
>>
>>544836581
There's briquettes and compressed wood blocks I guess.
>>
File: file.png (433 KB, 345x493)
433 KB
433 KB PNG
>>544834415
Thanks. Easy.
>>
File: Untitled.jpg (1.18 MB, 2029x1050)
1.18 MB
1.18 MB JPG
I said I make things spaghetti in part so that I would be forced to actually develop the train network.
However, my copes such as "It will be so much easier to design out a blueprint if I have pylons" have prevailed and now I've spaghetti'd in A1. Surely I can't put it off any more though, and I'll actually start up a space train network
>>
I'm having trouble putting my finger on exactly why but I like DSP combat as a whole way more than factorio combat. probably has something to do with planets feeling nice and bite-sized. It is way easier, though (space hives notwithstanding), even max difficulty feels pretty trivial once you have missile turrets and signal towers, and I'm not even very good at these games.
>>
>>544839653
>I'm having trouble putting my finger on exactly why
>It is way easier
>even max difficulty feels pretty trivial
>I'm not even very good at these games
shitter detected, just scale the difficulty down in factorio next time
>>
>>544834660
>not asking about the train gachagame
>>
>>544848387
Not that anon but what's it called?
>>
Is it possible to parameterize a train stop's name for fuel type? As in, the contents of a belt are read and the fuel item on the belt changes the name of the train stop? Just experimenting even though I've resolved to just use solid fuel for the most part.

>>544839653
It's because Factorio enemies are built around holding you down and then instantly killing you. Acid from spitters slow you and then you either get chased down in melee or the spit now piles on. The difference between living and dying is razor thin. In DSP you can skirt by a base and get out with a sliver of health left and you feel like you have sufficient control over that timing.
>>
>>544836581
There's solid fuels for camping stoves, hexamine and the like. I think some of them are available in cube shapes, though cylindrical and non-equilateral parallelepipeds are more common shapes.
>>
File: file.png (80 KB, 386x293)
80 KB
80 KB PNG
>>544855459
Here I thought the most common ones were white cubes/cuboids. I have seen a bunch of rounded ones too to be fair
>>
>>544854225
Different question: I'm playing around with parameters now and learned how to set a train station via parameter, but I can't set parameters as circuit conditions nor combinator outputs. That means I can set the mining station to be named [Iron] but I cannot set its circuit condition to open the station if the [Iron] signal of all attached boxes is more than X.
>>
>>544855834
I don't disagree; cuboids are a subset of parallelepipeds.
>>
>>544856381
its too late here and i didn't parse the entirety of the post, my mistake
>>
>>544836581
Real industrial solid fuels are almost never cubes because that shape doesn't really offer anything and is in fact harmful to even burning and more difficult to manufacture in a continuous process. They usually come in various pellets, shreds blobs and briquettes which can be extruded or broken down from bigger pieces. Camping supplies and fire starters often are cubes or slabs or rectangles though since they are easiest to store at home and easy to light from the corners. It's probably a cube to make it distinct from other shapes since cubes aren't used in other things.

>>544840719
>>544839653
It's not the ease of it I think. I think it's a combination of the weapons being more satisfying to use and the whole bite sized nature of it. You got like 5 bases to deal with on a planet, that's a manageable number and then you are done. The fact that the mecha can also take significant punishment is likely a factor like the other guy said. You can win in DSP but you can merely delay the inevitable (even if you can delay it to infinite degree) and the psychological difference is pretty big with those. You can also observe the combat for a while while you destroy the base and each time you do look that it's reasonably unique stage of that progress, meanwhile you set up a wall and it's always the same no matter if you look at it 5 minutes or 50 hours later.
>>
>>544856131
I just have combinators that set the priority of the station to be higher the more full it gets. The advanced combinator's stack size function is quite nice for this.
>>
>>544856131
You can just use everything or anything for that unless you specifically plan to ship multiple things with that station. Also pretty sure you can also parametirize that too.
>>
>>544855834
I will eat the forbidden tofu.
>>
File: rail.png (2.78 MB, 7680x4052)
2.78 MB
2.78 MB PNG
>>544763296
Well, what I can't put my finger on is whatever it is that is right with it, anon.
Why do people always build their railway as if it were a freeway? You don't have to put it through a single intersection, especially if not all trains are bi-directional. The key with railways is FLOW, you should want to create as little twists and turns as possible, while maintaining significant distance between junctions. The longest train in the vanilla game is 450m, so you should have a buffer between your junctions of at least one such block.
I can't be assed to boot up my PC, so I made you this pic in OpenTTD. Notice that I streamlined the passenger line and spread apart the entrance/exit junctions on the mainline, creating a sufficient buffer (you don't have to make it this large, just enough to fit your longest train). If you'll show your entire factory complex, I might be able to suggest something better.
>>
>>544858675
People model their railways after free ways because bidirectional track scares them.
>>
>>544836581
Semi-related, I was thinking about this the other day: what is rocket fuel anyway? It's not the usual rocket fuel used IRL (usually rockets use both a fuel and oxidizer on their lower stages) so it must be some sort of hypergolic fuel? I'm not aware of any hypergolic fuel used inside the atmosphere, but maybe there's some extremely toxic that wasn't even considered that the Factorio engineer uses because he doesn't give a shit about health and safety.
And that isn't going into the magical heat engine that most burner entities are...
>>
>>544860332
It's not the lack of creativity that bothers me, but the absolute absence of any critical thinking behind it. Do they not understand that a train is longer than a car and will just get stuck on their cloverleaf? Just make a straight line spaghetti ffs.
new captcha sucks ass
>>
>>544860417
My guess is factorio's rocket fuel is a liquid fuel like kerosene (RP-1) that vehicles burn with oxygen in the air, and the rocket silo produces liquid oxygen to pump into the rocket via the docking clamps. This explains the ability to store rocket fuel in the long term, the ability to use it at different rates, and to stop burning it when its energy isn't needed. Though if you consider that heat can be perfectly insulated in factorio, then maybe liquid oxidizer is just shoved into the rocket fuel too.

