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Open sewer edition
Previous thread: >>544762297

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.
>>
2.1 will bring Factorio back to the perfect game we knew and loved in 1.1.
>>
egg is dead
>>
>>545382790
Suboptimal
>>
>>545382790
sorry bro too busy bulding a starter base 2 in py
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>>545383402
>not playing on standalone
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>>545382790
i got to a point in py where i looped all the way back around to a project i was working on, where procrastination from that was why i was playing py
no escape
>>
>>545383402
Shit game made by shit people who boast about not doing sells like they're so cool and radicals.
>>
>>545384934
>boast about not doing sells
>sells
brown jeet complaining about being too poor to afford a single videogame and too stupid to just pirate it
lmfao
>>
>>545386108
Your too stupid to recognize a native speaker when you see one.
>>
is there a mod or something for stationeers that fixes the controls and inventory system? i tried playing it for like an hour and i really don't think i can get used to it.
>>
>>545386279
>Your
go ahead and let me know when one is here for me to see, analdeep
>>
>>545386279
>doing sells
>Your too stupid
bait used to be believable
>>
>>545386454
A translation software would never make mistakes like that. I believe we are facing a "Yuman" here to pay us tributes.
>>
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I'm sure nothing will go wrong and there won't be trains driving around with mixed cargo
>>
>>545388905
what are the circuits doing
>>
>>545388905
You sure that setup on top will never back up?
>>
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>>545390108
Selector combinator takes the signal with the highest value and if it's over 8000 the station is enabled and when a train stops the other combinator outputs 100k of that signal to the selector to keep it the highest while the train is being loaded. That signal also enables the respective loaders. I'm just wondering if there is some freak failure mode like if the highest signal changes on the same tick as the train arrives or something, but that's like worrying about hash collisions and won't happen in the real world.
>>545390368
It might if there is no demand for the resources, but they accumulate very slowly from recycling and the station has the highest priority for loading in the network.
>>
>>545388905
what are those 3 grey blocks.
>>
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>>545376981
>Open sewer edition
when are we going to see a complex engineering simulator, that focuses on designing sewage systems?
Propper pressure simulation, liquid physics, construction and maintenance costs, outdoors vs indoors toilet benefits, etc.
>>
>>545393765
i did this in powder game
>>
>>545392839
cheat chests with 512 storage slots
>>
>>545393765
Didn't Cities Skylines do this and the solution was to just make shitroelectric power generation?
>>
>you barely need any science from the planets
>because you can visit the first 3 planets in any order, until you start shipping aquilo science you can just cycle the techs youre researching and need even less
what were they thinking?
>>
>>>/v/724973417
sisters... theyre laughing at us
>>
>>545393765
Soviet Republic has some sewage mechanics, but it's not really a focus.
Water can be pressurised and transported infinite distances with pumps, but sewage only flows down. Pumps will raise it by up to 15m at a time, but every pipe section must have the correct slope. Unless you build a sewage treatment plant and supply it with chemicals, the sewage outflow will also cause pollution (though this isn't really a problem if you can avoid building housing nearby).
>>
>>545393765
isn't that the entire gimmick of oxygen not included?
>>
>>545393765
Timberborn does actually have (very basic) fluid mechanics at this point, water used to be basically coded as going up to a certain height above level 0 so you couldn't have anything underneath it, then either this or '3D building' (overhangs that you can build other structures on) came in first and necessitated the other so they completely redid it and now it can flow wherever. It also has basic pressure simulation, e.g. it has to be flowing faster to get through smaller gaps or will overflow, though I haven't experimented a lot with fully contained sources so I don't know if, for example, a 1x1 'pipe' will fill a vertical shaft to different heights based on flow rate
>>
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>>545400504
Not sure I worded that well enogh so here's what I mean
>>
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Why isn't the fire station turning green?
>>
New to OpenTTD here.
What's the point of the game?
Should I just do what the game asks, to just connect the industries with what they need? Seems quick to do, desu.
If it's money, I just connect the coal mines with the power stations and already paid off my debt.
>>
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>>545402368
Oh, I think it was because it was at different elevation
>>
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>>545400504
>>545401236
the venturi effect? sounds like bullshit to be honest
you're telling me the pressure drops because... it just does? yeah right
if we were measuring pressure after the narrow section i'd believe it but this just does not seem reasonable
>>
>>545402539
What do you mean what's the point of the game? There's no win condition you just build stuff and if you have to ask this question it's probably not the game for you.
>just connect the industries with what they need?
yes
>I just connect the coal mines with the power stations and already paid off my debt.
Coal is good and easy way to make money early.
>>
>>545403349
it uhh rises before the narrow part because shit can't squeeze
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>>545402779
My first helicopter in realism mode
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>>545404576
Look at this sexy beast
>>
>>545391549
There's 2^256 hashes in the world but there are 60 ticks per second. The orders of magnitude aren't quite the same.
>>
>>545403349
In the wide part the water's all just stuck there waiting to go through the narrow part, and spills over into the tube above
In the narrow part all the water is rushing through, there's nothing blocking it up
>>
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>>545403349
Well, I went and tried it and...
I knew I wasn't going insane, I have seen this during gameplay before
>>
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>>545407689
this is pretty cool actually!
i had it saved in my Ønskeliste on Steam for years, and im tempted to finally give in and get it - 40% off right now
>>
>>545407689
wait shouldn't it be lower on the higher speed one? I'm missing something
>>545408910
maybe I should give it a go again, I had tried it a long time ago and the end game was me turning the thing into a dystopian city with beavers buried deep withing the city layers while robots were doing all the work. Also back then, the game about "nature" and "recycling" didnt have an option to recover resources from stuff you dismantle... I mean, come on
>>
Why are there no wheels in nature
Millions of years of evolution and not even some weird ass tiny bug developing wheels seems pretty retarded
>>
>>545413260
>wait shouldn't it be lower on the higher speed one? I'm missing something
The game obviously doesn't simulate the Venturi effect. The higher pressure one goes up higher because there's more water being squeezed into the pipe and it has to go higher before the back pressure from gravity matches the source pressure and reaches the exit.
>>
>>545413756
there's some bugs with gears for their joints i think
tumbleweeds and that one spider became round so they could roll better, which is like a wheel
>>
>>545395025
Place a big chest, cheating
Or place many small chests, so difficult my logistics are challenged, i've placed 10 chests in a row such intelligence.
>>
>>545413756
how do you get blood and nerve fibers out from the radial center of a wheel without them preventing the wheel from spinning
>>
>>545413756
aren't there large groups of people that didn't develop wheels until relatively extremely recently, or maybe still haven't quite figured it out?
if people can hardly figure it out how the fuck is a bug going to figure it out
>>
>>545413756
>Why are there no wheels in nature
there are, you just have to go microscopic.
>>
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>>545413756
Axels are needlessly complex when instead you can become ball. All the benefits of a wheel but without the mechanical complexity and stress.
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>>545415705
>>
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Seems like there's a long ass wikipedia article on this topic, shit is pretty interesting https://en.wikipedia.org/wiki/Rotating_locomotion_in_living_systems
Also kek'd at this picture for some reason.
>>
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>>545416154
Some stuff on Wikipedia can be funny while being factual.
>>
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>>545416154
>>545416545
reminiscent of
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>>545416545
I recently saw this banger lol.
>>
>>545419091
it's almost that time of the year again
>>
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Alright, gonna start the dismantling of the small base even if i have yet to set up the bot mall or have the resources for the circuit builds
>>
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>>545416154
>>
>>545419682
how do you live with having buildings you have personally placed not on radar view
>>
>>545415705
i would say this is a ratchet more than a wheel
>>
>>545420487
Radar coverage happen last
>>
>>545413756
dung beetles figured them out
it's a sphere though
>>
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I am pumping so much oil that it is no longer reasonable to haul it with trucks. Maybe I should try to set up a train, although researching a pipeline connection might be an option as well.
Economy is not great, not terrible. I'm still 2.5 million rubles in debt, and I have to remember to regularly get more loans to keep repaying the old ones, but it's stable. The debt's been more or less the same for the past few years.
Since I have more dollar income now, I set up cargo routes to buy steel from America. That should help keep the cost of any future construction down. I've also been buying Western electronics, and having access to radios seems to have slowed down the constant spam of "Happiness/Loyalty Too Low".
A radio station would be really nice, but I'm not sure if I can afford it yet.
>>
>>545403349
I don't know a lot about fluids, but my guess is that -
The middle pipe doesn't go up as high, because the right pipe is essentially sucking on the middle pipe and diverting the pressure away.
Because the right pipe has a bunch of extra space for fluid to move into.
>>
>>545416154
>the car lays on its roof, its undercarriage baking in the hot sun
>>
>>545419091
>>545419270
>Christmas carp
>A live carp is kept in a bathtub before being cooked, primarily as a Christmas tradition in Central European countries like Poland, Slovakia, and the Czech Republic, and historically in Ashkenazi Jewish communities for Passover. This practice is rooted in a time before refrigeration and is believed to help cleanse the fish of mud, improving its taste. Some also see it as a good luck charm and a way to keep the fish fresh until it is prepared for the meal.
interesting
>>
>>545420235
>after a brief, yet intense battle for dominance, the goat bests the car in combat and becomes the new leader of the pack
>>
>>545420235
The weak should fear the strong.
>>
Playing Stationeers on Vulcan I'm planting ferns to make oxygen and it's starting to dawn on me just how many I'll need, especially if I want to make water as well.
Anyhow is there a way to set up growing lights in a way that doesn't look awful? I made my greenhouse 2 blocks tall so it wouldn't be claustrophobic, but it seems like grow lights only has a range of 1 so I can't place them in the ceiling? I could make a wall besides and put them there, but it looks pretty silly. Guess I could put a block in the ceiling to get it closer, though it doesn't look that much better either.
>>
>>545431167
anon, i have no idea what you are talking about, but post picture - i wan to see the fern-farm
>>
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>>545433026
So far this is what I've made. The main problem is that the grow light in the roof doesn't reach the plants as they are all considered to be in darkness. As a temporary solution I put up the other grow light on the wall which works....except it looks ugly as hell. So what I'm asking is if anyone has a way to design this that isn't an eyesore to look at?
>>
>>545436752
looks alright to me, maybe put more walls in there if that one is ugly to you because it's erect all alone
>>
i hate when games require a belt between two entities
this could be so much cleaner and left space
>>
>>545431167
>just how many I'll need
read somewhere in old patch notes that 10 corn (equivalent to potato) would offset a human. If you're solo you probably only need 20 fern for a solid production. Water is legit cheap on oxygen, the ration between water consumed and oxygen produced is very large.
>a way to set up growing lights in a way that doesn't look awful
think of those actual hydroponic farms with the lights in rows above. You can place other items to fake a support for them if it bothers you that much.
>>
>>545438756
game?
>>
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>>545436752
I've seen people use pipes and cables to make it look like they're supported from the ceiling. I don't have a place in this base to show it off very well but you get the idea.
>>
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>>545436935
When taking that screenshot I remembered most things in Stationeers don't actually require support and can float in the air. So my next idea was this which resembles the lights you have at your desk in an office where it hangs from two chains in the roof. Remove that wall and maybe colour the wire grey so it looks more like a chain and maybe it could look decent once I've increased the amount of lights and ferns?
>>545439475
Oh what a coincidence I just had that idea. Maybe some pipes would make it look better didn't think of that.
>>
>>545438756
i am utterly bothered by the items sprite not being the same pixel size as the rest
>>
>>545439771
>hardsuit damage
it's lava, not beans, you shouldn't swim in it
>>
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I want /egg/s like this
>>
>>545440507
The damage is from being exposed to a storm as I got caught in one whilst mining with no idea where my base was so I had to wait it out.......storms do damage hardsuits, right?......Please don't tell me I spent that time standing around near lava like a moron.....
>>
>>545395958
It even has sewer based logic gates.
>>
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welp, waiting for spengies to download, hope it runs on my potato and that the mods make it worth playing. in the meantime I took a few screenies of the most spaghettiy bits of my bases.
>>
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my nauvis is weak
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hey monday stationeers, I thought maybe, if we made some plans beforehand, we could avoid many mistakes so I made this but it's very rough for now. Grid at least is correct if you wanna see how to place things i left plenty of space if you want to try and make either more floor or an entire different design
>>
>>545442876
that gigaspaced bus looks cursed as shit, among other things
>>
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vulcanus was fun if only because the endless resources made expansion easy, but not as fun as gleba with my tweaking circuit nightmares.
it annoys me that you can't disable automatic placement of foundations/cliff explosives when planning.
>>
>>545439425
https://store.steampowered.com/app/2281410/River_Town_Factory/?l=schinese
>>
>>545443620
>?l=schinese
nihao to you too
>>
I just got <8 hour win on default settings, am I good yet
>>
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I really liked fulgora, it helped me shed the need to preserve every single resource, and appreciate sushi belts. if I play again, I'm tossing up between the different ways to handle materials, leaning towards sorting belts into buses.

>>545443168
I thought I was gonna need rows and rows of plates and circuits. little did I know that turbo belts and stack inserters making that unnecessary.
also figured I'd I have it in me to go megabasing then it wouldn't hurt to leave some space.
I ended up making an astrofactory for fun which further reduced the need to expand nauvis.
it took me until I reached Aquilo to be more confident with tighter builds. if I give the game a third whirl before another big update / I forget how to play then I wanna force myself to make things tight. I'll also stop daisychaining labs because that was costing me a good 40spm out of 700.
>>
>>545444398
yes
your reward:
>>
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>>545443132
>I thought maybe, if we made some plans beforehand, we could avoid many mistakes
I'm doing some practice runs on Vulcan too. Though I'm pretty sure my IQ drops at least 20 points when I'm playing with others, so it may not do me very good. Having a blueprint is actually a really good idea though. I like your floorplan, the only thing I'd change is to make manufacturing bigger to fit stackers and lockers for storage. Defo saving this for later.
>>
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I only icetroturfed around my base after it was done, because I'd stacked up creates of platforms. my tism didn't let me design anything live on quilo, instead I spent a few days in the editor and copied that over, despite hating doing that. I also spent a lot of time early on just grinding ice platforms for my power setup, while going over my other bases.
and that concludes my 300+hr save + maybe 100hr in editor.

I could do to learn some better logistics, because I didn't like manually enabling transport of biter eggs to gleba, or manually going to harvest prometheum while adjusting my fuel machines to control speed. or my ship standing by on planets to receive a piddle of materials to ship to aquilo, instead of only going there when there was a need for larger quantities.