>>544861647
Most players struggle to understand how the simple block signal works, so predicting such problems is probably beyond them and they default to what they know: freeways.
>>
>>544858675
Not sure how I'd show it properly with ghost rendering distance being so low, but here it is. My trains are in the 120-150m range since that's what most stations are equipped to handle, so nothing will get stuck.
>>
File: WRSR lmao.png (63 KB, 574x288)
63 KB
63 KB PNG
>it's a devs actively making their game worse episode
>>
>>544862090
RP-1 was my first thought as rocket fuel is made from light oil, but I thought that the lack of an oxidizer meant it had to be hypergolic, but you've made a very good point. Honestly, I didn't consider that the silo could be making the oxidizer from the air, my line of thought was "we don't feed it, so it doesn't exist."
Would also explain why thruster fuel needs an oxidizer while rocket fuel doesn't: one is launched from a planet with a rocket silo (and therefore can make it's own oxidizer) while thrusters need vacuum production.
The last point was base game satelittes but I guess they're also using liquid oxygen for altitude control.
>>
>>544827854
now add spoilage to it and it turns into cold piss when the time is up
>>
File: 1742058711945635.png (1.14 MB, 692x1033)
1.14 MB
1.14 MB PNG
anybody use a advanced oil processing set up like this before? Apparently using filtered pumps you can suck out each fluid one at a time allowing you to utilize a single pipe on the output of every refinery.
Red pill me on this setup
>>
>>544862972
>Piss reheating
>Piss boiling
>Piss capture
>>
>>544863120
It's spiritually wrong
>>
>>544863317
it definitely feels wrong
>>
File: at_least_do_this.png (16 KB, 929x640)
16 KB
16 KB PNG
>>544862710
Supremely bogged, anon. At least drag your passenger platform further to the left to have a waiting block. Or, better yet, make a dedicated mainline entrance for it. Do you really expect to receive commuter trains from 2 different directions?
That vehicle shipping terminal is getting jammed, unless it's just 2 trains in total, it needs waiting bays for incoming mainline traffic. Your entire network is pretty discombobulated, I would reconsider it while you still have the time and the money.

>>544862817
Yeah, I have no idea why they keep changing the core components all the time, it is quite jarring and the normies they try to placate will keep whining still. Make the fucking DLC work first, than change the balancing (which doesn't exist anyway).
>>
>>544863245
>Labs shit out empty beakers after consuming science.
>The only way to create 'yellow science' is to 'handcraft' it from the empty beakers
>>
>>544865937
>>The only way to create 'yellow science' is to 'handcraft' it from the empty beakers
that's what captive biters are for
>>
>>544813946
>>procedurally generated expanding areas
>slop
As opposed to the handcrafted world of Satisfactory which features many places around the map that lack proper clipping surface such that you'll spontaneously fall through the world if stepping on them? Or the many trees buried up to halfway up their trunk into the ground? Or the cases of lakes that work as lakes, but don't properly render as lakes? Or the map not being a real-time representation of the world and indicating mountainous peaks that don't actually exist?
>>
>>544865456
Honestly agreed about the right orange part, it's a little short. Bottom parts of the cloverleaf will easily fit a waiting train though. I'll probably end up scrapping the green part altogether, since I recently realized my old passenger end station is literally right there (even though connecting to it got gory).

As for the cargo station, I'm still not sure whether I want to load vehicles from there or make a separate vehicle storage with rail access. The whole vehicle assembly system is a mess, apparently I need to build queue every single kind of vehicle that I use then sort them into small storages where they'll stay available for auto-replacement, then export the excess. Definitely can't have a train waiting for a full load in that station if that's the case.

Also, why did you only mark the inbound parts in orange? Won't a train getting stuck in the outbound part (if there's a lot of traffic on the mainline) block the whole intersection as well?
>>
>>544867236
>Won't a train in the outbound part block the whole intersection as well?
One should always presume a clear mainline, otherwise you have bigger problems. A train waiting for a break in the ML traffic will never clog up the junction as long as the ML is moving.

>>544867236
>Definitely can't have a train waiting for a full load in that station if that's the case.
I haven't done this myself, but, presumably, you might have 2 storages and a distribution office in between feeding the overflow from the main storage to the export one. Might want to check it out on a test map.
>>
>>544863120
its meme trash, you need to wait for each different oil to get pumped out before the next one can enter the pipe, so you have nearly 10 seconds of waiting between EACH completed process, on each refiney.
plys, im pretty sure you waste more materials in making those pumps and tanks than you could ever save on underground pipe spam for normal oil splitting.
>>
>>544867889
That is, I was going off on the assumption of extremely confined space. If you have extra room, by all means make an on-ramp as well. Although, it was rarely ever useful in my personal experience because there are no priority signals.
>>
>>544867889
Distribution offices can't handle vehicles, containers, or anything that isn't simply measured in tons. I was hoping to service this entire complex with a Train DO, but it's going to be more complicated than that.
>>
>>544868506
Then a vehicle line going from the main storage to however many depots you need and then to the export storage at the end of the route.
>>
>>544851851
https://store.steampowered.com/app/3882350/Resonance_Solstice/
i don't actually know how much it goes into train autism
>>
>>544836581
from what I know based on solid rocket fuel is that it is basically a wax and you just pour it to fit your vessel
and you can't really transport it because it is really sensitive to humidity and temperature changes
so it doesn't really make sense to thing about it having a form and a cube makes perfect sense if you want it in a form to stack and transport
>>
>>544860417
All manlets get in the hypergolic tank for reprocessing
>>
>>544870309
>Normal manlet
>Uncommon short
>Rare short-king
>Epic 6'
>Legendary 6'6"
>>
>>544866278
>As opposed to the handcrafted world of Satisfactory which features many places around the map that lack proper clipping surface such that you'll spontaneously fall through the world if stepping on them?
Had that happen twice to me, and both times I was riding a vehicle a high speed. Think procgen would make that any better?
>Or the many trees buried up to halfway up their trunk into the ground? Or the cases of lakes that work as lakes, but don't properly render as lakes?
>indicating mountainous peaks that don't actually exist?
Literal non-issues, but I'll give you that the in-game map is trash.
>>
>>544881391
>Literal non-issues
Yet still clear indicators of a lack of attention to detail or a proper finishing touch, i.e. slop all the same.
>>
File: file.png (45 KB, 217x190)
45 KB
45 KB PNG
>>544863120
I "invented" it (Read: made the tutorial before anyone else)

It's shit. The flow rate is very low because for some reason fluid systems can take on enormous sums of fluid in a single tick but can only approach 0 in a sine curve. So putting 5000 fluid on a pipeline can happen in like 2 ticks but it'll take like 180 ticks to take it out, regardless of the amount of pumps used.

So throughput is limited by the amount of different fluids going into a pipeline. Any amount of speed beaconing will immediately butt up against flow limitations.
>>
File: 20251101153531_1.jpg (445 KB, 1920x1080)
445 KB
445 KB JPG
why bother with multi lane rails anyway, shit just has a bigger footprint for little benefit unless you're running like 10 trains for ore
>>
>>544890984
I don't initially while trying to leave nauvis asap it'd be different if I was staying
>>
>>544890984
space is free anyway
shit's more foolproof
>>
>>544890984
Most people who run trains do have more than 10 trains.

Our server has 390 trains and 1700 stations
>>
>>544894024
yeah but the train density probably isn't high
>>
how do you setup the dual sided track signals beyond basically resticting every movement if there's a train already outside a station?
>>
>>544896483
If by dual sided track you mean 2 tracks then you just put signals on one side on one side and the other side on the other side. If you mean one track with traffic to both directions then ye you just make sure every train ends up in a station, you can add passing places but you may as well just make 2 track network at that point.
>>
>>544896845
yeah my bad meant the two way single track
there's no way it'd work on a scale like >>544894024 this right? unless i use quality and quality trains mods maybe
>>
>>544898921
Of course not. Well I mean you could make it work, just ensure that most railways have a direct connection to where they are going. This isn't as difficult as it sounds with 2.0 since you can go over tracks easier now but again it sort of defeats the purpose. If you have a full plan of the factory to that level you may as well not use trains at all.
>>
>decide to give factorio randomizer a go
>the only way to get yellow belts is from cutting trees
>the belts themselves are also a crafting ingredient in burner miners
>I started in a desert btw
>fish give 30 yellow mags
>stone furnaces are a mineable resource that is also a fuel at the same time
>half the recipes to make shit are through smelting now
it's certainly something
>>
>>544860417
You seem to be confusing hypergolics and monopropellants, perhaps because hydrazine is commonly used both ways.
Hypergolic systems are generally bipropellant -- hypergolic just means the fuel and oxidizer react as soon as they come into contact, rather than needing elevated temperature of a preexisting flame to ignite them. Hydrazine (fuel) and various N2O4 blends (oxidizer) are the main hypergolic pairing today.
Monopropellants are usually a liquid that decomposes on contact with a catalyst, such as hydrogen peroxide or tetrazine; they also include (in the lab, but not AFAIK in any production liquid-fueled rockets) a separate fuel and oxidizer premixed in the tank. Obviously these must be nonhypergols, as any hypergolic pairing by definition cannot be mixed now, and reacted later; the experiments I'm aware of used LOX or N2O as oxidizers and anything they could think of (from coal dust to acetylene) as fuels. (If you count solid-fueled rockets, of course, they're all premixed monopropellants.)

It's not clear what a hypergolic monopropellant would even mean, since there's no other propellant for it to come into contact with it. The most literal meaning might be something that reacts whenever it's in contact with itself (i.e. inside the fuel tank), but that's unhelpful.
I suppose you could take it as "decomposes without a catalyst", so a marginally stable substance like acetylene, which is stable at very low pressures (up to 2 atmospheres absolute), but likes to explode beyond that. I'm not sure whether that really qualifies as hypergolic or not (needing elevated pressure feels more analogous to nonhypergols needing elevated temperature), but of course there's a number of practical difficulties with the scheme, using the compressor side of your turbopump as a combustion chamber not least among them.
>>
>>544902125
damn thats crazy
>>
File: SkyCrane.webm (2.63 MB, 856x480)
2.63 MB
2.63 MB WEBM
The robot parts are a nice way to build a skycrane that folds up to fit in a fairing. It is aerodynamically unstable though, and the RCS thrusters I put on it weren't enough to hold it steady. Maybe some airbrakes? The skycrane part worked flawlessly at least.

I landed near to two anomalies and a seismic survey contract. The last Duna crew landed nearby, but I didn't have the anomaly's location pinned down enough and they couldn't find it on foot. The rover probe core has a 100% anomaly detection, so I should be able to drive right to it.
>>
>>544862972
Lmao I might actually do that
>>
File: file.png (63 KB, 583x553)
63 KB
63 KB PNG
>>544903575
it's honestly crazy, though keep in mind it adds a bit of time to the game launch
shame it's incompatible with the space age without space mod though, I really fucking hate dealing with platforms
here's my settings if you want to give it a go yourself, though I wouldn't be surprised if any mods you have beyond the randomizer might affect the results
I tried running the randomizer mod with the entire Py suite enabled and the game took like 30 minutes to launch before giving an error, and I'm kinda glad it did because I 100% would start playing that
>>
File: 4213214123.jpg (2.09 MB, 2560x1440)
2.09 MB
2.09 MB JPG
my lowest effort shameful disgrace of a starter base bestowed the gift of the train upon me, now it all begins
>>
File: screenshot360.png (708 KB, 1366x768)
708 KB
708 KB PNG
Oh shit. This thing actually spooked me when I saw it appear on the horizon, cause it wasn't showing up on the kerbnet map. Apparently these monoliths give you a free technology, that's cool. It gave me experimental motors, but I already have the tech tree filled out.
>>
>>544909918
wow, ive crashed kerbals a shitton of hours, but ive never seen this!
although Duna is not my favorite destination
btw, how do you produce electricity on your rover?
>>
>randomizer also fucked with all values
>one steam boiler now supports ~9.2 steam engines
>but each engine produces 67% less power than it does by default
>since all recipes are random, no idea what to bus or whether bussing shit is even a valid method to build a base around anymore
>all the memorized knowledge of ratios and builds for everything is basically useless now
ngl I actually love it
this is recapturing the exact feeling factorio gave me when I first played it
I know nothing, and this is great
>>
>>544902125
>You seem to be confusing hypergolics and monopropellants
I did! Thanks for the write up.
>>
what are typical things to bring with you to space the first time?
10 trillion water barrels LDS and heavy oil barrels?
>>
File: nucular.gif (741 KB, 640x488)
741 KB
741 KB GIF
>>544911059
I think they randomly spawn one green monolith per planet/moon, so it's different each game.
>how do you produce electricity on your rover?
It's got an radioisotope thermoelectric generator. It doesn't produce much power, and I thought I was going to need more to run the motors, but the nukes are pretty expensive so I went with one. Just the one RTG accounts for half the cost of the rover, minus the booster that got it there. Turns out the rover is light enough on Duna that the wheels barely need any power and one RTG was pretty much perfect.
>>
File: demoman.png (3.48 MB, 1920x1080)
3.48 MB
3.48 MB PNG
S is for S tier.
I found a nice compromise for demolishers on vulcanus: first off vulcanus start, second, I found amod that reduces the range for spawn: I am surrounded by small demolishers, but the second zone behind them is mediums, then there's big, and then there's behemoths. That will help.
There's also demolisher scales, they drop from their corpses and
you can't make big mining drills without them, which means that you can't make one until you kill a demolisher.
you'd think that would make it impossible to automate, but I did add demolisher agriculture, which theoretically lets you hatch demolisher larvae into small demolishers. It would be then possible to automate a killing chamber for them. It would definitely be interesting!

Also, this is just without blue science or military science, I just slapped down 150 turrets with red and green damage/speed upgrades with red ammo, and it still worked.
>>
File: you vill recycle ze scrap.png (2.13 MB, 1920x1080)
2.13 MB
2.13 MB PNG
Oh good I can post again.

>>544737787

So this shit happened

No recycling construction bots because I said so, is it?