>>545444398
post bases
>>
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Is there a way to repair robots, short of euthanizing them?
>>
>>545446838
never mind, looks like they self heal with repair packs (relanded on vulcanus after improving my space platform)
>>
>>545446838
Don't they just repair each other or get repaired in the roboport or something?
Never really payed attention to that.
>>
Continue py or continue spage run in fulgora now? Kinda wanted to see later game modded planets like maraxis or the newer gas giant but I was having fun with py and had to stop after sci 1 to being busy
>>
>just starting spengies
>tutorial message doesn't register that I'm pressing V
>won't move on
I'm gonna have to choke a bitch aren't I. any way to manually move on to the next message?
>>
>>545448621
all the modded planets suck continue py
>>
fuck man how hard would it be to get batteries and their prerequisites (that flower and auogs) manually crafted? i started working on a rail network but it's a huge pain in the ass to do it all without the bots so i'm burning out a bit
>>
>>545449389
Back to building hot air and oven gas plus making post sci 1 base decoupled from the previous I guess
>>
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>>545447267
I think it's like 1 point of repair for each robot. They fly over the flaming ashland tree while deconstructing them hence the minor damage.
>>
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>>545444830
>my IQ drops at least 20 points when I'm playing with others
when i joined i saw a big base with breathable air and automated furnace and trader, I thought you guys knew what you were doing so I just went mining since I had no idea what I was doing. Turns out none of us knew what we were doing. Here I worked on it some more but im going to sleep for now. Plan doesnt include cooling nor electricity. Atmo would have a second floor and likely expand above manufacturing, although I thought the space above manufacturing could be used to set up the batteries since solars would be above. Since it's in vacuum tho it could be expanded as much as we need without too much cost. Above atmo and manufacturing (3rd floor) would be solar. Windmills (big ones) need frames so probably going to be south as it's free. Trader stuff I have no idea how it all works. Greenhouse could be two floor high full of glass panels but it's going to heat a lot, plus sunlight isnt guaranteed all year round so grow lights are mandatory. It needs to be kept to a minimum size for pressure and gas quantity. There should be 54 hydroponics which should be enough with only potatoes to offset 5 people, so we'd have margin for water and other stuff especially once we get something else than potato.Maybe cooking can be moved to living area. We'll need a fridge too if we survive long enough. But yeah
Anyway the idea would be to have a plan of what to expediate and how much of each resource we should get but I feel like this is more complicated than I thought it'd be. Maybe I should have made a modular base plan instead so we can gradually grow
>>
jesus christ, is there any written guide on getting started in spengies? the quickstart is shit and google only gives multi-hour videos.
failing that, can someone walk me through the quickstart please
>>
>>545454956
Okay here's a guide:
>fumble around with the god awful mechanics until you kinda figured it out
>play it for a few hours, thinking about how much fun this game will be once you have a small base running
>uninstall the game right after because it's just so fucking tedious to do anything in there
>give the game another try a year later and repeat the above steps
It's simply just one of those games that could be so damn cool if the mechanics just weren't so unbelievable annoying. In theory you can build absolutely amazing stuff in there, but you have to be a special kind of autist who doesn't care about having fun at all to get to that point.
Sure, sandbox mode makes it a bit less painful, but it doesn't change the fact that the game is clunky as fuck, unfortunately.
>>
>>545454956
TL;DR: press 3, drill ground, put stone in survival kit, craft shit, repeat.

In short, you've got a mini-base already in your ship/pod/rover. Your survival kit is the lifeline so take care of it. Get acquainted with the production tab and process stone, focusing on components needed to build a wind turbine (most planets) or solar panels (moon and space only). Ignore half the interior plate/steel plate requirements for now so you don't waste resources on block integrity. Your drill includes a basic resource scanner - don't bother with that until you can build someting with a power and a basic refinery then a basic assembler. Basic refinery can accept ores.
At this point the game has opened up for you and you may enjoy.
>>
>>545458284
I'm already on the third cycle of this
>>545459026
tyvm
>>
luv u /egg/heads
>>
>>545443267
>planning
Looks cramped. Also putting storage in the middle of manufacturing sucked let's never do that again.

I propose a corridor system to keep things organized & isolated. Each room should be at least 4 frames long on the main axis to allow fitting both stairwells (accessed either from the corridor or from the interior) and airlocks. Doors should preferentially be on the main axis. The corridor should start a vacuum, but portions can be pressurized later as cooling & atmos develops. Every 2 or 3 rooms there should be an intersection. Blocks should be uncoupled from each other, except for power. Nothing should be decommissioned unless hazardous, though may be shut off; this leaves backup systems and shows organic growth. The two-wide corridors accommodate lockers and 2-way traffic carrying portable tanks. Resources should be moved via manually hauled portable storage, LArRE, or chutes. A cell can have a basement floor, a ground floor, and an upper floor. However basements should not be completely obscured.

Also a todo list would be good. Like saving the /egg/s in a fridge.
>>
>>545474731
wrong post jackass
>>
>>545458284
reading it feels more like stationeers than spengies...
>>
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the respawn beacon is so bugged lmao
>>
>>545490639
That's a lot of hydrocarbons and water. If only we could harvest it.
>>
>>545490639
Are they naked? Looks gay
>>
>>545492759
shut up and get in the pile
>>
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>>545492948
the collisions were so fucked even gmod is less buggy on ragdolls. Glad they turned to skulls
>>
I feel like I used to be able to work things out better. Treasure your neuroplasticity while it lasts. Sooner or later your autism powers slip away, like tears in rain.
>>
>Get to Gleba
>Keep the pollution cloud small by disabling the agricultural tower whenever there's more than 100 fruits on the belts already.
>Clear out the map ONCE using artillery
>96 hours later, the pentopods are nowhere near to expand back within my pollen clouds.
>My Gleba setup can basically be summed up to one big sushi belt.
It's really that simple.
Why were any of you guys moaning about it, again?
>>
>>545495768
Gleba was massively nerfed from the launch patch. Used to be you would get stomper'd if you didn't come in with tesla turrets from the start. If you chose to start on Gleba as your second planet you could be absolutely destroyed.

Also we didn't look at guides when we started so we had no idea what to expect or how pentapods worked.

So yes, if you play on easy mode it's easier.
>>
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>>545496008
Damn, I didn't realize just how many patch they released in the last year.
I must have missed a lot of changes.
>>
>>545496008
Yeah, I had the Tesla turrets too. Figured they would be more-or-less mandatory because I was playing in marathon mode.
The pentapod's evo factor was already maxxed out when I landed. The nest were boasting a +500% HP modifier already.
>>
>>545444696
Did you put quality on the scrap miners?

I did it on my base but I feel like I've fallen into a trap
>>
>>545496008
Gleba wasn't that bad as a first exoplanet, you just needed a double ring of rocket turrets and one of gun turrets with repair bot coverage and some minefields in the worst places.
>>
>>545496647
It is a trap.
My current Fulgora base is split in two :
One mundane factory with no quality whatsoever to produce rockets part and science pack. (Fulgora is my starting planet) Which is mostly ran with good ol' belts and trains.
And one fancy quality-oriented factory, mostly ran by bots. (because let's face it : quality is not fun to solve with belts, right now)

Those two factories are almost completely independant.
>>
>>545497078
Sooo... You needed to solve Gleba [to get rocket turrets] in order to solve Gleba.
That doesn't sound right. :-/
>>
>>545497280
Na bro you just have to put efficiency modules on the harvesters to reduce the spo-
Oh wait
>>
>got burned out from playing soviet republic again
Where do we even go from here? My body isn't ready for Aurora 4x yet.
>>
>>545413756
>>545416154
Sounds like the answer is basically "because there are no roads in nature"
>>
>>545444398
that puts you third in the world I think
>>
>>545448621
Finish SA if you haven't yet
Afterwards the main fun is in megabasing, given how many tools SA gives for that which you don't even need to fully utilise in the base game. There's a real postgame now with tons of toys to play with
Modded planets are all bad no exceptions

Play gregtech
>>
>>545500385
>Modded planets are all bad no exceptions
Is there a way to make a good planet mod?
>>
>>545500821
A modder could try cutting up the work. The mapgen, the resources, the items, tech tree and rewards, the production chains, the unique mechanics. Maybe not all of these parts need to come in a single thematic package.
I see these planet mods and i want to butcher out the rewards to keep just the planet. I'm not necessarily interested the modder's whole wild ride.
>>
>>545500821
With the Factorio Lua API? Probably not.
With a direct access to Factorio's engine source codebase? Yes, absolutely.

It's all stem down to that sobering fact :
The Lua API makes it really easy to rehash content from the original game. BUT it won't help you making truly innovative content.
Cool mod concepts are doomed to die during their conception until someone comes up with some sort of "Factorio Script Extender", or custom modloader.
>>
>>545501921
I'm not sure this is true - there are plenty of good mods pre-SA.
I think that the planets are mainly constrained because SA makes resources irrelevant since you get so many, and planet mods are too afraid to be "disruptive" like every single larger mod pre-2.0 was.
>>
>>545500821
Yeah I think this is key >>545501921
Each SA planet that Wube themselves added relies on gimmicks requiring extra engine features. Maybe except vulcanus but that's also arguably the most boring one whose ideas is just "infinite resources lol" especially if it didn't even have demolishers (which are indeed an engine feature).
It took wube four years with a team of full-time devs working directly on the core engine to make the SA planets (plus space platforms). And they STILL flubbed, Aquilo feels rushed and unfinished and its gimmick is arguably pretty mediocre. Gleba had to be rebalanced last minute and its early game is still mediocre. It's no surprise to me that modders seem incapable of making anything even remotely interesting.

Factorio is a solved factory sandbox, the entire planet concept is not the way to go IMO.
>>
>>545497280
Works fine as long as you don't mind getting overrun a few times.
>>
>>545501921
Creative rehashing can go a long way. Look how the spoilage mechanic was already used to depict hot metal plates cooling down over time. The demolishers are literally biters. Ore patch or expanding mineral infestation?
>>
>>545503531
>>545502460
Let's hope you are right.
>>
>>545503729
I guess my opinion is more "I think SA itself is very difficult to expand on, because the space machines/prod researches are so obscenely overpowered already - how do you give meaningful rewards for new planets when everything is already unconstrained".
I think you would need to fundamentally rework how SA works to make another planet matter.
>>
>>545503729
This first wave of planet mods could end being worked on and modified for years to come. I like Pelagos but its sprites are still placeholder tier, Arig already underwent an improvement of its terrain tiles to look prettier.
Can't expect genius, it doesn't like showing up on time.
>>
AI and algorithm are the exact same thing. I'm tired of pretending they're any different, you can replace AI with algorithm in every single case and it will still be valid and be a correct explanation of what you describe, no information will be lost. And AI can replace algorithm in the same way "computer" used to mean a person follow a (guess what) algorithm. The description "artificial intelligence" has been used for algorithm since antiquity. They are the same thing. Over and out.
>>
>>545504010
New buildings and items don't have to be more powerful, they can be side grades or fun stuff. I wouldn't mind if a planet's rewards are a lamp post fixture with new concrete types just for style. What about a set of assemblers and chemical plants that run on promethium instead of electricity?
The linear power progression though a playthrough is not holy, break it.
>>
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Why *not* put a standard lamp on every piece of electrical infrastructure anyway.
>muh 2.2KW per entity overhead
global toggle in the electrical network graph menu
>>
>>545504010
Maybe some sort of "Stargate" scenario?
First you send a space platform in space. But it cannot go anywhere.

Then you find the "gate" (using the space platform) and use it to explore distant 'beginner' world (Vulcanus, Fulgora & whatever hypothetical modded planet). But the "gate" has severe limitations.

Using the tech and ressources from the exoplanets, the player unlock space travel as we know it, and 'advanced' planets (Gleba & maybe Aquilo).

Once you have solved those 'advanced' planets, you unlock an alternative to space rockets (like, let's say, teleportation beams, or surface-to-space shuttles) which would makes hauling less cumbersome. And you move on to whatever challenge the modders can offer.


I always liked the holy trifecta from base factorio that is belt/train/bots.
It never felt right to me that we would be stuck with just space rockets and platforms in Spage.
>>
I have question: does the fuel value of a nuclear fuel cell only influence its consumption speed in the reactor?
>>
>>545505886
don't quote me on this but I'm pretty sure the consumption rate is constant and the temperature generated per second varies depending on neighbor bonus.
>>
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>>545505975
>I'm pretty sure the consumption rate is constant and the temperature generated per second varies depending on neighbor bonus.
>>
you can grind a legendary nuclear reactor that chugs fuel cells 2.5x faster and produces 2.5x the energy for some reason
>>
>>545506072
I imagine you thought this was exceedingly clever.
>>
>I would in fact be quoted on that
>>
>>545506072
I think you a gnius bra
>>
>>545504723
Everybody knew that already.
Congratulation for being the last person on Earth to find out, I guess.
>>
>get foundry working on Vulcanus
>this shit shits out infinite iron and everything related
>>
>>545510630
that's how i lost interest in playing sa
>>
>>545496182
Man, were you around during early access? Some days you'd come up for air after a while and be three patches behind, lol
Pretty endearing stuff
>>
>>545510805
You could have nerfed the recipes in the file named recipe.lua
It's all there in plain text but no you just left.
>>
>>545495768
>Nerfed gleba
There a mod to revert it?
>>
>>545509336
>>545511309
get this weird angry jeet out of here
>>
>>545511778
shh it's kovarex
>>
>>545496647
>>545497089
NTA, but: What does quality on scrap even do? Does it give a boosted chance to recycle into higher-tier material? Does it recycle into more material per scroop? Never understood what quality does there.
>>
After 1k hours I'm finally at a level of factory design that I'm happy with. I don't use blueprints anymore, I can project bigger factories and I learned to use logic with my builds. After I finish this SA run I'm going back to Pyanodon and start again from the beggining

Man I LOOOOOOOOOOOOOOOOOVE... FACTORIOOOOOOOOOOOO!!!!!!
>>
>>545512584
>I don't use blueprints anymore
??
>>
>>545512584
The fuck am I reading
>>
>>545510805
Why?!
All that "free" stuff is stuck down on Vulcanus.
And setting up enough rocket silo to send a significant amount of it is impractical. You are still bottlenecked by rocket fuel production.
>>
Eh I went to vulcanus before fulgora on this run and was kinda boring cause anything that uses chips = do not scale until em plant, I'll have to go back with them
>>
>>545512553
If you recycle a rare piece of scrap, anything you get out of it will be rare too.
It's the most efficient/straightforward source of high quality blue chip and LDS.
>>
>>545515405
Understood, thank you!
>>
i had an idea for a new planet:

Post Vulcanus / Gleba / Fulgora / Aquilo

Resources:
Big patches of volcanic rock
Big patches of mostly U-235, a little bit of U-238, and some stone
a low throughput source of water (requiring pumpjacks)
Cliffs

New Building (Triggertech):
Ark Light Smelter

Requires an insane amount of energy
Smelts volcanic rock into lava
Smelts U-235 + stone into liquid nuclear

New Building (Triggertech):
Liquid Nuclear Fusion Reactor

Consumes liquid nuclear + plasma
Produces an insane amount of plasma

New Building(Triggertech):
Matter Generator

Requires an even more insane amount of energy
Produces Planet Science
Can “print” many items at really low throughput (research unlocks more advanced ones)
Energy cost increases with item complexity
0 module slots
not affected by beacons

New research:

Plasma Pipe
Plasma wagons and plasma loader/unloader(pump)
Plasma tank
Long-range beacons (require plasma to operate)
New Equipment:
Reactor equipment (5×5), consumes fusion cells, scales with equipment drain

All energy requirements need to be carefully defined and tested(obv.),
but I think this would make a nice new planet with unique challenges
and megabasescale rewards
maybe its not challenging enough without an additional mechanic (or just strong enemys + "nuclear pollution") but i wanted to write it down and share it
>>
>>545516312
>dude insane
yawn
>>
>>545516312
INSANE planet mod goes WRONG
>>
>>545516312
That's really uninspired.
Was that supposed to be the point? Am I missing the joke?
>>
>>545516312
>Smelts U-235 + stone into liquid nuclear
are you a child?
>>
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Mod that requires the portable fusion reactor to consume 1 scrap for every 1.21GJ of energy produced.
>>
>>545525580
No.
>>
Sex planet mod
Create porn science in the sex machine
Put porn science in goon chamber for research
Porn science unlocks new fap technology
Pheromone pollution makes nearby hot babe aliens rape you to death
>>
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>>545527517
Yes.
>>
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>train depot
>rail construction office
>oil/fuel loading/unloading
>train diesel station
Have I missed anything obvious?
>>
>>545529358
Oh, I forgot that building this railroad is going to take 1500 tons of gravel and as things stand I would have to deliver it by truck over several kilometers. That's suboptimal.
>>
>>545529358
Unfortunately, I found this game far too autistic for me after enjoying the hell out of Factorio as well as city builders in general. Welp, back to the extraction slop of the month I guess
>>
>>545530627
Understandable, it's a very specific type of autism.
>>
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live, /egg/
>>
>>545496647
thankfully I'd read up that quality materials basically need separate production lines and nope'd. but when I unlocked q3 mods I did put them in my science accumulator production to skim off any above common and replace my accum farms.
I also set up quality upcycling for the mods themselves, and since I had so many mods and was scrapping excess steel into chests, I put some mods in there as well, using them to expand train station buffers, since scrap recycling runs so very fast.
>>
>>545527517
but red, white, and hot pink science colors are already taken
>>
it does but now I have to post from chrome apparently for some godforsaken reason even after switching my user agent
thank you cloudflare very cool

Anyway I was doing a vulcanus start and managed to get blue science in around 1 hour but I realized that I would skip nauvis entirely and redo the same thing I did for fulgora
so I'm trying out only gleba
it's actually really good
>>
>>545552902
It was never funny.
>>
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>>545552902
Because all the cool kids now hijack threads by logposting. Get with the times, gramps.
>>
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>>545552902
newfags can't shot web
>>
Neat semi-hidden feature in Factorio:
Inside the research queue, select any far flung future technology.
Hover over the icon of any buildable that the technology might unlock.
Press Q to pipet, then press E to confirm.