Well fuck you! Looking through the changelogs I saw the dev removed the option to recycle exoskeletons as well. Well guess what you forgot to remove the option to recycle?
YOUR ARMOR, WEAPONS AND EVERYTHING ELSE AND STILL GAVE PEOPLE A TELEPORTER TO FULGORA SO THEY CAN GEAR UP AGAIN

I was just going to get a few hundred green chips and robot frames from bots but oh man I am mighty pissed right now

I am putting on a mech armor, filling it with personal batteries MK3 to recycle into a shitton of personal batteries MK2 for LDS and blue chips, and carrying 3 tesla guns just for the FUCK of it.
FUCK. YOU.
Oh, I can't get green chips by recycling bots?
GUESS WHAT FUCKO
PERSONAL LASER DEFENSE RECYCLES INTO BLUE CHIPS, LDS AND LASER TURRETS WHICH RECYCLE INTO GREEN CIRCUITS (although there's plenty of red circuits why would you want that but still)

I shit on this Earendel-like behavior
>>
File: the intended way.png (1.52 MB, 1920x1080)
1.52 MB
1.52 MB PNG
>>544922121
https://www.youtube.com/watch?v=4zCgbA1jdIo

Swear to god that was so obnoxious
I never ended up recycling mech armor (although I made like 20) too much work
but you could absolutely do that and get electric engines from mk2 armors that way if you really wanted to honestly but I was happy getting blue chips, LDS and greens from the tier 3 batteries
the supercapacitors are a greast source of greens
and fuck thesixroc
>>
File: aquilo ship.png (2 MB, 1920x1080)
2 MB
2 MB PNG
Also also I streamlined my aquilo hauler turned solar system edge ship

Managed to make it the ship even more compact with a bit of clever rerouting and fixed a couple bottleneck issues with copper cable for railguns, and even managed to trim the side inserter where I was getting rid of iron ore. Also lowered the quality of the turrets because this way they actually aggro side turrets less.

This bad boy is just 22 blocks to the sides, it's so small it's just a couple of huge asteroids wide.
Obviously it's not capable of sustained fighting in the shattered planet because I'm burning 300 rockets a minute out of the 150 I'm making, not to mention regular ammo, but it's capable of reaching the solar system's edge at a sustained ~380 Km with 3 epic engines, I dropped them to uncommon for the shattered planet trip and this was just the damn ship I made to get to aquilo with a couple railguns slapped inbetween the asteroid collectors. And it only uses red belts. And direct cargo insertion.

Very satisfied.

>>544689851
Sir please I am but a little goblin
>>
File: mohoprobe2.webm (3.77 MB, 940x800)
3.77 MB
3.77 MB WEBM
the first probe to Moho didnt have enough fuel even to reach the planet
the second prototype, is not only more technologically advanced - featuring 6 atomic engines, but has more fuel, more stages, and a better overall design
>>
>>544923108
Oh yeah and I tried "simpler platform drag" to get a feel of it, another <quality> sixroc mod
with 3 epic engines my 22 tiles ship reaches 380 km/s in vanilla spage
with his mod, I can barely reach 200 with the same setup
literally halves the speed
methinks the thing just has a bias for fuckhueg ships getting nerfed too hard, I like my approach better
I can actually turn this thing into a promethium science ship with quality upgrades to the foundries by hollowing out two of the side cargo bays on the right into an explosives cryo plant and one promethium science, once again taking advantage of direct insertion from the cargo bay. I had an idea of making the entire right side of the ship into asteroid collectors (the width would suffer but god knows this thing is stick-thin already) set to only harvest promethium, add another railgun set to prioritize promethium and tilt it 45° to the right. It could probably have worked. Most likely a failure in the making, but I like the concept of it.
>>
>>544924061
>methinks the thing just has a bias for fuckhueg ships getting nerfed too hard
It just aproximates the ship as a sphere, which means if you previously had a long stick then it's going to suck a lot compared to wide brick
>>
File: atlas.png (811 KB, 686x800)
811 KB
811 KB PNG
>>544924049
>that one science container holding up over a hundred tons of fuel tank
And what's with the sepratrons? And wait, is the rest of the rocket made entirely of solid-fuel boosters? I know Moho's a bitch, but goddam that thing's a beast.
>>
>>544927803
From the description I remember reading that, but also that it put an emphasis on the ship's weight being the limiting factor because of it. I was doing 180km with 420+ MN of thrust with a 330 tons ship. I don't know, it felt much more punishing than just having a big ass ship and slapping 15 rockets on it to overproduce thrust because of it.
>>
are you using factory planners?
should I? I've played for over 500 hours but never tried any
>>
>>544929585
Nah fuck it
Make a shitty mess everywhere that you hate but still technically works
>>
>>544929680
dosh plays overhaul mods for the first time without factory planners and his base always looks neat and functional
>>
>>544929585
started using one for a py run, kinda hard to piece a production chain together without one
>>
>>544929838
what are you, president of his fan club
>>
>>544929838
he used one for seablock lol
>>
>>544929993
I don't really watch youtube, I just check a few videos since everyone talks about him here
>>544930061
Guess there are exceptions. I was considering if I should use one for my first SE run.
>>
File: yes.png (100 KB, 319x454)
100 KB
100 KB PNG
>>544930194
My early SE experience was monumentally fucked up by 1: me still being pretty shit at the game at that point and 2: I started in a continent-scale desert with no stone patches which lead to a 200-hour Nauvis phase due to constant biter attacks and basic circuit shortage. So I can't really tell you how that's *supposed* to play out.

But I did use Factoriolabs for SE in places just to feel out the general direction of the machine ratios. However in 2.0 since machines will tell you their intake and output per second you barely need such things anymore. Just build a trial machine, check it's output and ratio everything around the number you see.
>>
>>544929585
>>544930194
they're not super useful for vanilla or modpacks with close-to-vanilla complexity. SE has enough byproducts, loopiness, and general complexity in its recipes that one'd be nice, but I don't think it's mandatory. Py, on the other hand...
>>
>>544929838
That's called video editing and VFX.
>>
>>544929838
in his SE playthough he says "i'm so smart I made a setup for astro4 immediately by using recipe book"
you are a retard and a liar
>>
>>544929539
I dunno about your numbers but the point is if with the mod if you want to go faster just add more engines. Without the mod you can't go faster because the only way to add engines is to make the ship wider which automatically makes the drag worse in proportion.
>>
File: 34wtgersdgfsr.jpg (74 KB, 1620x1032)
74 KB
74 KB JPG
>>544928061
>holding up over a hundred tons of fuel tank
i have two struts though
a few separatrons dont make much difference in terms of added mass, so i prefer to keep it convenient for myself - when you stage the "forward facing" tanks while accelerating, they get stuck to the next stage and you keep pushing their mass, even though they are technically detached
adding a pair of separatrons to the tanks, roughly around the center of mass, sends them flying off to the side, thus allowing me to complete the burn without wasting time on "shaking off" the loose tanks
im always using solid-fuel boosters on the launch stages - they are cheaper, so it became a natural habit, even if i have lots of spare cash
i prefer to "eyeball" the needed fuel, rather than google for optimal delta-v and such - eyeballed it totally wrong the first time, so im not taking any chances with this prototype
going to refuel it too, and leave the tanker docked until i burn every last drop of extra fuel
>>
dosh is a faggot patreoncuck
>>
>>544930904
i didn't watch that one
>>
File: 1520186442648.png (245 KB, 644x529)
245 KB
245 KB PNG
I just remembered that like 3 weeks ago I was supposed to complete Material Science 4 and then got side-tracked trying to make space-ship based logistics systems for Iridium and Beryllium, and optimizing my Vulcanite.

You can waste years of your life trying to make a goddamn blue belt of iridium ingots in the game when you should really just be focusing on research to make it all easier in the first place.
>>544931207
we know, dosh.
>>
are there any fun /egg/ gayms playable with a controller? getting kinda tired of kbm recently
>>
File: Full belt stack of blues.png (2.04 MB, 1451x965)
2.04 MB
2.04 MB PNG
>>544929585
>are you using factory planners?
Yes
>should I?
Do you plan big or have insanely complex recipes from overhauls? it can help with that
Otherwise it would be superfluous
>>
>>544931207
Yeah but he's sexy.
>>
File: Satisfactory.jpg (44 KB, 640x359)
44 KB
44 KB JPG
>>544931832
I have bad news
>>
>>544932278
wouldn't that be onlyfans
>>
>>544932339
please no, i cannot imagine a torture worse than not only playing satisfactory but also doing it on a controller
>>
>>544932339
God why must everything these guys do from the game itself to their communication always be filled with cringy memes.
>>
File: problem solver.jpg (72 KB, 956x960)
72 KB
72 KB JPG
>>544929585
I use the same TI-84 from 2005 for all my engineering needs.
>>
>>544931832
i think factorio should have a somewhat usable controller layout? being playable on steam deck and all that.
>>
File: 20251101220926_1.jpg (285 KB, 1920x1080)
285 KB
285 KB JPG
>Hey let's scout the map with artillery what could go wrong
>
>>
>>544933082
because they literally make meme games for a living and (un)satisfactory is the grifting anomaly
>>
>>544934713
i make little arty outposts if im gonna do that kind of mapping, easy to pull apart and run away when a "long range radar delivery shell" strikes a giant demolisher or giga nest.
>>
>>544934713
what are you, a pussy
>>
File: 20251101221538_1.jpg (510 KB, 1920x1080)
510 KB
510 KB JPG
>>544936185
I ain't kicking that slimy hornet nest
>>
with default settings on gleba I reached 1 million science produced before I triggered a single attack that was dispatched by my tesla turrets
>>
File: file.png (53 KB, 355x284)
53 KB
53 KB PNG
>regular belts are basically impossible to obtain in any quantity until gleba for tree planting (probably)
>but undergrounds and splitters don't actually need them anymore
okay this isn't as bad as I thought

I wonder what essential recipe will be gated behind the 0.7% kovarex drop
>>
factorio suks
>>
speaking of stonehead

I have just realized the man did a
>belt based fulgora
>with no bots
>using a barebones setting with no mods
>and got to the shattered fucking planet
it is genuinely humbling considering the entire point of my fulgora base was bot based rerolling for quality
>>
>>544940445
who
>>
>>544940445
my first few bases were finding the largest island and belting stuff around there
last time I did it the 'intentional' way by using trains on the smaller islands, and it was a lot of effort for not much gain
>>
File: file.png (82 KB, 264x360)
82 KB
82 KB PNG
>>544938856
>the fucking magazines spoil into active provider storehouses
my fucking sides
>>
also speaking of fulgora

I tried fulgora extended because the premise looked interesting but oh my god it was an absolute fucking nightmare
you get spoilage out of shallow fulgora oceans which means free nutrients out of the bat with no upkeep
you get infinite uranium just by digging scrap
the entire point of the mod was just retarded
I just wanted a lower ice and no solid fuel since I have an ocean of heavy oil, or maybe a more interesting "this is an ocean of heavy oil" setup but even fulgoran sludge is extremely lackluster as a mod

There really is no fulgora overhaul currently other than a VERY barebones and untested "legendary space age" which is a total overhaul for all planets
>>
>>544940957
what do those recycle into? fish explosive rockets and holmium?
>>
>>544941735
they just recycle into themselves with a 25% chance
funnily enough, the storehouses are used on gleba to make iron and copper bacteria
>>
>>544941937
or rather, they're a byproduct
iron bacteria need tesla ammo to be bred and spoil into wood themselves
copper bacteria spoil into iron chests
>>
File: file.png (1.04 MB, 817x532)
1.04 MB
1.04 MB PNG
>they attacked my walls
oh dayum I really do need repair packs
>>
>>544943938
seperate bot network with buffer chests of repair packs being fed in when a circuited inserter reads less than a set amount of packs works surprisingly well, especially since you can stop bots crossing inner corners and getting gibed by splitting up the networks.
just needs a small mall in each one making repair packs, walls, pipes and turrets, or a train to deliver those things when a main supply zone runs low.
>>
what's the rule of thumb when i need to figure out if a station needs waiting bays?
>>
>>544943938
Yes, you do. Not just for your walls, your guns will get damaged by spitters at some point too.
Also make sure to have some walls/turrets/power poles etc for replacement available in your bot network, in case one gets destroyed. You can easily set up a supply train that delivers that kind of stuff when needed by activating (or controlling the train limit of) the station depending on the contents of your chests via circuit.
>>
>>544886240
Falling through the map is not a "literal non-issue"
>>
https://mods.factorio.com/mod/all-the-overhaul-modpack
some gigaslop just dropped
>>
File: 20251101201553_1.jpg (736 KB, 2560x1440)
736 KB
736 KB JPG
Sending this guy off to a Duna landing mission do you like him?
>>
>>544949409
Bleh.
>>
>>544699441