You can now place a ghost of the yet-to-be-unlocked building, so you can inspect what it's size is, and in which places it might have pipe connectors.
>>
>>545554703
>via 9gag.com
you know who you are
>>
>>545554889
i just download shit i see on 4chan man
it's not that serious
>>
>>545540275
>this was life before recyclers
At that point just get flare stack ffs
>>
>>545554851
Huh, that's really fucking cool.
Always amazing to see the quadrillion qov features the devs thought about.
>>
>>545554851
It also works with the in-game factoriopedia.
But not with the filtering menu.
>>
>>545556258
pretty sure there is an option that says "only include things unlocked in filters" that you can uncheck
>>
>>545554851
seewhat I do is I just go in editor mode and play around with the thing I want to look at instead
>>
>>545557504
See, that's what we call cheating.
>>
>>545554851
you can just alt-click anywhere to open factoriopedia and press q on a building to get the ghost
>>
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Visible Gleba and darker water actually look nice, but I might tone down the default 120% saturation I use because god damn the biome change markers are stark
>>
>>545497280
You can build rocket turrets with a minimal setup.
>>
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>>545556258
>>
>>545558254
Doesn't work if you haven't researched the thing, I just checked.
>>545557994
Anon, you are mighty silly sometimes.
>>
>>545559061
i also just checked and it seems to work just fine
with pyanodon, i can alt click, ctrl-f, "fusion" then q to get a fusion reactor ghost even though that's definitely not researched
>>
the real questions is why aren't you using blueprint sandboxes and editor extensions in the first place
>>
I just realized that since the author of onlygleba basically just reskinned nauvis, solar panels have a standard 60 kw output

>>545559348
odd, it just spits out an error sound for me
>>
>>545558569
i dont think that looks nice at all dare i say that even looks the opposite of nice
>>
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>>545562482
a'ght how about this
>>
>>545563601
no. fuck no! god damn no! what are those dark green patches even supposed to be! that looks like crap!
>>
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>>545563684
>what are those dark green patches even supposed to be!
the water

well I like it
>>
>>545563684
>city slicker has never seen bog water before
>>
Is it a cope when I say a design is 'specialised' rather than being able to keep up with its peers in resources?
>>
>>545566667
Sounds like you can just copy that until it's sufficient
>>
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>>545441046
anon i...
>>
is there a spreadsheet or something where I can put in the values of asteroid frequency, the stats of collectors, etc and it tells me how many to make to get x/second?
and how far apart to place them
not default asteroids/spawn rates btw
>>
i will make it to gleba this time... i will make it to gleba this time...
>>
Glee-ba or Gleh-ba?
>>
>>545592369
Glee-ba doesn't make any sense. I don't know how you could come to that.
>>
>>545592793
Yeah? In English?

Consider 'omega'. Clearly Gleba should be pronounced 'Glayba.'
>>
>>545592369
Gleh-ba
>>
desires for 2.1
>rocket silos learn how to mix items for automatic deliveries
>asteroid juggling recipes no longer accept quality modules
>promethium chunks evaporate from belts when a ship leaves the route to the shattered planet
>pentapods get rebalanced (again) so they dont literally never attack
>trains have a key that you can press to make them choo-choo when manually driving them
anything else?
>>
>>545593568
I pronounce it ohmehga
>>
>>545593957
>>promethium chunks evaporate from belts when a ship leaves the route to the shattered planet
No, you just make the science only craftable a certain distance towards the Shattered Planet.

Also, I want quality rebalanced in general. I don't think the current implementation is any good. Think it needs a complete overhaul.
>>
>>545594238
what would you change in quality
>>
>>545594095
Well, that doesn't make any sense. I don't know how you could come to that.
>>
>>545594340
Consider how the player currently experiences quality as they work their way through their first playthrough of Space Age.

They unlock the module and try it out and have a tiny, tiny chance of improving quality. And they're not going to have the numbers at this point to actually quality up much of anything. Only if they have looked up information on what they can actually use quality for effectively right now will they actually be able to use quality modules for anything useful at all; i.e. asteroid collectors. Otherwise it's a waste of their time. Only later do you actually get the recycler and higher tier modules which make the quality cycling viable.

Later on there's liquids and planet-specific materials and buildings that don't take modules that muddy the idea.

I think Angel's refining mods were a better idea. Those mods add intermediate steps to refining ores in order to get better yield, but I'm saying quality could work on a similar basis, where you would have to improve your ores to make the better plates to make the better other stuff, rather than just recycler cycling.
>>
>>545593957
>asteroid juggling recipes no longer accept quality modules
that's inevitable but I don't want it
>promethium chunks evaporate from belts when a ship leaves the route to the shattered planet
please no
I don't want to ship biter eggs around
>>
>>545593957
>>asteroid juggling recipes no longer accept quality modules
>>promethium chunks evaporate from belts when a ship leaves the route to the shattered planet

>Nooooo stop having fun stop engaging with the game STOP STOP
>>
>>545592369
Glêba.
>>
>>545595667
I haven't even gotten that far in spage but I can tell he's just looking at what people are doing and coming up with reaction ways to prevent it which is the single worst possible way to design games
>>
>>545596004
they are both unbalanced and lame and preclude harder, more interesting engineering problems (actually making proper quality upcycling, trying to optimize ship speed to make as much science as possible before eggs spoil)
>>
does the sex use spage ship mechanics now?
>>
>>545596379
>(actually making proper quality upcycling
>Make and unmake steel chest
>Ctrl+v 100 times
Waow
>>
>>545597136
now do copper, coal, and stone
>>
>>545597248
>Put q modules in miner.
>It shits out 100000/sec coal bc you have a level 200 mining prod
>burn everything <5tier
>Make LDS
>Brake LDS

Waow
>>
>>545598743
>LDS
probably getting patched somehow, at least if they can figure out a way to do it
>>
is it cheating to use bob's inserters?
>>
>>545599995
yes but I like it so I do it anyway
>>
>>545599995
>asking if something is cheating on 4chan
you didn't beat the game
>>
>>545600312
funny how i actually never did in 400+ hours, always drop it 2/3rds in
>>
>>545599995
Yeah. It basically solves every problem with inserters you're supposed to engineer. I've played with them for a couple of runs and it definitely makes things 'too easy', so to speak. Unloading trains in half a second by just calibrating dozens of inserters is especially egregious.
>>
but it shouldn't matter much in bigger overhauls where the game pivots more to solving logistical problems rather than having to fiddle with the build footprint because there's nothing else to do right
train unloading does look vomit inducing but i'm already using loaders for that
>>
>>545593957
>>rocket silos learn how to mix items for automatic deliveries
That one is good.
Right now space platforms are like the retarded children of trains and bots. With only the downsides of each one.

>asteroid juggling recipes no longer accept quality modules
There's something deeply wrong with the way quality works. Yes
But I don't think that proposal is an elegant solution to it.
You're kinda barking at the wrong tree here. Just fixing one glaring issue amongst many, and failing to handle the underlying cause.
Quality as a whole needs a fix, crushers do not.

>promethium chunks evaporate from belts when a ship leaves the route to the shattered planet
I don't see the issue here. It's a creative solution to an endgame problem in a [mostly] singleplayer game.
Don't fix what is not broken.

>pentapods get rebalanced (again) so they dont literally never attack
That one is good.
The implementation of pentapods IS kinda lazy, and currently very bad.
Artillery break 66% of their AI : premature wrigglers die in-route to your turrets, and stomper randomly stops in their track (for no good reason) until they get despawned.

>trains have a key that you can press to make them choo-choo when manually driving them
That one could be a mod.
But okay, I guess.
>>
>>545598743
>Put q modules in miner on Fulgora.
>Put q modules in recyclers
>It shits out 100000/sec useful items bc you have a level 100 scrapcycling prod
>burn everything <5tier
>Make nothing
>Brake a few thing

*signature look of superiority*
>>
>>545606226
>>It shits out 100000/sec useful items bc you have a level 100 scrapcycling prod
>>Make nothing
Those two sentences are contradicting
Why are you a brainlet trying to act smug on the internet
>>
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>>545438756
i hate when games require a belt
i want a logistics game that has zero fucking belts, and if it does, you never have to place them yourself, they get auto-routed. i'm so fucking sick of belts.
>>
>>545609390
play modded mc, you'll have pipes for all your needs
>>
>>545609390
Desynced has zero belts and needs a robust logistic system to keep the base working efficiently.
Item teleporters have very short range and can only work so fast.
There are flying logistic drones, but they too are not a panacea.
Even once you unlock unit teleporters, the need for logistics doesn't disappear.
There are ground carrier-like units now, so there's even more potential solutions.
And with programming you can build something ridiculously complex.
>>
>>545610308
yeah I tried the desynced demo when it was originally in one of the nextfests, I might give it another try.
MegaFactory Titan from the CHODE dev also is almost nothing but belt hell despite "smart maglevs", it just means it has a logistic request system on a bunch of unidirectional tubes that are always-in-sequence and get choked up constantly when I thought it was going to be tubes that get self-routed
>>
>>545611450
>BUILD
>SURVIVE
>DESIGN
>BATTLE
hey they put 4 things in the trailer this time instead of 3
>>
>>545608541
I get beaten up when I try to act smug at the recess :-(
>>
>>545609390
Sounds like "Factorio : the gacha" would be right up your alley.
>>
is there a mod yet that integrates ai and builds shit for me to show off on reddit
>>
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btw stationeers remember to space your solar panels. Last base had 40% efficiency because they were blocking eachother
>>
>>545609390
I feel the same about iron/copper plates/ingots. I am way more likely to try a game that does absolutely anything else.
>>
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Which one is correct? Top or Bottom?
>>
>>545615847
That one that you didn't edit
>>
>>545616028
Both are edits.
>>
>>545616028
The OG
On top of that, the quality increase can be not only one level at a time, but you can get lucky and get more steps at a time, each additional step has 10 times lower chance of happening
>>
>>545616229
That was the joke
>>
>>545616535
My ma' says I might be regarded, sorry.
>>
>>545593957
>promethium chunks evaporate from belts
just have them slowly spoil into stone
>>
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>quality was dev'd before the rest of space age
Hmm... no wonder it's integrating so badly with rocket's logistic.
I really hope they fix that shit in 2.1.
Requesting "any quality" of an item should give a mix of whatever is available on the planet.
>>
>>545617335
Quality was supposed to be in 1.0 but it was so bad that they didn't allow kovarex to enable it. It's been there ready to enable basically ever since 0.8 or something
>>
>>545617452
I have a love-hate relationship with Quality.
I love to play with it in spage vanilla. And I appreciate its existence.
But I also hate it because it made a lot of modpack's "padding" content painfully obsolete and unattractive.

For example, K2 was adding enhanced versions of drills, assembler, etc. Which were an a-okay incentive to engage with the mod. They wouldn't revolution the gameplay. But they had the merit to exist an make the mod science packs and ressources valuable, albeit a bit artificially.
But now I have quality (and the +50% productivity buildings from spage, to a lesser extent). Those K2 buildings feel redundant.
>>
K2 really didn't age well
>>
Quality raped all mk2's. It does need better implementation.
>>
>start a new world in spengies
>want to load all the mods included in a collection instead of manually putting that shit in
Is there a way to do it?
>>
>>545618835
I want to be able to do quality on my main bus without having to have essentially several extra factories interlinked and balanced together. It's just not worth the hassle.
see this madman who is actually trying: https://www.youtube.com/watch?v=l5NA-5e0LbI
>>
>>545618442
Yeah...
I had a lot of fun with it back in vanilla. I even made a x100 run a few years back.
But I abandoned my run of K2:Space Out a few hours in.
Partly because of an unfortunate recipe bug which crippled my circuitry.
But mostly because quality killed my desire to explore the mod.

Better drills? Spage had it.
Better solar panel? Quality cover that.
Fusion Reactors? Spage had it.
etc
>>
>>545619081
Also equipment grids, think it kind of was a signature feature of k2
>>
>>545529358
Anon, do what all rational people do: start an empty map on easy, recreate your design, check if it works, then actually build for real.
Depots aren't drive-through. You don't need a separate truck pumping station. You put your rail construction office next to the border, along with the depot. Diesel station is ok, but maybe put a small tank next to it.
>>
>>545529358
Also, don't bury your oil pipes all the way, you waste a shitload of gravel.
>>
>>545615847
Neither.
4 Legendary Quality 3 modules only has a 24.8% chance to upgrade, due to a lack of proper rounding (one module has exactly 6.2%, not 6.25%). Also, the chance of increasing to a specific non-Legendary quality is actually only 9/10ths of the stated quality value, since the other 1/10th of the time, you're getting multiple quality increases in the one craft.

The values should be:
Norm->Unc: 22.32%
Norm->Rare: 2.232%
Norm->Epic: 0.2232%
Norm->Leg: 0.0248%