I'll be honest, before seeing the loud frognigga I didn't know KSP was anything but like, a dumb weird game about launching rockets into space with some green aliens in it
but this makes the game look actually kind of cool
I get why you people post it now
>>
>>544950270
He looks like he has autism.
>>
>>544950668
Yeah despite it's cartoony graphics, it's actually somewhat realistic and gives you tons of different tools to build whatever you want.
But please, for the love of God, do not buy the second one if you are interested.
>>
i have 3k+ hours in factoriof and i have never once clicked the respawn button
>>
>>544952240
never used trains? impressive
>>
>>544949409
Holy slop, why?!
>>
File: w54t34r33fq.jpg (36 KB, 550x550)
36 KB
36 KB JPG
>>544950270
how messed up is that staging order?
make a launch video please
>>
>>544952669
>pic
Is that for someone in a wheelchair? Based if so
>>
>>544953014
idk anon, i saved it to illustrate something needlessly complicated
if i had to guess, it would suite someone with a bad back or knee issues - someone who is 90 years old or such
>>
>>544930904
>recipe book
That's not a factory planner, though.
>>
>try out different AIs see if they can come up with blueprint strings by themselves, just out of curiosity
>most just say they can't do that, but offer me a string from another website that fits what I asked for instead
>that fucking retard Grok claims to be able to do it by itself and just spits out random characters that are not a blueprint string at all, it's mostly just the number 7 several hundred times
God why are these machine gods so dumb
>>
>>544840719
I think it's
>signal-tower creeping and seeing healthbars turn red before the base gets obliterated by a swarm of missiles is very viscerally satisfying
>you get to fight as your mech with full mobility and flight instead of a tank with tank controls
>each planet is a discrete challenge with a well-defined endpoint (getting shields up)
>you get rewarded for taking enemy territory with geothermal nodes
>>
Is it cringe to start clapping at the computer after you successfully land the ship after a difficult mission
>>
did anyone try to recreate chode in ksp since it runs like shit and has shit clunky controls
>>
File: 1495761024568.gif (481 KB, 480x360)
481 KB
481 KB GIF
>>544962458
How is the social conditioning of America so strong that you'll instinctively clap for yourself in an empty room.
>>
>>544962458
Nah, it just means you have fun. Being able to feel childlike joy despite being an adult is something to be proud of.
>>
File: MataNui.jpg (53 KB, 735x906)
53 KB
53 KB JPG
>>544956741
>that fucking retard Grok claims to be able to do it by itself and just spits out random characters that are not a blueprint string at all, it's mostly just the number 7 several hundred times
based AI designing blueprints beyond human comprehension
>>
File: peanutsDance.gif (586 KB, 500x342)
586 KB
586 KB GIF
>>544962458
I do a little dance.
>>
>>544963457
reminds me of this guy
https://www.youtube.com/watch?v=jtRFeRFLniY
>>
>>544963154
>"Look, can you just tell me how to read this blueprint you've made?"
>"No. But I can design you a computer that can"
>>
>>544956741
someone should make a mod for that
>>
File: screenshot-tick-71655669.jpg (1.97 MB, 2290x2680)
1.97 MB
1.97 MB JPG
This humble baby produces 10500 pollution in exchange for 630 MW :3
>>
>>544971174
your nuclear? its completely retard friendly in space age
>>
>>544973532
This looks like gleba, so I assume it's to have the planet's power more self-sufficient.
>>
>>544973532
My dog jumped out the window while i was unlocking nuclear power the first time so i vomit and get dizzy if i try to unlock it now. Sometimes game mechanics don't work out.
>>
>>544974082
what
>>
thinking about eggs
>>
>>544975593
he has vietnam flashbacks
>>
File: header (1).jpg (35 KB, 460x215)
35 KB
35 KB JPG
Is this game worth playing?
>>
>>544976882
glorified resident evil puzzle turned into a game.
>>
File: stangenei.jpg (29 KB, 696x540)
29 KB
29 KB JPG
>>544975989
Go engineer yourself some tasty long eggs
>>
>>544976882
It's nice and polished, but I prefer spacechem.
>>
>>544976882
I like it
>>
>>544976882
only if you make everything spinny spinny
>>
>reach star system edge
>feel like moving on from fuggtorio
>no motivation to play games
>no motivation to practice guitar
>no motivation to try gamedev
>no motivation to anything
>spend day in bed
>next day load up fuggtrio, decide to invest in quality and try for shattered planet
>>
>>544983620
anon I think you have depression
>>
>>544983620
anon i think you are a faggot who shouldn't blogpost on /egg/
>>
Have you ever used any of the combat capsules?
>not worth the materials it takes to make one
>Each upgrade becomes even more worthless of the circuits it takes to build it
>Follower robot infinite science tacked on, even though you'll never click enough times to throw a hundred of the damn things.
Would be nice if you could ctrl click your whole inventory of capsules, maybe then they'd be worth anything.
>>
>>544988235
Always thought they should be more like combat bots that you use from roboports, either static, or a carrier-like setup with spiders, tanks, and power armor.
>>
>>544988235
it's been a long time since i played a proper game with biters, but i do remember thinking the same thing, then using capsules, then liking them a lot
they'd be a part of my standard loadout:
>get a gun
>get bullets
>get capsules
>walk up to nest, dump capsules, casually walk around and watch the destruction, maybe use gun if things look a bit hairy
granted, that was probably five or ten years ago
>>
>>544988235
I use them in modded multiplayer when stuff gets hectic and the base is being breached.
>>
What is happening right now?
>>
>>544993176
What did he mean by this
>>
>>544986348
took the combined IQ of all /egg/heads to realize this?
>>544987529
you get the auto-bump bot you paid for
>>
File: 20251102112443_1.jpg (692 KB, 1920x1080)
692 KB
692 KB JPG
My economy is in a death spiral
My population is in loyalty spiral
Did I not build enough statues of Lenin?
>>
>>544998743
dwarf fortress never should have "fixed" tantrum spirals, otherwise we would not have to resort to slavjank like this
>>
>>544976882
It's the Zach game that gets posted here the most, at the very least it's the best introduction to how most of their library plays (and in my opinion is contender for best visual representation)
>>
>>544998743
So long as you build a monument near their home, they shouldn't need more unless your crime is out of control or you can't reliably meet all their needs.
Hard to say whether your economy is terrible based off the entire year, but at first glance it doesn't look too bad.
>>
>>545010201
>doesn't look too bad
It would be fine if it wasn't for the 77k ruble loan interest. Which is continuously going to get larger, since I have to borrow more money to keep paying it back.
>>
>>544988235
>>544988235
I’m a fan of them for early to mid Gleba clearing. The Destroyers do laser damage so they help shred the pentapogs nicely while you shoot and your own lasers put in work as well. Makes it all go smoother
>>
>>544941046
It’s not a full “extended thing” but there’s a mod called Biochemistry, that adds a recipe on Fulgora to make nutrients that isn’t complete ass. Using biolabs to shore up some production on other planets is nice. As the base game option of just “lmao ship bioflux if you want to use the niche biolabs” was getting on my nerves.
>>
File: 1699470579182560.jpg (154 KB, 680x962)
154 KB
154 KB JPG
>>544988235
>Poison capsules
pretty decent for worm killing due to their static nature but you need a lot
>Slowdown capsules
If there were turrets that could automate throwing these they might have a serious use, but they are criminally expensive for what they achieve
>Defender capsules
Cheaper than turret creep because they consume less ammunition. Very effective for spamming like 30 at a time to clear nests during the tank era. Wish they didn't lag so far behind the player
>Distractor capsules
too expensive, not useful enough
>Destroyer capsules
Jesus fucking christ nothing that is disposable should ever cost this much
>>
File: 427520_20251102145804_1.png (2.43 MB, 1920x1080)
2.43 MB
2.43 MB PNG
at fucking last
>>
>>545017113
that's a cool looking bundle of stations up west, mind showing that real quick?
>>
File: 1750630881464981.jpg (288 KB, 1240x1754)
288 KB
288 KB JPG
>SEx update
>When deleting stops from a spaceship schedule that affects multiple ships, you will be asked for confirmation
Ha, that was just me being dumb, Earendel, but I appreciate you taking my feedback.
>>
>>545014168
77k over a year isn't that big a loan payment, so you should be able to reduce exports to the west and export to the soviets for the rubles to cover for it.
If you can build a new industry like alcohol, explosives, or maybe an oil field, you should be in the green easily.
>>
>>545017587
it took 54 stations (minus a few duplicates for higher throughput) to make solar panels
>>
>>545019606
>77k over a year isn't that big a loan payment
The total payments over a year are something like a million, 77k is the interest.