Unc->Rare: 22.32%
Unc->Epic: 2.232%
Unc->Leg: 0.248%

Rare->Epic: 22.32%
Rare->Leg: 2.48%

Epic->Leg: 24.8%
>>
>>545619030
yeah when wube originally posted the quality devlogs I instantly thought "oh cool so each item will have its own quality and they can all be interchangeably be used with other items seamlessly"
lmao no
until you can put quality items with other items on a belt and not have it fuck everything up, it won't really fit into the game precisely because you have to do 5 entirely separate fucking factories, each on its own tier, or to just gacha recycle it.
>>
For factorio is there a mod that makes flamethrowers count as pumps for resetting fluid networks?
>>
>>545620934
Very interesting. Thanks you.
It made me realize I was grossly overvaluing high quality modules.
>>
>>545621358
>nyoooo not my chunkerino blueprinterino
>>
>>545620597
>Depots aren't drive-through.
That's very good to know, thanks.
>You don't need a separate truck pumping station.
I have one already, though it's not in the pic. It's how I'm currently exporting the oil.
>You put your rail construction office next to the border, along with the depot.
Yeah, I'm gonna have to rethink this. It feels dumb to import gravel, since I'm already producing it, but the stockpile isn't anywhere close to where I want the rails. It might be worth setting a new quarry closer, if I want to build the infrastructure to let people live in this town at some point.
>Diesel station is ok, but maybe put a small tank next to it.
There was a tank in that design, though I hadn't placed the pipe connection. It's behind the oil pumping station.
>>545620676
Yeah, I usually don't.
>>
>>545622241
You put your RCO near the border because your first track layer is absolute ass. It needs to build a connection to the customs house as quick as possible in order to get the real track layer machine. At least watch some youtube tutorials on how to build rail, you're about to seriously eat shit with this one.
>>
>>545624185
Oh. Of course. I need a track layer that can be transported to the rail construction office by truck. I didn't even think of that.
>>
>>545621652
>blueprint
zam you got me
its only like I was already delivering fuel by bot and didnt care whence I snipped the ends
I just want to make low effort qol stuff
>>
>>545621358
I confidently say that there is not. You'll have to make it.
>>
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Coal mirin'
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i kinda wish aquilo was a bit harder. wrapping my mind around gleba felt harder than it
the only 2 real things i had to do was
>direct all ice to one lane with recycler voiding for overflow
>make sure that you leave some space in the hot flouroketone tank for waste
>>
>>545595272
>where you would have to improve your ores to make the better plates to make the better other stuff
i like this option
quality is just improved material refinement for base goods
add on assemblers allowing mixed inputs but defaulting to lowest so if you upgrade iron but not copper shit doesn't grind to a halt instantly
>>
>>545633276
it's still baffling to me that you can't just toss the ice back into the water
>>
>>545629613
is it soviet republic or industry captain?
>>
>>545633276
I like building designs for aquilo though, it's an interesting dimension added on
>>
>>545633331
>add on assemblers allowing mixed inputs
I think that's the main thing for a lot of people. All the extra sorting and identical-but-plus-one-quality setups you have to plan out and build isn't gratifying. So all you actually end up with is 'throw it all in the recycler and wait' sushi belts that feel even worse.
>>
>>545637075
>underground belt
>pipe to ground
>long inserter
woah wow crazy insane how the design changes
>>
https://www.youtube.com/watch?v=aWwm0wxp_S0
ITS UP
>>
>>545638191
bitch i thought this was the dosh video at first
>>
i could make better condensed factorio run videos than dosh if i wanted to i just dont want to
>>
>>545638448
if you dont have the monotone voice it doesnt even matter
>>
>>545638448
I'm gonna believe it when I see it
>>
nigga what the fuck
>>
speaking of, some dude uploaded his condensed 100h of py vid like a month ago and dare i say it was some good fucking content
>>
>>545639192
what in the fuck
>>
>>545637032
Different anon, but that's definitely Soviet Republic. I recognize the storage buildings.
>>
>>545638448
I probably should have done my first condensed run video on something that wasn't a 100 hour playthrough.
>>
>>545639192
That looks like such absolute dogshit.
>>
>>545639192
what am i looking at? a cargo wagon fused itself with a furnace?
>>
>>545639192
That's just a broken sprite right? Missing some transparency? God that looks like shit.
>>
>>545644675
the overhanging texture been cut off because they can get silly in py, a basic bitch lab is 4x4 with the texture like thrice as tall
>>
>>545644874
I am repulsed
>>
>>545644963
it is what it is and it ain't pretty, you play py for the problems and solutions it provides not the looks
>>
I fucking loathe the chibi basedface bighead models and faces in Stationeers, how do you get rid of them
>>
>>545643454
I though it was 1.7k+ byproduct for 1 bucket looking thing of product. If so, what the fuck.
>>
>>545644675
people who play py are insane and can't be reasoned with
>>
>>545645719
you should try it's early game, shit's is way better than you think
>>
>>545645570 (me)
wait, bottom bar is fuel burn, and product normally goes out the right slot, is that thing storing both fuel and product?
>>
>>545644963
I still don't have the tops cutoff mod but the buildings get pretty ridiculously sized and unlike for regular factorio where they're all made to size so you can see whats behind py models are not
>>
>>545645719
It's fun though least the first 40 hours I've played I don't have rails yet but just got caravans and the science that can make rails at like 7.5 spm
>>
im a brainlet and i want to get into these types of games, what's the gateway drug?

i've done like 20 hours of factorio and satisfactory but i get bored after a while as complexity increases and i can no longer focus on whats in front of me and have to take into account 10 different systems.
>>
>>545646036
>>545643454
That's just the overflow of ingredients that assemblers dumb to the output sometimes. No idea why it has happened with what tho. It's not emptying out because the inserters picking stuff off it are filtered to ash and antimony oxide
>>
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This is my Fulgora "quality" setup.
Bots are love. Bots are justice.
>>
>>545646520
learn to tackle problems one small issue at a time
>>
>>545646619
does that thing really have so many output slots?
>>
>>545646815
All assemblers have infinite output slots if you change the recipe or do anything else which causes it to dump it's ingredients into the outputs.
>>
>>545647058
ahh it all makes sense now
>>
>>545552902
>>545554889
It's an ancient meme and as such is now available on places like 9gag, as evidenced here. It's not particularly interesting anymore and anyone doing it is more likely to be a newfag larping as le ebin ancient culture oldfag after seeing 9gag memes, than actually doing it sincerely.
Same reason nobody says "epic win" anymore.
>>
>>545647058
I saw someone do that to make a pseudo chest on a space platform but its just so autistic to do so
>>
>>545593957
The quality mechanic is actually finished and not half-baked.
This means functional mixed-quality factories. As long as you are forced to make five factories the mechanic is clearly in an unfinished, poorly tested state.

That is all.
>>
>>545647058
didn't they change that in like 2.0.33
>>
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>>545609390
Autonauts
The bots are needed to anything not by hand, including just moving stuff around
>>
>>545618242
>>545618442
K2 was just "what if vanilla but a little bit more, and you unlock slightly better everything". That's pretty much what spage does though. K2 miners aren't bad, but you literally have big miners in vanilla now.
It's not even an issue of quality, for example Vulcanus big drills are not obsoleted by quality electric drills. It's just an issue of SA being of the exact powerlevel that K2 was trying to fill, so now SA stuff is equivalent to or sometimes better than K2 stuff.

The K2 concept basically needs to be rebuilt entirely to leap-frog the powerlevel of SA stuff to add a third tier afterwards, since that was its original point in 1.0. Problem is that as far as vanilla goes, SA buildings are honestly pretty ridiculously overpowered, so it's likely nearly impossible to make a "vanilla+" mod that just adds more better stuff without it becoming absolutely ridiculous.
>>
>>545621586
Yes. They force you to do a multi-tier skinner box, they're intentionally weak as fuck so you can't just build an endgame setup that shits out legendary products from normal inputs no matter how hard you try. You MUST either upcycle the recipe multiple times or upcycle your raw materials beforehand.

Which IMO is funny because prod was the "get free stuff out of nothing" mechanic that was considered extremely powerful in 1.0 and was very heavily gated. SA basically has main character syndrome because prod is old news, so it gets treated like whatever, and you can get 4x as much stuff for free out of thin air because lole, lmao, go ahead! But quality, ooh, quality is the super special epic mechanic of SA, you WILL engage with it and you WILL grind it properly, even in your ultra endgame factory with maxed out everything.
>>
>>545651648
i want this, but you have to program the bots in 16 bit 8086 x86 asm.
python, lua, and visual scripting are all gay.
>>
>>545652605
Okay, but you have to program the x86 interpreter too.
>>
>>545652605
>Bot automation game
>You can select visual, lua/C++/'normal' tier or assembly for however autistic you wanna get
>To get all achievements you have to use only the hidden machine code tier for an entire save
>>
>>545646520
unironically the classic technic pack for minecraft
>>
>>545653005
>x86 interpreter
you can just write machine code and have it run directly, what would an interpreter be for?
exe and elf formats are not that hard
>>
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>>545653531
>you can just write machine code and have it run directly
absolutely fucking not
>>
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I decided to build a radio station before the train. I need loyalty, and the logistics of building it were much easier.
>>
>>545653627
?
i made an x86_64 windows executable that can create a Vulkan instance in handwritten machine code
it's entirely possible
most people think it's tedious but there's even ways to make it not tedious that don't require a compiler or an assembler
>>
>>545652213
SA buildings aren't just broken as far as vanilla goes, they're broken as far as any mod goes. The second you land on vulc/fulgora, you unlock a machine better than every single overhaul mod's arsenal up until extreme endgame (something like antimatter, for example).
>>
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>>545653749
Program plan: 70% Brezhnev, 30% Tchaikovsky.
>>
>>545653880
Okay but what if the user's program crashes? How do I ensure it doesn't touch the game's memory? How do I make sure my game doesn't get flagged as a virus for having self modifying code? What if people predictably start sharing their code and my game becomes a massive attack vector?

Releasing a game that compiles, and runs natively, user inputted assembly is giga retarded.

Also rolling your own x86 assembler sounds like a fucking nightmare.
>>
>>545654723
it's a singleplayer game playing on my own computer. i can already compile whatever code i want on my own computer, why would that be any different on a video game?
>>
>>545654723
chill the fuck out spaz
someone said they wanted to write or progrma in x86
someone else said "then you'll need to program an interpreter"
i then said "you don't need an interpreter to write x86"
then you started ranting and raving about crash handling, games, memory safety, antivirus, self modifying code, and "massive attack vectors"
fucking schizo
you then called it "user inputted assembly" when i specified machine code (not assembly) and then said "rolling your own assembler" when i specified exactly "doesn't require ... an assembler"
do you have a fucking learning disability?
>>
>>545654723
Stop being a pussy.
>>
>>545655097
Anon specifically said he wanted a GAME that lets the user input their own x86 asm, and I said you needed an interpreter because OBVIOUSLY you can't have the game run user inputted x86 asm without all of the shit I later "ranted and raved" about.

It's pretty ridiculous that you respond to a post completely missing the context and then get mad at me for assuming you understood the context.
>>
>>545655769
>OBVIOUSLY you can't have the game run user inputted x86
... does the idea of IDEs, code editors, and compilers terrify you or something?
tons of users are using those to run their own "user inputted code" right now
or do you think modern and popular compilers/assemblers magically make that x86 safe (stop fucking calling it asm, it's not assembly you dumbass retard)?
pic rel by the way, you can absolutely handwrite machine code, you just need something to start with. on windows, there's even a very convenient `NtQueueApcThreadEx2` syscall that you can use which lets you point your process and thread at whatever code you want to execute
on windows, i recommend `csc.exe` and C#, it's built-in, on practically every windows installation, tiny, fast, no bloat compared to visual studio. you can look up the EXE format, it's not hard
on linux, you can use python, ctypes, then look up the ELF format. there are AMD programmers manuals that are free and public if you have an AMD or Intel processor. i actually prefer writing machine code on windows since python has always been sketchy to me
>>
>>545656246
>do you think modern and popular compilers/assemblers magically make that x86 safe
No, they don't. That's exactly the fucking problem.
>stop fucking calling it asm, it's not assembly you dumbass retard
I understand the difference between assembly and an x86 binary, but we were actually originally talking about assembly; you're the one that just decided otherwise.
>>
>>545654723
guess it wouldn't be /egg/ of me to ignore these points, even if they are stupid
>but what if the user's program crashes
then it crashes. if the user gets to write their own code, then they will be able to crash their own game. such is the price of freedom, just start the game back up and try again
>How do I ensure it doesn't touch the game's memory
who cares? if you want to cheat the game then you're a cheater and you would've tried cheating some other way anyway
if you aren't a cheater, then you'll leave the game memory alone or read it for useful and helpful information
if you make the game crash, refer to the previous point
>How do I make sure my game doesn't get flagged as a virus for having self modifying code
every single program made in C# on your computer has self modifying code
your browser is most likely running self modifying code constantly
look up what JIT compilers are. if your antivirus flags your game, just make an exception for it, it's not that hard. if you have a game where you are running your own handwritten machine code, you should probably expect to do this. consequence of this in the next point
>What if people predictably start sharing their code and my game becomes a massive attack vector
if you copy in someone's code and run it with antivirus disabled then you really do get what you deserve, dumbass
the game would probably warn you about this, much like browser devtools consoles warn you about copypasting code and running it there as well
they don't forbid you from doing it, they'll just warn you, simple as
>Releasing a game that compiles, and runs natively, user inputted assembly is giga retarded.
it's not retarded but it is probably very impractical if you're trying to make any money from your game
>Also rolling your own x86 assembler sounds like a fucking nightmare
you don't need an assembler
>>
>>545656806
>code HAS to be perfectly and completely safe
you cannot ever guarantee this and i don't even know why you would want to
>we were actually originally talking about assembly
fair point, i did miss that the OP said asm in
>program the bots in 16 bit 8086 x86 asm
although really what they want is then no different than something like TIS-100 by zachtronics but with more instructions available so it's already proven to work and your original comment about needing an interpreter still doesn't make sense
>>
>>545656995
>it is probably very impractical if you're trying to make any money from your game
Okay thanks for conceding.
>you don't need an assembler
You don't need an assembler to turn x86 assembly into native machine code? What?

>>545657302
>i don't even know why you would want to
Because that's an assumption that most people playing a video game would have. I mean with all the concessions you guys are willing to make about how shitty an experience this game is going to be, you may as well just go play advent of code or something.
>like TIS-100 by zachtronics but with more instructions available so it's already proven to work
All the zach assembly games obviously use an interpreter.
>>
>>545658081
>You don't need an assembler to turn x86 assembly into native machine code?
not if you're using an interpreter and a restricted set of instructions meant for a game, but then why exactly did you say OP has to program their own interpreter?
>that's an assumption that most people playing a video game would have
we're both making assumptions about what OP's theoretical bot programming would look like in a game
i went straight to "fuck it, raw invoked handwritten machine code" which was too far and it'd probably just look more like the pseudo assembly in TIS-100
>with all the concessions you guys are willing to make about how shitty an experience this game is
again with the schizo shit, i'm just some anonymous poster and so is OP so why call us "you guys" and pretend like we are trying to sell you this game idea right now? it's just a hypothetical so stop being a spaz
>>
did you know that RIGHT NOW your browser is running x86 assembly from the websites
>>
>>545659106
rest in piece java applets
we're in the middle of an actual dark age where we had games like runescape existing entirely runnable in a browser and now to recreate that you'll have to make a bunch of shit with WebGPU from scratch or write some GPU native monstrosity that gets mangled into WASM
it'll be another ten fucking years before we get an environment that can reliable produce something like "runescape in the browser" again
>>
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>>545659604
That's an actor in a suit.
>>
>>545659396
but I can go back red alert in my browser
>>
>>545659053
Bro, please stop ignoring the context of posts. I said writing an assembler would suck when talking about the downsides of not using an interpreter. That's why we're talking about an assembler.
>why call us "you guys"
There are at least two of you telling me I'm wrong (while simultaneously admitting every point I've made is right)

>>545659106
Okay, but you have to program the embedded virtual machine.
>>
>>545660186
I don't know how the fuck I typed play as back, real brain problems hour
>>
>>545660221
>There are at least two of you telling me I'm wrong
>so i must lump you together and treat you as one
anon, you have a genuine mental disorder
>>
Pls gib reversible valves, factorio. I'm tired of using powered pumps in some roundabout way.
>>
>>545660387
My original post was:
>I mean with all the concessions you guys are willing to make about how shitty an experience this game is going to be
both of you anons were making concessions about how shitty the experience would be without an interpreter.

God, you are such an annoying cunt. Just take the L and shut the fuck up.
>>
>>545660851
you want to talk about annoying cunt how about considering
>anon wants some idea for a game
>you come in and tell him the experience will be shitty without an interpreter which for some reason he must make from scratch, alone
>>
>>545660847
Honesly just one-tile pumps would be nice.
>>
>>545661075
It was a joke about how much of a pain in the ass actually making a game like that would be.
Mild bants is much lower on the scale of "annoying cunt" than dramatically losing an argument and resorting to disingenuous arguments about inconsequential bullshit to protect your ego.
>>
boo.
>>
>>545661634
>the age old "i was merely pretending to be retarded"
Okay thanks for conceding.
>>
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>>545661703
use case?
>>
>>545660139
That's plausible deniability, goy.
You opinion doesn't matter anyway.
>>
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Okay, so a question for all you guys that know a lot about Satisfactory: I noticed on Satisfactory Calculator's interactive map there's a toggle for these "natural roads" and I thought It would be neat to put my train tracks along them, but I'm absolutely fucking shit at eyeballing this kind of thing. Is there any way to transfer these lines onto the in-game map, like an overlay mod or a pre-made vehicle route or something that I could use as a guideline?
>>
>>545661817
This post doesn't even make sense.

I legitimately feel bad for you witnessing the cognitive dissonance you're suffering from. Like that's not a jab meant to make you feel bad, I really mean it. Like bro, you would really be happier and a lot more likable if you were just willing to accept that you can be wrong.
>>
>>545662443
>"you can't handwrite machine code"
>yes you can, here's a picture
>"you have to program your own interpreter"
>why?
>"bro, i was only joking, like bro, it was mild banter, bro, i feel bad for you, bro you are suffering, bro just accept i am right please bro please"
>>
>>545662712
>>"you can't handwrite machine code"
I never said anything remotely similar to that

The bants was telling him he had to do it himself. In my opinion there are multiple ways to make anon's game work, an interpreter is just by far the easiest.
>>
>>545662712
I also want to point out that your argument is once again based on completely ignoring the context of the post. I said it was bants in response to your post in which you paraphrased me as saying
>>which for some reason he must make from scratch, alone
>>
>>545662007
Probably for extending an overly long pipeline without fluid wagons.
>>
>>545662986
yeah, nah, looking back, this post made it clear it was not "bants" but you having some sort of autistic melty
>>545654723
you also ignored the OP themselves when they said it was just a game for their own computer so why wouldn't they be able to run their own code and focused on my posts
>>545653627
>>you can just write machine code and have it run directly
>absolutely fucking not
you also don't say
>I mean with all the concessions you guys are willing to make about how shitty an experience this game is going to be
and then call that "bants", you're actively trying to tear down what was a harmless hypothetical idea in a destructive way
>>
>>545612423
>Use a power source that requires you to go outside during the day on a planet where going outside during the day can kill you
>Nobody spent enough time working on the solar panels to notice they sucked
The tracking was actually working, right?


>>545443132
>>545474731
>>
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Back at this after a break and this happens to still not be enough to power my current base yet, not included the other coal mines. Just how many belts of this shit do I even need for power lol
>>
>>545664168
That post was basically
>So what if it's extremely dangerous? I don't care if I nuke myself.
Technically he's right, but he's also admitting I'm right. I just didn't think it was worth responding to.

>you're actively trying to tear down what was a harmless hypothetical idea in a destructive way
It's a overambitious idea similar to idea guys saying shit like
>it like Dark Souls mixed with Minecraft mixed with Zelda mixed with etc.
and I made fun of him for it. You're the one having a melty.
>>
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Here I commit retardation by not building circuits and engines next to each other for electric engines.
>>
>>545665546
check the net energy difference on making coke from raw coal
do you have fluid burners yet?
>>
>>545661634
>It was a joke
>>545665637
>It's a overambitious idea and I made fun of him for it
>>
>>545665546
Geothermal solves power issues until logi
>>
>>545666126
You lose like 2/3 so 45 raw coal/sec into oven gas should be producing the same energy from coke as 30 raw coal/sec. The issue is that power satisfaction is low and the coal stopped being routed into power
I don't think I have fluid burners but geothermal energy researches soon which might help. For now going to duplicate this so I have 18 oven gas pressurizers, burning all the coke into energy so I can start making shit on post sci 1 base with gas furnaces. Rn only missing 20mw to fulfill power
>>
>>545666721
Lose like 1/3*
5 raw coal = 15mj
2 coke = 10mj
>>
>>545665546
i'm surprised that can power your base at all, i'm i think way earlier in py and i have 24 boilers and i'm still not entirely comfortable
>>
>>545667081
I have more engines elsewhere
>>
>>545666721
geothermal is an excellent stepping stone, then fluid boilers (shale oil separation is great here, you just need to handle the stone), and then you get into molten salt (but getting the salt is a whole ordeal, because boiling saline water is too complex). it's all in py science 1, so not too far off for you
coal crushing also helps with raw coal efficiency
>>
>>545654041
I suppose you're not wrong, though the special buildings are restricted to specific recipes so it wouldn't necessarily be gamebreaking in a heavy overhaul mod. Like pY which needs 30 machines to process the petrochem and glassworks and industrial agriculture and woodworking to get the first science, just having a better smeltery or circuit plant wouldn't change that. Though if you could get 50% free circuits for every circuit starting from basic ones it'd shift the balance a bit, but even them IMO not that massively because I don't think getting a bit more circuits is ever a bottleneck in pY, you either have a trickle that's enough to sustain you while you spend 200 hours building the next science or you need them in large scale and then you need to octuple your build anyway. (Correct me if I'm wrong since I've never played large-scale pY.)

The buildings as they are in vanilla are very much geared towards being overpowered in the vanilla recipes specifically.
>>
>>545656995
>much like browser devtools consoles warn you about copypasting code and running it there as well
do you block javascript by default, or is there an actual difference between the console and shit you load from the web
>>
>>545671363
different from javascript loaded from the web, if you open devtools (F12) and go to the console where you'd typically manually input javascript for your browser to run, i've seen some browsers ask if you're really sure you want to run code you paste in there
i imagine 99.999% of people would never use the devtools console
i use it for little scripts sometimes
>>
>>545671363
Shit you load from the web only has access to itself, shit you post in the console has access to the page you have open when you do the pasting.
>>
>read about using 50 poison capsules to kill small demolisher
>get killed by fissure explosion damage
not as easy as they made it sound like...
>>
>>545673026
I don't know how anyone could suffer that planet without 5 exoskeletons
>>
>>545673026
I think my average demolisher takes ~100 capsules, but I mainly just run away in a straight line
>>
>>545673145
Aight I could turtle it fine with 3 exos but when I checked the health after throwing them all...
>30000/30000 hp
>>
>>545673474
The head has dramatically lower damage resistances so you have to be sure not to just soak but body. That's why I use nuclear landmines, the head is always the part that takes damage.
>>
Oh nice it tracks your direction same way as worms, meaning you can dance in front of the demolisher.
>>
Are there any girls on /egg/?
>>
>>545676186
My assumption is it depends on your definition, I assume there's a few AGPs who post here begrudgingly.
>>
>>545676502
there is no "defining" what a girl is and by AGPs i assume you mean "faggot men"
>>545676186
no, there's no girls on /egg/
>>
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>>545676186
We have Gear Girl and her Epic quality lactation modules to remind us of those female things that are kicking around outside.
>>
>>545676186
my sister once looked at my screen when I was shitposting on /egg/, does that count?
>>
>>545672360
i'm guessing it also has access to
>your screen resolution
>OS and browser
>system language
>system time
does the browser package that up as a javascript object? where do i learn more about this shit
>>
>>545676186
I am a scientist, girls do not exist
>>
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oh shit, there was a new one last week.
>>
>>545676186
I am one.
>>
>>545677142
i don't personally know if those are right, but i do know that it has access to your GPU
>>
>>545661703
Nice ribcage
>>
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>>545659604
>>545660139
The alternative explanation to "actor in suit" is what they were caught doing at one of their reveal parties. "Robot" bartenders being remote piloted by people in motion-tracking suits, talking to the customers over video call.

Latency must be horrible, but by offloading the cognitive tasks to an actual human brain you just skip the entire part of the equation where the robot has to actually do something. Also skips the entire part of the robot that would actually be useful.
>>
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>>545403349
>the venturi effect?
>Why does pressure drop with increased flow?
I had that epiphany not long ago. Pressure is not *real* - it's an abstraction of particle collisions.
When the flow is fast, more particles are flowing in the same direction than hitting the sides of vessel (pressure)
https://www.youtube.com/watch?v=K_6vsE372mg did it for me.
>>
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>>545637032
>is it soviet republic or industry captain?
If the grass looks like a magic eye image, it's soviet republic.
>>
>>545679958
i could not view magiceyes the proper way for years, only cross-eyed
unreal how much the dots help
>>
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finally made it to Moho and back
unfortunately, i didnt have enough fuel to establish a safe orbit around Kerbin, and had to land at a random spot while going 3000 m/s
my last stage didnt have an antenna, since i was planning to land around KSC
saving 100 credits and a few kilograms on a cheapest antenna, resulted in a crash landing in water at 130 m/s
ive done a few reloads, but there was no fixing it
>>
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>>545662419
just build the rails where they fit
>>
>>545637032
>complex trains
>in captain of industry
nice one
>>
>>545684130
>>545662419
Im a train autist and I refuse to give my trains steeper incline than 1% which the game does not provide so I made all my train on a same level elevated platform
>>
>Add a lot more ash voiding
>Still need to fill chests with ash
man
>>
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>>545686430
i havent played it with trains yet, but at first glance it looks complex enough
>>
>>545664448
>The tracking was actually working, right?
I think on the server it was not. The tracking proposed on the wiki does work tho. You can also repair/build at night and check working through the roof and have a window to check tracking. I havent gone to programming my stupidly limited IC10s yet but I'm also fairly certain I can make an alarm ring when any solar panels' health drops below 50%. I used to have an alarm telling me whenever a filter out on my full filtration plant.

>Looks cramped
It's a starter base anon, space is a luxury. I could go for your module system tho it's probably better for expanding. Also need to remember some stuff needs a frame, dish antenna for instance
>>
>>545687120
it's basically simplified factorio trains, and you dont get to send signals other than "station empty/full"
>>
finally playing spage again and finishing my run, where is the best place to mass produce rocket fuel? I've already tried volcanus and fulgora which both looked good, but now that I'm making some solid interplanetary logistics they're running up short. Started making a gleba design but you need a retarded amount of turbo belts for the throuhput and routing. I could put lots of prod modules or try out white inserters and that might help, or maybe not because of spoilage.
>>
>>545688769
my instinct is nauvis - you just need oil, water, and space
>>
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Just found out that the first navigable submarine was built in the 17th century by a guy called Joseph Drebbel. This thing has some serious Besiege vibes lol.
>>
>>545677863
proof?
>>
>>545689329
my nauvis is dying... can barely produce any basic sciences anymore...
>>
>>545689368
Must be one hell of a cooper
>>
>>545688769
Probably Gleba.
You could drop ice onto Fulgora.
>>545689984
Then rebuild it.
>>
>>545689368
i remember stories of the first combat submarines being dark but hilarious
>>
>>545689984
why though? What is causing your nauvis to choke up? All problems are fixable.
>>
>>545690312
I need to rebuild it all and get new resource patches. Should probably do that and use all the new buildings there.
>>
>>545676186
My girlfriend knows this place exists, but sadly plays no /egg/s so has no reason to be here
>>
Sprocket update, the unstable branch is now stable enough to replace the main as version 0.2
https://store.steampowered.com/news/app/1674170/view/614304492275368060
>>
>>545690912
>Eggless gf
Why even bother
>>
spengies, I've been finding way more things I can't do than things I can, mostly with regards to the interface.
are there any QoL mods you recc? any must-haves? while we're at it, any mods in general that you wouldn't play without?

I'd also like to ask what my goals should be. build things I unlock, build things to mine more, get to space, then what? aside from pure sandboxing, is there anything, even mods, that give some kinda progression?

>>545663798
you only need 1 pump for that. using multiple like this increases throughput, in case the machines after it are consuming more than 1200/s.

>>545646636
you didn't beat the game
>>
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kind of silly this is generating more power than 300 coal/s is
>>
>>545691683
>mixing science and magic
now thats silly
>>
>>545691828
that's just your average minecraft modpack
>>
>>545691828
I want magic /egg/s
>>
>>545692097
Dont worry im making it
>>
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egg on the front page!
>>
>>545693027
First kissing trains now open sewers
>>
>>545690912
how do i get a girlfriend?
>>
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>>545693104
Cool it down with the trainsphobia.
>>
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>>545693671
Gonna be honest, it was complete luck that we met in the first place. Apart from that we just have a similar sense of humour and overlapping hobbies (not extending to vidya).
I guess my only 'advice' I can give is to actually go out and do things, visit places where you talk to other people who might like the same things you do. Common ground is key

Sidenote: she's training to be an electrician which is a hell of a lot /egg/ier than any job I've ever had
>>
>some dude been uploading ir3 asset mods for 2.0 for a while now
hmmm is he onto something
>>
>>545699479
Isn't the guy who made ir3 super autistic about copyright stuff, like him not allowing streamers to use his mod and such? This could turn into a funny shitshow lol.
>>
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rails soon tm I get to play the game however these intermetallics will probably take me several hours before I see a train
>>
those graphics made me almost vomit!!
>>
>>545700240
I think I'll just wait unti logistics to get started on trains and spaghetti/caravan my way there
>>
>>545691683
isn't it one exchanger per one plant?
>>
>>545704630
Seems to make 250 and one exchanger makes 240 so no
>>
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>>545705574
where do you see the 250
>>
>>545705773
Oh my bad it says mining speed 2.5 so I assumed that'd be 250 instead of 240
>>
>>545705870
got me worried i set up my geothermal wrong for a second haha
>>
>>545706132
Honestly the thing doesn't really specify on hover how much its making
>>
>>545700148
yeah i have zero idea about the details of all of that but would be pretty funny if he found a loophole in that license, like if it's alright to make those reskins using the mod and then mod the base game to use the "same but different" recepies for example
>>
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Been doing some Stationeering. After doing a bunch of tests with the AC, I've realized that basically everything I thought I knew was completely wrong. I never really play hot planets like Vulcan so I've never had to really deal with them too deeply. I think I've got them figured out now, so I'll share my notes.

The basic operation of the AC is to take some gas from the input pipe, remove a certain amount of heat energy and transfer that energy into the waste pipe, then send the cooled gas to the output. The base amount of energy moved is 14 kJ, but that's scaled by the three efficiencies you see on the info panel:
>Operational Temperature Efficiency
determined by the input or waste temperature, whichever is worse. Between -50 C and 100 C it will stay at 100%, but it falls off very quickly at lower temperatures and less quickly at hotter ones.
>Temperature Differential Efficiency
determined by the difference in the temperature of the waste pipe and the temperature of the input pipe. It's not exactly linear, but as a rule of thumb you lose about 9% efficiency for every 10 degrees of temperature difference. It has nothing to do with the temperature setting on the front panel, that only tells the AC if whether it should heat or cool and to stop when the input is within 1 degree of that temperature, like a thermostat.
>Pressure Efficiency
determined by the pressure in the waste pipe or the input pipe, whichever is lower. You just need both pipes to be a little over 100 kPa for 100% efficiency.

So multiply all the efficiencies together, then multiply that by 14 kJ, and that's how much heat is transferred. Considering the AC pulls 355 kW when running, the best coefficient of performance is about 39. Going from 125 C Vulcan nighttime temperatures to 20 C will drop the efficiency down to 3% with a CoP of 1-2, so you really need to daisy-chain a bunch of ACs to even stand a chance, and forget about running them off the daytime temperatures.
>>
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>>545705773
>>545706257
it's 250/s base, increased by productivity (I'm in py1). it's going to be 2 exchangers regardless
>>
>>545708407
how do i see the numbers
fucking hell gotta do a lot of driving now to redo all the plants
>>
>>545708615
just hovering does it for me, I don't get it. are you not on 2.0?
if it doesn't work for whatever reason try rate calculator
>>
>>545709282
It doesnt for me
>>
>>545709282
rate calc works but it still doesn't work on hover what the hell
>>
Release 2.1 RIGHT NOW
>>
juggling bricks really hits the spot
>>
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no way this shit is making 20k nexelit/s it isnt
>>
>>545716226
lil diggas try their best
>>
>>545717718
Idk why the rate is fucked and I can't tell how many washers or furnaces to build
>>
>>545718228
like one of each, it's slow as shit
>>
>>545699479
>>545700148
>>545708160
users have to download IR3, unzip it, and move the assets to make them available
>>
I like how intermetalics byproducts just give me more tiles this isn't so bad eventually I'll be able to cover everything in different tiles
>>
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Oh shit nice. So instead of stuff like 100 poison >>545673428 or 100 gun turrets I figured I could combine more stuff available. I forgot to disable personal roboport so I lost 1 construction bot. Thank god I had a radar, I was wandering off NW to look where I found it before I assembled turrets/ammo, then it appeared SE and I had to run back.

25 Defender capsules
44 Poison capsules thrown, also you can hold down right click to keep throwing
Projectile damage/speed lv 5, no yellow/purple science
26 gun turrets with 8 red ammo each, 2 ammo remaining in turrets, so about 160 ammo
>>
>>545718659
Actually I don't think defenders did shit, I reloaded my save to test without turrets and pretty much just dieded.
>>
>>545719034
I'm unsure combat bots have a use case pretty sure worms have res to them
>>
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I have started a Space Exploration save for fun. After beating Space Age and Krastorio 2, I wanted to finally tackle it. My brain is not used to all of the advanced buildings needing their base ones and the new intermediate steps are making for a very messy mall. There was this blank spot in my base that I couldn't conceivably fit more production in so I decided to put a message to motivate myself to keep up the mess.
>>
>>545716226
It only cycles when the script fires even though the crafting speed is somehow insane.
>>
are any of the SA planet mods worth playing?
>>
>>545729978
haven't tried them yet
anons said a couple are alright
the gas giant one
the scrap wind one
>>
>>545729978
I installed that Moshine one because it was highly rated and was immediately put off by the ore patches. They output a bunch of random shit, which is fine, that's basically fulgora with less steps. But they have a script that randomly makes them output only neodymium for a random amount of time. And the fucking thing is really inconsistent. I tried measuring the output for a couple hours but having the average didn't help one bit with the ratios, because it fluctuates wildly.
>>
>>545729978
They're not bad, which is why they are rated not bad. But they're also not particularly amazing. Like, sidequest shit.
>>
thought i'm gonna be cool and hipstery by building wonky non-straight rails everywhere but turns out it's inconvenient as fuck to build around them oh well
>>
>>545708160
>i have zero idea about the details of all of that but would be pretty funny if he found a loophole in that license
He wants users to download the IR3 mod and unpack it by themselves, to get hold of the required assets, as >>545718443 also mentioned.