I think I'm heading in the right direction, though. I got a dollar loan and used it to expand my oil drilling to export oil to the west, and I've almost paid it back, so I can divert some of that oil to Moscow instead.
>>
>>545020108
damn that's crazy
>>
Congratulations on 1 year since Space Age by the way.
>>
>>545020108
I like these stylish tiles. Thinking of downloading the whole mod just to rip them out into a standalone.
>>
>>545021953
it is crazy that only 20k people have beaten it
>>
File: file.png (24 KB, 362x128)
24 KB
24 KB PNG
not like this...
>>
>>545022643
what're you looking at for that? if it's the achievement isn't that only unmodded
>>
>>545021953
dropped it after dealing with vulcanus, got burnt out making a proper base on navis
>>
File: file.png (21 KB, 270x124)
21 KB
21 KB PNG
>>545022894
but on the flipside
>>
File: file.png (54 KB, 1202x178)
54 KB
54 KB PNG
>>545022981
>>
>>545022894
what's the wagon like
>>
File: file.png (73 KB, 354x480)
73 KB
73 KB PNG
>>545023250
not horrible, and locked behind mil science which is nice
which I can't say about steel furnaces, which are locked behind fucking GLEBA
>>
>>545021953
2.1 never
>>
>>545023391
that's a lot of train stops
>>
File: file.png (38 KB, 364x159)
38 KB
38 KB PNG
>>545023634
yeah, some of the recipes really get silly
>>
File: file.png (1.38 MB, 799x869)
1.38 MB
1.38 MB PNG
Took me a minute to remember what this blank machine used to do back in 1.1
>>
File: file.png (24 KB, 219x242)
24 KB
24 KB PNG
yes, the process is in fact reversible
oh god I can't stop laughing this is the best
>>
>>545025285
what the fuck
>>
>>545026450
randomizers are fun
yellow belts are a finite resource, only obtainable from chopping trees so my entire belting is done via undergrounds, which are made with copper wire and boilers, both of which have their own random recipes
yellow ammunition spoils and can only be obtained via fishing, so I'm not looking forward to space travel
the ocean on aquilo has an infinite untapped supply of nukes
>>
>>545026773
idk this just seems like slop
at least fishmode had an interesting gimmick to it
one thing i have wanted to do is play factorio in a multi-rando on archipelago but it is a pain to set up
>>
>>545028557
>idk this just seems like slop
What do you even mean by this
>>
File: 1585568769691.gif (181 KB, 302x260)
181 KB
181 KB GIF
>quality train cargo size mod works in py flawlessly
>>
If only I had time to continue py soon tm
>>
>>545028557
Don't be so quick to judge it.
It's actually an insanely fun and challenging mod.
And the mod creator put in a lot of effort to make sure you cannot get soft-locked, too.
>>
>>545021953
Dropped it after they ruined Marathon mode
>>
>>545023075
>we gaan!
>>
>>545034223
Wat did they do?
>>
>>544998743
>My economy is in a death spiral
>My population is in loyalty spiral
>Did I not build enough statues of Lenin?
It's always funny to think about how this was probably the actual mindset of Soviet leaders irl lol.
>>
>>545035689
Turned it into baby mode by removing the increase in cost of recipes
>>
File: 20251102194813_1.jpg (712 KB, 1920x1080)
712 KB
712 KB JPG
>Mark E flatbed (18m long, 30t max load)
>TC2 tower crane (16m long, 14t weight)
I was a fool to buy vehicles from the perfidious Anglosaxi!
Seriously though, why isn't this working? I set the truck to load used vehicles, and it's not doing it for some reason.
>>
>>545037683
The 4x research cost is already enough of an impediment in my book ^^'
Especially when you consider the inherent cost of sending all those extra science packs in space.
>>
File: 20251102200320_1.jpg (593 KB, 1920x1080)
593 KB
593 KB JPG
>>545039128
>The TC2 crane can be transported by a Mark E flatbed
>But it's the OTHER Mark E (there are two)
Why would the Americans do this
>>
>>545040430
>He didn't check what trucks could carry it.
Come on comrade, this is supposed to be a planned economy.
>>
damn i wish trains could go in reverse without a second locomotive, even with severe limitations to speed for example
>>
>>545021953
Only thing I played of Space Age are the conveyor puzzles.
>>
>>545040840
I checked the truck length! Also the semi Mark E is the largest truck in the game, so I would have hoped it'd be able to carry basically all car-delivered vehicles.
I guess the step in the deck in the semi version isn't just a visual quirk, but an actual physical limitation, with vehicles only able to be carried on the continuous flat part.
>>
>>545040960
I'm pretty sure they can if you're driving it yourself. Maybe a checkbox or a specific dual direction locomotive would be cool, but the idea of all trains always being able to reverse is terrifying.
>>
>>545042743
The game checks that a vehicle's length, width, and even height are small enough to fit in a vehicle's or building's cargo space. Weight isn't a factor.
The only way to be certain a vehicle can be carried by another is to check the list of things the vehicle says it can be carried in, or see if it is on the list of stuff a vehicle says it can carry.
Annoyingly, these lists are only given for vehicles you already bought/made, and there is no way to know if a vehicle will fit in a space for vehicles except to try and put them there.
>>
>>545044840
don't need it always but being able to back out of stations would be very cool
>>
I have friends everywhere.
>>
>>544931832
bump
>>
File: Satisfactory.jpg (54 KB, 640x359)
54 KB
54 KB JPG
>>544931832
I have bad news
>>
https://www.youtube.com/watch?v=0WNUwtD3zmY
>>
File: fuel_station1.webm (3.76 MB, 1106x696)
3.76 MB
3.76 MB WEBM
behold!
a mammoth-sized orbital fuel production station!
total capacity 18.000 liquid fuel, 1.600 monopropellant and 1.800 ore
2 fuel converters, along with an array of solar panels and radiators, provide a steady production, while 4 medium and 2 small ports allow parking of ore extractors, or attaching new expansions
>>
F to all the pyserb builds we are currently annihilating
may the new builds bring as much or more as the old
>pic rel: new oil sand processing plant map view
>>
>>545059451
>>pic rel: new oil sand processing plant map view
I take it hasn't been built yet?
>>
File: file.png (1.16 MB, 1772x1144)
1.16 MB
1.16 MB PNG
https://mods.factorio.com/mod/platformer
>>
>>545059535
currently bottlenecked on brainpower
need more potato inputs
>>
>>545055209
how do you get the ore to the station?
>>
File: 20251102230019_1.jpg (725 KB, 1920x1080)
725 KB
725 KB JPG
Whoops haha
There was a problem with garbage disposal
>>
>Friend refuse to use normal distro
>Doesn't speak english, doesn't know how to google issues and only uses obscure distro
>Constantly has issues with everything
>10 distro in 2 months, troubleshooting every day
This is the kind of people that complains linux is too hard. The kind of people who install arch linux and ask you "what's a boot? What's a firewall?" and just say "It doesn't work" when you ask what problem they encounter.
>>
Stationeers
So the top right is what i copied over from the server. Bottom left is what I understand anon told me to do? How do I deal with gas warming up in the night air cycle? I'd want to exhaust warm gas and replace it with cool gas but how do I hook that up since there's only one port of the coolant gas? One way valve and pressure regulators?
Speaking of, heat exchanger require flow to work if I understood that correctly, so same issue then, pressure regulators to deal with the fact pressure goes up when it gets warm? But what about the cooling side how do I ensure flow through there
>>
File: top_gnu_linux.png (1.7 MB, 1028x1500)
1.7 MB
1.7 MB PNG
>>545060497
Installing Arch Linux made me realize that all the distros actually work the same, and only differ in what's available in the package manager's repos, and the default settings.
>>
File: w34areresrf.jpg (133 KB, 2560x1440)
133 KB
133 KB JPG
>>545060186
im using these two extractors for now, but they are very slow, since ive used small drills to decrease mass/power consumption/cooling
i was planning to run 4-6 extractors - but maybe i need more, if i stick to this design
>>
>>545062237
What's a repo? What's a package manager? How do I see the settings? Why is my HDD not recognized? What's my password? How do I install programs? What's a terminal? When I type what you said I get an error.
>>
>>545062819
What's a grub and why are there two of them in my computer? I want them GONE.
>>
File: hank.jpg (69 KB, 640x656)
69 KB
69 KB JPG
>>545063429
>>
>>545062237
Would you give arch linux to your 90 year old grandmother?
>>
File: 20251102213828_1.jpg (580 KB, 2560x1440)
580 KB
580 KB JPG
Also ive planted more potatoes but my water situation isn't going to improve until i get more oxygen. In theory the potato makes more oxygen than it costs producing the water it consumes, so I guess i should just expand and expand until it makes enough for me to breath
>>
>>545064224
I wouldn't give arch linux to my worst enemy.
>>
I wish proliferators in DSP weren't so brainless. The power increase on the tier 3 is enough to stop me from using it until the endgame but tier 2 feels like you're either using it literally everywhere as soon as you get it or you're wasting resources.