That said, the license Deadlock used for IR3 does in fact contain a loophole. It doesn't allow for publishing derived works including modifications of the existing work covered under the license. But the license does not count changes that are necessary for sake of compatibility with updated hardware or software environments, i.e. 'porting,' as a modification or derived work.

As long as someone takes the last IR3 version for Factorio 1.1 and only does with it what is strictly necessary to get it to work with Factorio 2.0 - then they can republish that and should still be covered by the license.

For reference:
https://creativecommons.org/licenses/by-nc-nd/4.0/
https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode.en#s2

Section 2 Scope, subsection a License grant, point 4:
> Media and formats; technical modifications allowed . The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures.
>>
>>545732929
Frankly, rails are pretty annoying to build in general. Compare setting up a line of assemblers to designing a rail depo. One is 'Mm, yes, straight lines. Very good.' The other is 'No, I didn't mean that angle you piece of shit. This doesn't align with the other section? Well I guess I'll just go fuck myself then.'
>>
>>545734018
thankfully i did spend probably a couple dozen hours making a bp book with shapes that look as least shit as possible
making an angled pair of track that doesn't look like something is ever so slightly off is impossible though
>>
>>545734383
Factorio just wasn't built, modelled or adapted for non-90° angles, so rails + trains will always look wrong. Compare a train that is facing the camera or facing away from the camera to a train that is oriented sideways, and compare how the wagons visually align versus how they actually physically align with inserters. It's wack.
>>
How do i avoid spoilage piling up in my labs
>>
>>545736352
Burn it.
>>
>>545736352
There are those arm-like things called inserters, use them.
>>
Imagine if you couldn't use inserters in Factorio and there were no belts, only rails, and you had to manually pilot all the trains.
Someone actually made that into a game.
>>
>>545737060
An automation game with no automation? That sounds probably not the best idea.
>>
>>545678712
>Also skips the entire part of the robot that would actually be useful.
It means you can hire immigrant servants without actually having to let immigrants into your house.
>>
>>545683805
Can you aerobrake enough to get captured in Kerbin orbit, without landing? Or are you completely out of fuel, careening towards Kerbin with no way to steer?
>>
>>545678712
>motion-tracking suits
That doesn't work for robots performing ambulance. Their center point of gravity and weight distribution is totally different from a human body. If a mo-cap actor would attempt to make a bipedal robot walk, the robot would topple within a few steps.
>>
>>545742191
>It means you can hire immigrant servants from untraceable, unverifiable sources far outside your borders and jurisdiction to put them in control of an unstoppably powerful robotic body.
Somehow, I doubt you thought this clever scheme all the way through...
>>
>>545415705
Nature is fucking ridiculous.
>>
>>545729978
all of the sexual assault planets are worth playing at least once.
>>
>>545679068
nice
>>
>playing SE
>in the middle of my base, extending my mall
>get randomly attacked by biters as if biter eggs hatched in my inventory
so what happened here? I'm very confused
>>
>>545750313
I had a similar issue at one point, I doubt it was a biter meteor as those can't happen on Nauvis to my knowledge, but depending on the size and scale of your base it's easy for an expansion party to get overlooked at some point. If you have captured a lot of territory I'd patrol your fog of war to see if they have a sneaky base tucked away somewhere.
>>
>>545750774
I found one spawner in my pollution fog
I'm surprised they managed to get into the center of the base without destroying any buildings
>>
>>545729978
nah not really
they're usually too gimmicky for me, have really offputting graphics, and typically don't really add anything that the base game feels like its missing.
>>
god help me i'm thinking about doing a ksp stock career mode run with the science multiplier turned way down so i actually have to leave the kerbin system and use science labs
>>
I understand what anon meant by compatibility hell between planet mods. Requiring people to make their own custom compatibility patch for their specific combination of planets.
In vanilla when someone added an item it was made out of iron and copper but in spage if your planet doesn't have a new resource and a new building then you're lame.
Multiplication of ores, redundant techs tripping each other up, item-name conflicts hardcrashing the game. Everyone cooking his own sauce. Am i baby or sound the alart?
>>
So, did they ever manage to fix KSP2 at least a bit, or did they really just completely abandon it?
>>
>>545760525
am i misremembering or wasn't the entire development team fired?
as in "more dead than kinetic void"
>>
File deleted.
>>545760525
it's dead, jim.
>>
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fuckin' whoops, quick, pour over my accident to glean information about my life.
>>
>>545761898
now I know what next videos you're working on
pay me three fiddy or I'm releasing this information to the public
>>
>>545761898
>being a shitcord nigger
however based vertical monitor
>>
>>545761898
It looks like a sex game.
>>
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Consider this OpenTTD image, in which 3 trains wanna enter the station but neither will because they're all stuck waiting for a free path.
I'm retarded so please explain path signals to me like I'm 5 (or, like I said, retarded).
I even added random signals just to fuck around.
>>
>>545764280
Path signals are like block signals except they allow trains to reserve trough a block if the paths don't cross.
Pretty sure you have fucked that up manually, just send one of the trains forwards and it will just work. You could also just fix the intersections and signals too.
>>
>>545765065
Thanks.
While I have you, is there any way I should be interested in growing a town, or delivering passengers and mail?
>>
>>545761898
doing a little of tomfoolery
>>
>>545766293
>delivering passengers and mail?
Passangers and mail have high pay rates but also depend a lot on the speed. They are good money makers and there's lot of them if you grow the towns. OTTD is an easy game you can do anything and it will just work out most of the time unless you deliberately change the settings to be more punishing.
>>
>>545708384
were you the anon asking what the fuck was that daisy chain on the base screenshot a week or so ago?

>>545474731
As for frames:
Need frames: Atmo, fabricators, windmills (at least the big one), satellite dish, landing pad, batteries
No frames: Tanks, furnace, solar, hydroponics, storage (maybe not silo)
>>
https://www.youtube.com/watch?v=S5w-o-1cTus
>>
>>545760710
Erm eggbros are we gachafags
>>
>>545773228
Every game concept will devolve into gacha, eventually.
>>
>>545773228
Gachas are the present and future of gaming
>>
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>>545774247
Man, I can't wait to pull on my first engineer-chan banner. That smug green-capped enginner is my waifu.
>>
>>545774449
I'm pretty sure the engineer has a quality statistic. Time to upcycle...
>>
>>545774547
I don't think I have it in my heart to recycle my waifu. Could we take the fusion route instead?
>>
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>>545774547
>the engineer can actually have quality
It's oly increasing its health though.
Does breedability inherently scale with health? Asking for a friend...
>>
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Gleba is actually quite comfy.
>>
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>>545742419
i had enough fuel to get caught by the Kerbins atmosphere, and slow down a little
maybe it was possible to hit the atmosphere at a perfect altitude, with perfect speed - just enough to send me on an elliptical orbit with periapsis under 70 km and a high apoapsis
but it would take a shitload of quickloads, and there still would be a high chance of overheating on one of the laps
the main issue was a lack of antenna on the last, "heatshielded" stage
i either had to land near KSC, or keep both stages
google says i need around 8.000 delta-v to visit Moho - i can barely make it back with 13.000 delta-v, so im probably doing it wrong
although to be honest, i rather do it my own way and fail, than follow some online recipe
>>
pyserb big ralesia farm build map view
should be more than double the entire factory's ralesia and ralesia seed needs
>>
>>545679068
You don't even need to think that far. As with everything, think of conservation of energy.

pressure + speed = constant
speed goes up -> pressure goes down
>>
>>545784397
>"Why does pressure drop with increased flow?"
>(You): because as speed increases, pressure decreases ("pressure + speed = constant")
nice answer, dimwit
>>
>>545775114
The engineer cannot legitimately get quality without mods though. It's just a side effect of *everything* having quality.

https://mods.factorio.com/mod/player-recycling
>>
>>545785563
Fine, once again for the slow kid in the class:

Energy can not be created or destroyed, it can only be transformed. If you increase the flow you are actually converting pressure, so that decreases.
>>
>>545787039
*laugh in free energy engineering*
Just two more week and I'll prove everyone of all y'all wrong.
>>
Has anyone here used mapshot to upload pictures of his whole factory?
>>
>>545787039
only slow kid is you, dumbass, for not realizing your post "answered" OP with a tautology
>why does pressure drop with increased speed
>because with increased speed, pressure drops
smug pseudointelluctual and informatively worthless
>you don't even need to think that far
and guaranteed-to-be-a-stupid-generalization
>as with everything
you're the complete slow kid package
>>
>>545787809
>tautology
No, a law. Namely, the first law of thermodynamics. It's not my fault you're upset for not seeing it.
>but whyyyyyyy is 2+2=4 ??????!!!!!
>>
>>545788292
>No, a law. Namely, the first law of thermodynamics
a law whose name you omitted but only alluded to in your first shitty post
>but whyyyyyyy is 2+2=4 ??????!!!!!
very interesting way to inform everyone you don't know anything about peano axioms or their alternatives
how does it feel to be at the top (of the IQ bell curve)?
>>
>>545788596
>a law whose name you omitted but only alluded to in your first shitty post
>peano axioms
[laughs in Gödel]
>>
>>545789297
>"or their alternatives"
reading sure is hard for you, huh
>>
>>545790364
[laughs even harder in Gödel]
>>
>>545790519
childish faggot, probably indian
>>
>>545781021
nice looking build
>>
>>545691461
Improvised engineering - let's you move your builds by hand
Automatic ore pickup - handy when drilling by hand in the start
Build info - detailed info on the blocks you just built, although casual people might find it clutters the screen too much

The game has no real goals (except maybe stay alive, with the new update), just what you come up with. Space is where most of the action (NPC's) is. There's also a game mode that has a defense type challenge
>>
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>>545787039
does the right tube drop in pressure when the pump turns on?
what if there were a pipe constriction?

i see the similarity between the fluid and electric system(pressure+flow -> voltage+current), but something just doesn't feel right
>>
>>545800118
The person you're responding to oversimplified or the other anon is right about them being a midwit. The pressure/flow "constant" (not really a thing) is for streamlined flow; any section of flow in a pipe, but not an entire closed-loop system.
In your image, pressure would increase since you are presumably adding energy with pump.
>>
>>545800118
In a closed circuit like this one , pressure is actually irrelevant.
>>
ege

>>545777764
what the christ
>>
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Whenever I get around this stage I get burned out and want to restart. Maybe retrofitting everything with roboports is just a dumb idea. I don't like the increasingly suffocating biomass of biters as I try to explore far for good outpost locations, it just doesn't even feel like even nukes could clear it out efficiently
>>
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looks like I managed to pass cloudflare's riddle
for now

I'm doing an onlygleba run and this is the earlygame spaghetti nightmare I had to half-ass to give myself some basic resources

I had to finagle in editor mode for two hours to get the thing working, plus I had to get inserter capacity 2 because the logistic requirements for the level of throughput required by biochambers with basic inserter capacity was a fucking nightmare

What it does is bring two belts of iron and one of copper and give me 3 spare bioflux per second that I can use for sulfur and plastic and god knows what

I have spent the last three hours breaking rocks with my bare hands just to get the 1500+ science packs needed to get here
actually that wasn't bad at all, the stromatolite drops are very generous and they're very fast to dig up, especially if you snort some jelly
>>
>>545802110
It just werk. Slowly, but surely.
>>
>>545802734
who says you need to clear it
just make a path towards what you want while building a defensive tunnel to protect your spoils
>>
>>545802734
Combat was never Factorio's strong suit...
The biter AI is abysmally simplistic. The player's arsenal is equally bad.
You can tell the dev' were trying to get somewhere with the bot capsules, but failed to and lost their motivation.
>>
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>>545803294
This is what the shitshow looks like when it's "working"
I still have to sort out the fuel for the furnaces, I have absolutely no clue what I'm going to use, spoilage into carbon? I'd need a metric fuckton of the stuff.
Also in true gleban fashion if I stop stocking or using plates the entire thing breaks down, so I've put some chests in there for the time being.
>>
>>545801872
>pressure is actually irrelevant.
Need you a reminder you are in the water boiler thread.
>>
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>>545804759
It is that time of the year after all.
>>
>>545679068
If pressure isn't real then temperature isn't either. When air feels cold it's because air molecules carry less momentum when they collide with your body
>>
how can our eyes be real if mirrors aren't real
>>
>>545805502
>If pressure isn't real then temperature isn't either.
Now you're getting it. Temperature and pressure is linked, after all.
>>
>>545805502
I reckon if they're slow then i impart more energy into them instead of the air bonking my heat back into my body.
I suddenly feel at the mercy of molecules to be honest, running away with my heat.
>>
>>545802734
>it just doesn't even feel like even nukes could clear it out efficiently
Just build artillery and forget about biters for the rest of the game, it's not that hard. If you build dedicated artillery outposts even far away from your base you'l have more free space than you'll ever need.
>>
>>545800118
In your drawing's case you're cheating like >>545800774 says because you're adding power to the system via the pump. But yes, flowing water will have less pressure than if it were standing still.

It's easily verified with unit analysis:

(flow rate) * (pressure) = (liter/second) * (pascal) = ( m^3 * s^-1 ) * (kg * m^-1 s^-2) = (kg * m^2 * s^-3) = Watt {Power} ... = {switching to electrical here} (current) * (voltage)

Increase the flow -> pressure drops. Increase the pressure -> flow drops
Increase the current -> voltage drops. Increase the voltage -> current drops
>>
>>545806630
>you're cheating like >>545800774 (You) says
i didn't say that at all you stupid retard
what does that even mean? cheating what?
>>
>>545806630
>tautology response again
It's particle physics, not a black box formula.
>>
>>545806795
You didn't win at making water flow if you use a pump.
>>
>>545806923
it's an indian or a really poorly trained LLM, no difference
you can tell with the tautologies, the smugness, the resorting to invoking a name or law hoping appeal to authority wins, the reddit spacing, the oversimplification of a complex problem with ridiculous generalizations, the weird urge to "prove themselves" in place where doing such a thing is meaningless, the pseudointellectualism and (like the former point) desire to appear as "smart" (but who gives a fuck in an anonymous imageboard general thread for niche engineering/puzzle games)
probably missed a few things there, point is, that anon will always be combative, never learn anything, and will always use the thread as their own "intelluctual" shitting street
>>
>>545807328
Could just be a dumb teenager, I know I was one.
>>545806630
Flow is in cubic meters btw, not liters, as is your [m^3]
>>
>>545808276
1 liter = 0.001 m^3

>>545806923
You should really learn the difference between a tautology and a physical formula.
>>
>>545808276
maybe 10 years ago i'd believe you, but odds are not great now
the copy-pasted inconsistent-spacing-around special-characters (mostly this part) "formula" they provided is a dead giveaway
>>
My favourite engineering game is the one where the autistics argue over literally semantics.
>>
>>545806630
What form does the energy added by the pump take?
>>
>>545810362
the CHEATING form saar
>>
>>545615847
Top one. It's always a fixed ratio.
>>
>>545811425
see >>545620934 for the correcter version
>>
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>SA adds buildings that are absolutely ridiculous for throughput, productivity and module slots
>SA adds Quality as a mechanic to consume enormous amounts of materials so you have something to do with them
>...
>Quality science isn't worth it and there are no other processes that consume quality items infinitely
>>
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>>545810362
>What form does the energy added by the pump take?
Kinetic, obviously. The pressure within the pipe will lower as the flow goes up, of course (as I hope is now clear enough) but as it's an injection into, and not merely an exchange within, the total energy of the system goes up. You're increasing the flow rate, but the pressure will not decrease accordingly.

It becomes even more fun if you add distinction between the various types of pressure.
>>
>>545813843
>"but as it's an injection into, and not merely an exchange within"
>more pseudosperg LLM verbiage
>posts a picture of a streamline flow diagram, not a closed-loop
>"The pressure within the pipe will lower as the flow goes up, of course"
>"the pressure will not decrease accordingly"
>completely contradictory points made
I'm thinking 95% chance of an LLM due to how it always seems to be responding with little downtime and 5% chance of a jeet
>>
>>545810124 * -1
Opinion negated.
>>
>>545814156
I'm convinced you guessed right.
>>
>>545814546
it's not a guess, whatever these things are, jeets or rogue LLMs, they're shitting up fucking everything
i have a telegram channel for a project and i have had to repeatedly nuke the fucking thing because it gets clogged with this shit over and over and over
i keep slacking on it but i genuinely need to make my own LLM to catch all of it and clean it up for me, volunteer jannies aren't reliable and i'm not ever going to be comfortable paying a janny for this
so best to just keep blowing things up everytime the jeet/llm concentration gets too high and starting over
>>
>>545814918
>rogue LLMs
Suppose it's posting garbage to generate new content to train on
>>
I like to make an endless sink using void chests to keep production rolling and in vanilla i can pretend like i'm sending the goods up in rockets into the aether, it's left to my imagination.
But in SA i'm not sure what to do. Sink them into lava, send them to fulgora, dump it all into space, rebuild the shattered planet. My problem is that now i see where my items are going.
>>
>>545815362
solution then is to reply to it with as much pure vitriol and racism as possible so the training results are either useless or based and whatever glownigger faggot is operating it fucks off or makes mechahitler for us for free
>>
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A or B?
i am assuming that
>pressure slowly drops because of friction with pipe walls
>smaller pipe has more friction than big pipe
correct me if the assumptions or anything else i've done is retarded

apologies for continuing the shit stirring, i swear i'm just retarded due to lead poisoning and not indian
>>
>>545800118
The system on the right has a net flow of 0 so pressure is equal between these two
>>
>>545814156
Congrats, you are as capable at correctly telling humans from machines as you are at understanding basic hydraulics.
>>
>>545815771
DON'T DO THIS IT CREATES JESUS CHRIST
>>
>>545816125
kill yourself llm-jeet
i am capable of correctly identifying that if you're a human you should die and that if you're a machine you should be unplugged
>>
Moons look amazing.
>>
>>545815771
A seems monumentally retarded from an electrical perspective
but if the fluid was perfect with zero friction B would be constant, so maybe it's A?
>>
>>545816125
That's exactly what an LLM would say when it gets caught.
>>
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>>545815771
A is closest, with some minor annotations:
- the pressure will drop faster in the bends
- the pressure will be the same after the small pipe section p as if it would be if that part were just a regular section (the small red line). Again, conservation of energy is at play here.
>>
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>>545815771
obligatory powder toy example
i know nothing, but i'd say "C", a mix of A and B
not a constant decline throughout the constriction, but not a completely vertical change either
>>
>>545818865
>powder toy
Excellent demonstration of the particle collisions. Though I can't tell if they collide with each other.
>>
>>545818991
>Excellent demonstration
blow it out your ass, nigger, it's a crude child's toy
>>
>>545819321
and yet it clearly shows zone of high pressure by density, bloody bhenchod.
>>
>>545819563
i'm not arguing with whether the example was right or not, i'm the one who posted it
i'm telling you that the way you type is fucking condescending, exhausting, smug, faggotry
>>
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>>545819321
Instructions unclear.
>>
>>545819818
extreme problem on all of 4chan
>>
>>545798993
ty mate
>detailed info on the blocks you just built
I'd much rather info on the block before I build it, like, how much power does a battery store, refinery consume, H2 gen produce, how much containers store, etc. cray the amount of QoL I'm missing from vanilla factorio.
>>
>>545819818
Not here to tongue your anus, chimp out elsewhere.
>>
>>545820248
a battery stores energy, not power
>>
>these niggers still discussing pressure
pressure is what happens when energy is applied to a fluid and it has nowhere to go. take a capped bottle of water, squeeze it, pressure builds up. gradually open the cap, pressure pushes water out, pressure decreases faster the more open the cap is ie. the more room there is to flow.
>>
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>>545814156
It's on the edge but it sounds like a highly educated cunt being a cunt with a high education or maybe just a Jeet PT poisoned zoomer.
The
>and not merely
and the
>(as I hope is now clear enough)
is Amogus but the overall flow doesn't match any AI I've seen unless Grunk got updated.
>>
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>>545814918
>rogue LLMs
>>
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It's time for the daily ddos
>>
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>>545821319
Fucking Durandal will always be voiced by Gianni in my head now.
>>
>>545821491
I could barely watch that one, I hate Gianni's voice
>>
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>>545821491
>>545822932
>>
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>>545821491
>>
https://mods.factorio.com/mod/TFMG
its a cool mod so far
i wish you started with a few more collectors, belts, a few combinators and red/green wire
being able to make an auto assembler would've made the start a lot less cringe
i also fucking hate the furry's no donut rule
it was a while since i played SA and forgot about it and it is a huge pain when you have ghosts/deconstruction laid out that respect it, but there are intermediate parts that it hates
and you have to manually delete parts and then undo a bunch until it stops being a bitch
note: if you can't do circuits you will get filtered
>>
>>545820686
yo mama stores energy
it especially hurts not knowing thruster power and block weights
>>
>>545825923
seems cool, thinking of putting this onna serb
>>
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>>545815771
>>545800118
Your electrical analogy to fluid circuit is not generalized from the correct definitions, therefore falls apart outside the scope when assumptions are not met. Don't build houses from the second floor.
Current is electric charge flow rate with time. The equivalent to liquid circuit should be mass flow rate with time. Fluid velocity works only if density and area are constant. So it shit the bed when it comes to pipe restrictions changing the area.
You should have known that even for electrical circuit, the velocity of electrons are not concerned at all. In text book it only takes a paragraph. In fact the current is in the opposite direction of the electron because the electron is negatively charged. Only components deals with particle physics cares about how fast it is going.
You also should have known that current stays constant for the entire serial circuit, yet still tries to force velocity as current when velocity does change with pipes of different cross sections.
Anyway the correct analogy to voltage for fluid circuit should be the total pressure which is the sum of static pressure and dynamic pressure. Which is what >>545813843
Posted in image but didn't further discuss that dynamic pressure and static pressure converting back and forth would only be decreasing in total pressure like voltage would when current passing through passive elements in series.
Now the discussion derailed because the word injection is correctly used for receiving external energy in closed loop system that only need to contain the matter.
>>
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VOLTAGE AND CURRENT.
PRESSURE AND VOLUME.
SPEED AND TORQUE.

THEY'RE ALL THE SAME.

KINETIC ENERGY SHORTS TO GROUND EXACTLY LIKE ELECTRICAL ENERGY.
>>
>>545833067
https://www.youtube.com/watch?v=xURlT84IpcY
>>
spage runs completed: 0
days since last restart: 0
>>
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Staring at my Gleba base wondering just what I have forgotten about the design which will inevitably stall everything in four hours time and then get the entire base demolished by stompers.

I just know that I will have missed a splitter setting in one area and it will lock a belt with spoilage and it'll all come tumbling down.
>>
>>545841828
this nigga blueprints
>>
>>545841828
I've not reached Gleba, why are all your blobs so far apart?
>>
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>>545843254
The agriculture towers on the map? Or what?

>>545842905
I just don't remove shit from my hotbar. Those are blueprints I haven't used in 50 hours. 1-3 oil train with instructions blueprint I used on Nauvis, upgrade to green belt blueprint I used after Vulcanus, flamethrower and wall blueprint I used three thousand years ago when the strength of men failed.
>>
>>545843907
I mean the biochamber columns.
>>
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>>545844249
Because it's easier for me to understand a spaced out design. If things are too close together it becomes harder to distinguish them at a glance. Things get convoluted pretty quickly for me and that slows me down. You could generously call it 'for readability's sake'.
>>
>>545844789
based geriatric gamer
>>
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>>545846868
>>
>>545844789
>nutrients on belts that fucking long
just put spoilage on the belt, save yourself the hassle
>>
>>545804202
I just realized that the only serious option to fuel my furnaces is unironically rocket fuel I gotta get a trickle of gatorade up and running
>>
>Solar storms can happen on Vulcan
Stationeers in its infinite wisdom has decided that "solar storms" cause windmills to go balls-to-the-walls.
...I think an Erebian eclipse toned it down slightly, but not sure...
>Producing 37 kW
>Janus dips behind a mountain
>8 kW and dropping
>temperature falls
No actual wind though.
>Janus sets
>400°C at night, but dropping steadily
>Turbines go nuts
>Producing 13kW and rising...
>Peaks back at 19kW @ 226°C. (Still nighttime btw)
Possibly they're driven by changes in temperature.
The storm ended after maybe 15 minutes; seems to last as long as a regular one. I was afraid it was going to last for like a week or something.
>>
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>>545850030
Technically it looks like rocket fuel is perfectly viable and easier to craft overall to get rid of my excess of bioflux but it's naerly the same cost as electric furnaces, and-
it seems I was attacked by pentapods while testing my factory because the steel furnaces were too stinky
hold the fucking phone, I'm sorry
EGG RAFTS ABSORB POLLUTION?
fucking onlyglebs
electric furnaces it is then
>>
>>545813782
quality items are luxury goods
they are never worth it in a mass scale industry
>>
>>545823547
factorio doesn't have voice acting, so i tend to agree
>>
>>545850728
yeah, needs to take the chance of those storm to collect super hot gas
Also how do you check turbine output
>>
>>545855250
Quality items are actually surplus goods made at a loss only when demand is below production.
>>
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What I wish would be in 2.1:
>trigger techs replaced (they fuck up so much shit, modded and not, and are just annoying and unintuitive)
>planets in space background implemented
>quality actually polished and integrated into the game in a way that doesn't overtake everything else
>being able to chuck shit like ice into the ocean on aquilo because like come the fuck on nigga you set up the entire mechanic of chucking shit you don't want in space yet it doesn't work on aquilo?? even with fucking ice??? it's incredibly jank and counterintuitive that the recycler is your sole source of disposal
>for mods, any kind of interaction prototype that doesn't inherently rely on a constant recipe, or has a variable output depending on some other variable (so you don't have to have 10 different recipes for each mildly different temperature of steam)
>more things to do in the SPACE part of Space Age, maybe even not putting infinitely respawning resources everywhere and requiring the player to go to specific, maybe even finite but huge asteroid fields/rings
>vulcanus made more interesting, it's the least fleshed out planet of them all
none of these will happen
>>
saw the webm and decided i ain't reading that
>>
>>545851356
>because the steel furnaces were too stinky
>EGG RAFTS ABSORB POLLUTION

anon... the only pollution on Gleba is spores from harvesting fruit. pentapods don't give a fuck about your smog.
>>
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>>545857018
yeah see that's what I thought too but this happened
>>
>>545805502
>When air feels cold it's because air molecules carry less momentum when they collide with your body
YFW the only reason you feel warm and cozy is because you're being punched in the face a million times per second at the microscopic level, and are just sitting there and taking it like a little bitch. SMILING even.
>>
>>545860246
I wish a million little air molecules would gently punch me and call me a little bitch
>>
Modpack for this feel?
https://www.youtube.com/watch?v=5TdWPpHkrzo
>>
>>545856312
>trigger techs replaced (they fuck up so much shit, modded and not, and are just annoying and unintuitive)
Trigger techs themselves are fine. They're just mis-used.
The devs used them to gate essential parts of the tech tree, so as to not overload newbies and instead gradually open up tech from one logical step to the other. It fucks up pacing for veteran players though - and kills attempts to hop and skip over part of the tech tree if you have a strategy that wants to do things in anything other than "the one true order of all things (tm)" (side-note: this has Earendel written all over it...)

Trigger techs would be fine if they would hide away SIDE branches of the tech tree that don't block the mainline tech advancement. Then they're just 'there' waiting for you to explore those more esoteric areas of tech, without blocking you in any way. And if they would actually HIDE the technology involved because you don't / can't 'know about it' yet, you could do neat lore things with them like you're literally just going to run across something and it'll spark completely new transformative ideas.

Trigger techs could be put to very good use for e.g. investigating more optimal recipe chains and other type of transformative optional upgrades that simply improve efficiency, but don't gate real progress. (Sure- you can raw dog a recipe requiring N assemblers at low speed; or you can fulfill the condition of the trigger tech, unlock and research the upgraded recipe and build only 0.25 * N assemblers, with some other ingredients involved into the mix.)
>>
>>545861047
You can't win with trigger techs, we had this discussion a while back
There should be a game option to disable them in the configs outright, personally
that would fix intra-mod compatibility
the current implementation of trigger removals is fucking hacky
>>
>>545861047
Trigger techs would be okay if they were required to get the planet-specific buildings like forges, tesla turrets, etc. None of them are strictly necessary, but shit like the recycler *apparently is* despite the fact it shouldn't intuitively be required. Not even the fusion reactor is, you can simply put a nuke on the ship and go on your merry way. But they're at best a glorified tutorial for mainline techs, actively progression-stifling and game ending at worst when you try to do anything creative. In fact, I wish there was a vanilla, fully supported official way to start no a non-Nauvis planet. It feels like it should be a thing, what with the high amount of custamizability with Nauvis itself.
>>
>>545857341
>Play a meme mod, get meme'd on.
>>
>>545861478
It do be like that sometimes
>>
>>545861047
My suggestion would be to simply make them optional to please both newbies and experienced players. Something like "To unlock oil processing, you either need to pump oil for the first time OR invest x amount of science packs"
I don't know shit about game design tho, so I don't know if there's any weird reason why they didn't do it like that.
>>
I also want 2.1 to have object fading for mods like Pyanodon which insist on spriting massive fucking towers that hide everything underneath them
>>
>>545861718
>laughs in nooverhang
>>
>>545856312
I think Wube consider modding a core part of Spage.
Which means that :
A/ They won't bother implementing anything a mod can already do well enough at the present time.
B/ They have no intention to fill in any void or gap in the current gameplay loops. That's the modders' (unpaid) job.

>quality actually polished and integrated into the game in a way that doesn't overtake everything else
That one should be on their 2.1 TO-DO list, too. But I don't think they will find the energy to solve it.
It's was a game design dead-end. And now they went there, we are stuck with it forever...
>>
>>545861893
And modders still cannot do a lot of what they should be able to do. Like the aforementioned static recipes. You can generate an arbitrary amount of recipes via Lua, but it shits up the recipe book with N variations of a recipe that should realistically be just one, like Pyanodon's "cooling steam". It's just water + hot steam = slightly cooler and more steam. You should be able to define that via variables, but you can't.
Also, still can't do locomotives that burn liquid fuel unless it's in a canister, so no steam locomotive choo choo trains.
>>
>>545862703
You seems to be knowledgeable about it all, so I'll ask :
Is there any API hook right now to change the stat of planet/surface dynamically?
Like, let's say, make Vulcanus' magnetic field as strong as Fulgora's. Enabling recipe from Fulgora to be used on Vulcanus.
>>
>>545863009
I don't know shit, I just know how to look in the API: https://lua-api.factorio.com/latest/
There's ways to change surface properties via https://lua-api.factorio.com/latest/classes/LuaSurface.html#set_property so it should be possible during runtime, which includes solar power and magnetic field strength https://lua-api.factorio.com/latest/types/SurfacePropertyID.html
>>
>>545855836
They're wired directly to my batteries and there were no other generators running, so network analyzer's summary was sufficient. I suppose I should mention this was with 6 large wind turbines & 3 uprights.
Unless "solar" storms start happening significantly more often than every 300 days I don't think I would bother collecting their gas. "Summers" can be just as hot and happen far more often. Maybe something incredible would happen if they happened to line up but I don't know how that works... possibly those ultra-cold temperature drops are caused by eclipses during storms.