If I ever get into modding DSP I'll probably rebalance proliferators to be stronger but cost more per spray so they're not profitable to use in every single production step.
>>
>>545065461
or maybe require you to spray items with each proliferator in sequence, so there's an actual logistical/infrastructural/footprint cost to using higher tier proliferators? Eh, kind of just sounds tedious.
>>
>>545065461
I like them cause they make you build even more unholy 3d spaghettis.
>>
>>545066486
Yeah but I don't know if they go far enough. Running a single proliferator belt through most builds is pretty easy, especially since there's not much reason to use altitude 1 belts otherwise

I think I prefer proliferators' "up-front architectural cost, small over-time resource cost" to modules' "big up-front resource cost, small up-front architectural cost" design, I just don't think the vanilla architectural cost is big enough for the design to sing as much as I feel it could, and I think the resource cost is so small as to be silly.
>>
>>545068604
>I think the resource cost is so small as to be silly.
This is true, the low cost and simple recipe make them way too easy to produce in high amounts, even mark 3s are trivial so set up.
Building enough tier 3 modules in a reasonable time in Factorio is at least somehow hard for the average player.
>>
>>545069395
I don't think proliferators need to be a full-on resource sink like modules are in factorio, I just think that I should be punished for using level 3 proliferator to, like, smelt iron ore.
>>
File: 1757413792971390.jpg (1.29 MB, 2560x1440)
1.29 MB
1.29 MB JPG
Soon I'll be able to make some actual progress, I guess it'll be energy 2 for wide area beacons
>>
>>545064224
It can be configured to work just the same as whatever linux you would give to your grandmother. And that linux can be configured to work like Arch. No meaningful difference, besides the software repos and the default settings.
>>
>>545070347
Do you really think your grandmother could configure anything?
>>
File: file.png (429 KB, 571x825)
429 KB
429 KB PNG
Ahhhh I actually had a pump circuited to target a low travel speed but the first half of the trip looked safe so I let the ship travel at full speed then I ran out of ammo near end.
>>
>>545025120
it's filter inserters
>>
>>545070945
what a simple time that was.
>>
Honestly I really miss rocket control units. I get why they got rid of them and it kinda makes sense, but I still miss the joy of setting up an assembly line that produces a shit ton of them.
>>
I miss alien artifacts
>>
>>545070315
slick
>>
File: energycraft.png (2.42 MB, 1920x1033)
2.42 MB
2.42 MB PNG
Factorio only went downhill after this version.
>>
>>545072634
holy kino
>>
>>545072634
browser port of factorio when?
>>
>>545072872
It's an old internal demo from before the game was made public, Wube shared it some time ago as a christmas gift. The original download link is broken, but you can get it here if you want to give it a try:
https://archive.org/details/energy-craft-prealpha-8c
It really makes you realize what a long way the game went.
I always wanted to do a full run with this ancient version, but it's just too clunky to not get annoyed by it after a few hours lol.
>>
>>545070315
Have fun redoing all that once you unlock the space elevator
>>
>>545070315
>lubed loaders
the balls, very large balls
>>
>>545064245
If you want oxygen you should be planting ferns instead as they produce ~3x the amount of oxygen
>>
>>545062794
do you use engineers with the drills?
>>
File: IMG_20241217_045411.jpg (309 KB, 1536x2048)
309 KB
309 KB JPG
>>545064245
The bird face portraits on the wall are cute.
>>
>>545070315
looks clean, the 1-2 pimple stacker or whatever it is seems pretty cool.
>>545073981
He won't have to redo much though, since they're already trains - you can just path trains up from nauvis to there.
>>
File: 1757586686057508.jpg (833 KB, 1920x1080)
833 KB
833 KB JPG
https://www.captain-of-industry.com/post/cd-51
>>
>>545078919
FUCKING FINALLY
>>
>want to play factorio
>current save legendary everything is uninteresting
>will inevitably end up doing the same shit if i restart
sigh
>>
>>545079495
try py, getting lost in the game felt pretty refreshing
>>
File: 1699943380146731.png (251 KB, 476x386)
251 KB
251 KB PNG
>>545079495
Consider SEx
>>
File: 1585738739427.png (22 KB, 307x292)
22 KB
22 KB PNG
someone please spoonfeed me a good map to start a new CoI playthrough on
I've not played since trains were introduced and I'm itching to throw away another 300 hours of my life
>>
File: culture war bullshit.png (12 KB, 1243x92)
12 KB
12 KB PNG
>Factorio is woke because of solar power being a thing
Politics schizos get filtered by nuclear energy lmao
>>
>>545081050
You'd think they'd counter that with nuclear being clean in Factorio, these guys are retarded.
>>
>>545081050
it's a shit take, but it does contain somewhere in there the idea that solar panels don't last forever in real life, or else one would just pave the world in them like they could in factorio
i wonder about degradation of panels that needs repair packs, that way you could at least tie logistics and maintenance costs in as a cost



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.