A guy's gotta wonder if RocketWerkz has some seriously nasty tricks on Vulcan, like maybe there's some N-body orbit thing going on and in 10 years you zip close enough to the accretion disk to vaporize steel frames. (I'm kinda suspicious it gets hot enough to vaporize ladders, but I've never caught Janus in the act. Maybe O2 is leaking out my airlock somehow & igniting the ladder...) But the orbits are surely all conic sections, ha ha.

The piss tank MK III is a disappointment. 6 medium radiators and it's still too slow to cool.
>>
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This type of guerrilla mining is so stupid but I needed 12k iron plates and 6K copper plates to get all the science I needed to get to the furnaces.
Jellynut I can just burn in boilers for the time being. I could get a better return out of heat exchangers but the 500 C° mark needed means I need to sit around and waste a lot more fuel for something that I need *now* and I'm going to delete in half an hour.
It's not like jellynut doesn't grow on trees anyway.
I made some extra bioflux that I'm just going to turn into sulfur for science, it's almost completely rotten but that's not an issue with nonperishable

I have a feeling bulk smelting and crafting for 4 hours at the start isn't really the way to go but at the same time it seems like the most surefire way to start with this setup
I also made sure to craft a bunch of wooden chests while I was foraging and place them at random every few chunks to lower the chances of pentapods and biters getting any closer to the premises

I should probably have researched steel furnaces but honestly speaking by the time I pushed out and came back and loaded all the furnaces again they had very little downtime overall plus the steel cost would have been significant
>>
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I gotta say though, the engineer's pocket dimension really helps in these hyper-niche situations.
>>
>>545863552
M'Kay.
I was finding it weird that there were no terraforming mod yet. And I assumed it was because it wasn't technically possible.
But, apparently, it is.

Guess no modder care about the concept enough yet, then.
>>
>>545867004
The engineer is an non-euclidian eldritch horror.
His fellow probably rigged his ship to crash, back on Nauvis.
>>
>>545867248
I'm not sure it's "terraforming" and I have no idea how it would work in practice, but Nullius already did terraforming many years ago, so it should be possible.
>>
we might be able to engineer our way out of this mess.
>>
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I wanted to make compact stations but they're still unreasonably large portion of the total footprint
>>
>>545869382
Nah. I meant "terraforming" in a Spage sense.
Each planet has a set of characteristic such as gravity, mag field and pressure. And some machine & recipe use those characteristic as requirement to be crafted/placed down.
And I thought it would have been nice, in the endgame or in modded content, to be able to tweak a planet's, or biome's, characteristic to allow the production and usage of another planet's item.
I don't think there's a mod that does that yet.
>>
>>545870625
it is what it is when you don't do double headed trains
>>
>>545571142
Haven't played stationeers yet but I just want to say that I love it when games aren't afraid to restrict your visibility for extreme conditions. Same for when games have nigh time actually be dark.
>>
>>545868458
>>545867004
The engineer is a Von Neumann probe. It keeps "crashing" on a planet, devours the entire ecosystem and all available resources, then launches back into space and moves on to the next star system. Luckily (for the rest of the universe) it's broken and no longer multiplies n times before launching each clone.
>>
>>545871686
>it's broken and no longer multiplies n times before launching each clone.
Only because we haven't discovered a breedable species of alien, yet.
The moment the engineer find the fertile-lolibaba's homeworld, the universe will be doomed.
>>
>>545861861
The "No overhang" mod has severe limitations in what it can accomplish without idiotically bloating VRAM usage with different sprite variants, according to its own author.

Meanwhile, Wube could easily solve the core issue by rendering 'tall' graphics with a semi-opaque bubble around the user's mouse cursor, or around the player character when positioned behind a building. They kind of need something like that as a QOL improvement anyway, to competently deal with elevated rails - as those have much of the same problem.
>>
>>545633276
Aquilo is a pretty fun challenge if you're a retard who doesn't realise you can use concrete. N-not that I'd know or anything.
>>
>>545871686
>Based Nullius lore-bearded anon speaks.
>>
>>545692097
My dream is an /egg/ that takes some of the key concepts of thaumcraft and similar minecraft mods and develops it into a full fledged game.
>>
>>545871686
that's Nullius' premise
>>
>>545872947
It's crazy that 10 years later, M$ still hasn't done anything worthwhile with that franchise.
>>
>>545874846
>Literal billions of dollars for the most known videogame of all time
>still hasn't done anything worthwhile

See, you're thinking about this from a non-managerial perspective, which is the wrong way of looking at anything microsoft.
>>
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How do i show you my factory?
The upload sites are dead.
>>
>>545874846
it's a constant 1 step forward 3 steps back with them
at least they've de-obfuscated the java code for modders a couple days back if I remember correctly
>>
>>545495768
>>545496008

Gleba is easy/broken because infinite resources inherently break the combat balance of Factorio. In Nauvis you eventually have to explore to find out new patches which means you'll have to engage with the creatures eventually. Even if you have artillery you still need to expand, create new lines, clear hives, etc.

In Gleba however, a few artillery outposts completely kills all the hives in the small explored map, and since there's no need to explore further you essentially sterilize the planet. It's very boring, I don't think I ever saw the biggest stompers in my runs because they never get the chance to evolve that far.
>>
>>545874846
Oh, but they did!
They make people moderate even the server-adjacent stuff, like disc*rd servers.
They revoked the Mojang-age license to push their more restrictive one.
They removed paid accounts that didn't transfer to their system.
Is that not enough for you?
>>
>>545875119
Ask a LLM to describe it and post the text.
>>
>>545875119
Catbox?
>>
>>545875265
but the actual pay2win gambling servers fleecing dumb kids?
nah, those can stay
>>
>>545594238

Fulgora / Aquilo enemies.
We were fucking robbed.
>>
>>545875575
I don't think either planets need enemies.
>>
>>545875718

I like the combat aspect of Factorio and I wanted more from it on the expansion. Gleba was a disappointment and Vulcanus worms might as well stop existing once you get a decent patch.

IMO Fulgora should have had enemies defending each island and the jellyfish from Aquilo should have made it in.
>>
>>545875265
Oh, right. I forgot they cucked me out of my Mojang account.
Thanks you so much for reminding me.
Fuck them. Fuck. Them.
>>
>>545875718
Aquilo does not.
But Fulgora could have used a little something alongside the lightning system.
>>
>>545875361 I'll ask me mum to call and tell you about it.

>>545875438
A giant stitch is not going to fit in the 200Mb limit. I'll try and figure something out in time, running my own python server.
>>
>>545876691
>creating an image over 200Mb
what the fuck are you doing
>>
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>>545876761
the usual
>>
>>545876691
>A giant stitch is not going to fit in the 200Mb limit
Then maybe cut it into several parts or so i dunno
>>
>>545875148
i haven't done any actual mineman modding myself, but from what i've gathered forge and MCP had the entire thing fully reverse engineered since like 2013, and are effectively working with the source code(which M$ are not releasing)
>>
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>>545876821
>132496x114304 190MB
Incredible, it worked but the final render is not up to specs.
>>
>>545878598
so heavily mosaic'd I instinctively reached for my dick
>>
>>545878598
wouldn't it be faster to just share the save zip at this point
>>
>>545878598
remember, 4chan allows images up to 10k pixels in both dimensions and 3.5 mb
>>
>>545878598
I'm not even kidding, this looks like a cool base. Would be nice if you could figure out how to post a screenshot.
>>
ohfuck i crashed factorio.
>>
>>545878598
how do you even get that bad of a quality
>>
>>545881972
Speed module, probably.
Those motherfuckers carry a 1 to 2.5% debuff to quality.
>>
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i don't see enough spaghetti here, so take this image of my friends base
>>
>>545876128
>Gleba was a disappointment
I think gleba is perfect, actually.
>>
>>545882730
sovl
>>
>Have to reroute all pitch and iron oxide into tile production
Man if only I could've planned for that
>>
>>545882730
Now this is cool.
>>
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>>545849863
The nutrients terminate at above 50% spoilage. Base could be twice as big. It's a one-way system. Not like I reroute the nutrients.
>>
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>>545882730
You want spaghetti? What no trains does to a mf
>>
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How do I learn to spaghetti like this?
>>
>>545886318
pymods i see, is it normal or hardmode?
>>
Connecting geothermal makes you drown in coke again fuck, I circuited all my steam producers to not be used when not needed what do I even consume coke on when I don't need power
>>
>>545888614
don't plan ahead
just place what you need immediately right now and nothing else
>>
>>545443132
>>545453903
We should get the entirety of manufacturing out in the first 2 ingame days, then initial atmos +hydro and living
>airlock into hydro
That could be an issue with my atmos IC10, and it would still need to be ~25C to grow optimally
>>
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Look at that loyalty going up!
The radio station was worth every ton of steel.
>>
>>545888628
it's space age dumbo
>>
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>>545888857
Just make it prioritize steam power with coke supply as priority when you've got more coke than your factory can chew through.
Power switches can be automated, S/R control latch for stability, accumulators to tide you over so it doesn't flip-flop.
>>
>>545890405
I am unaware how far away accumulators are how would I even do that?
>>
>>545889043
Also refuse to move anything unless you 100% have to.
>>
>>545888857
acetylene, dumbo
>>
>>545890508
Splitters have prioritization in both inputs and outputs.
Power switches can switch off your geothermal power source by disconnecting it's power pole from the grid.
As for the S/R latch, I admit, I haven't tried building it myself yet. Wiki has an example in the circuit cookbook section.
I don't know what unholy combination of mods you got and how they fuck with tech tree.
I'm going to assume the circuits, combinators, and power switches are all available relatively early.
>>
>>545891427
I'm a few techs off circuits you can still green/red wire but not actual combinators
>>
>>545890071
wrong post bruh i meant

>>545887690
>>
>>545888628
Idk what hardmode is it's just default the only extra mod I have is that gun in my inv
>>
>>545891745
Eh, that'll do, so long as you have power switches to do the, well, switching.

Your input is the coke input belt going into the splitter.
Connected belt piece is set to read content of the whole belt.
Power switch is placed between geothermal power and power line into the factory.
It is set to turn on if there's less coke on the input belt than whatever threshold you set.
Once there's too much, factory switches to steam power automatically.
When you burn off the excess, switch reconnects the geothermal power source.
>>
https://www.blueorigin.com/missions/ng-2
New Glenn's second mission, NG-2, is targeting no earlier than Sunday, November 9.
The launch window opens at 2:45 p.m. (Eastern) / 19:45 UTC. The webcast starts 45 minutes before launch.

sending probe to Mars and they are going to try to land the booster on a barge for the first time
>>
>>545893072
>land the booster on a barge for the first time
you're on the wrong general and wrong board, bezos, and a certain cringelord has done that many times, so you're not first
>>
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>>545891892
there are a few steps to pymods
py alien life is a default and the most popular
>>
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>>545889803
For the first time in many, many years, my debt is under two million! I should spend some money to celebrate.
>>
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>>545893447
>>
>>545893576
unsure if soviet humor or modern american humor
>>
>>545892651
Power switches are going to take a hot minute for now I'm just making more acetylene since I am still not consuming enough of it, the gravel it generates is going to asphalt which I'm trying to centralize here
>>545890686
Well as long as I still have demand for it it'll work
>>
>>545893584
https://mods.factorio.com/mod/pyhardmode
>>
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>>545893895
Here*
>>
>>545893576
That reminds me, did they do something about being able to simply pick up another loan to pay off your previous ones in order to have unlimited money, or is that still a thing? It's been a while since I played that game for the last time.
>>
>>545893662
Por que no los dos?
Horseshoe theory may apply.
>>
>>545876128
Gleba is true love. It takes time to set in. But once it's there, it's forever. <3
>>
>>545894393
>simply pick up another loan to pay off your previous ones in order to have unlimited money
that's how it works in real life, anon
>>
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>>545894393
That's still possible, it's what I've been doing to sustain my debt, but it's not unlimited money. For me, right now, the limit is 11,258,990 rubles. I'm not sure how the game decides on that number, it might depend on current year or inflation, or maybe there's some hidden credit rating based on how many loans I've repaid.
I don't know if anything special happens if you hit it, or if it just disables the borrow button. If you're in an economic death spiral, you're probably not recovering at that point.
>>
>>545897105
Not really, no.
Down in the real world, states contract debts as a way to show their subservience to the oligarchs.
You are not supposed to have oligarchs in a communist state.
>>
>>545897616
>You are not supposed to have oligarchs in a communist state.
how do you think they got today's oligarchs
>>
>>545897857
Guess the memes were true, there never was a true communist state, then.
>>
>join pyserb
>look at production science requirements
>Nano Structured Material
>lots of little supply chains, annoying but doable
>wait
>Molybdenum Silicon Titanium Aluminium Nexelit Crocodile Alligator Special Alloy
>you need 200+ smelter mk02
>you need to consume, for this one ingredient, the equivalent of your entire factory's output of burnable fluid fuels
>you need to increase your factory's titanium plate output by 1500%
pyanodon i kneel
>>
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>>545899537
it's about the journey, not the destination.
>>
>>545899537
The trick is to provide it at 1 science per minute pace brother
>>
>>545900127
my brother in christ that's for 0.77 science per minute
>>
>py
>per minute
more like per day
>>
>>545900164
well that's the way the cookie crumbles sometimes
>>
>>545900127
math doesn't check out here
1 science per minute is too slow
there's 332.5k science in just the production science tier and you're not about to say it's reasonable to play 615 hours, about 8 hours a day for 75 days, just to progress in one tech tier
that's including if you have maxed out vatbrain research boost on every lab with 100% uptime
>>
>>545900606
>math doesn't check out here
No, no, it does. You're supposed to take several thousand hours to win.
>>
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Well that should be eating 13.5 coke/s indefinitely if I overflow vent it just finished connecting it, I already have more acetylene than I'm consuming but I guess I can use it as fuel on some furnaces. Back to making asphalt and iron oxide tiles now that at least some more coke is voided
>>
>>545900676
As the founding fathers intended.
>>
>>545900164
>>545900676
oh wait, i'm making science packs per second and you're talking about science per minute
your math is gigafucked, it'd take you almost 2 years to progress through the production tier
it'd take my build (with proper vatbrains) 15 days and it'd definitely last at leats one tier more, maybe another with just in-place upgrades
you need to dream and scale bigger
>>
>>545900759
I remember when I first found out how to dump coke and my first round of fucking around with py. It's a feeling you don't get again.
>>
>>545901516
I mean I already had 8 of those acetylene gasifiers but just not enough it's also going to continue to not be enough anyways
>>
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>>545901687
nope
>>
>>545900606
>you're not about to say it's reasonable to play 615 hours
please don't check the playtime of the server...
Also the actual research is faster than that, we get maybe 350% prod boost on research trough brain blasting it so the actual bottles don't need to come out that fast.
>>
>>545888614
this base is actually less impressive but way more based when you realise some things are depending on manually putting items in boxes
>>
Do the demolishers really end up flattening the entire planet if i let them roam for a long time?
>>
>>545902275
My current marathon playthrough (research cost x16) is at 452 hours already, and counting. (most of it is my factory running by itself at night, or while I'm at work, though)
It's a nice change of path.

You unlock some new toys during the night. And you play with them during the day, so that you can unlock more toys at night.
>>
>>545902706
I mean
boltzmann's constant applies
>>
>>545902275
>>545902927
read my updated math
>>545901329
that anon was actually suggesting 5600 hours just to progress in one tech tier
>>
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What is this recipe good for?
>>
>>545903075
terrible side-recipe for crude oil if you're stranded on a oil-less planet
>>
>>545902085
Well I got 20 for now :/
>>
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chem plants should not have this many pipe connections
>>
>>545903252
Pass throughs look like an improvement over base chem plants though.
>>
>>545903252
what in the goddamn
>>
How do underground pipes and belts ALWAYS get unpaired somehow? You look at storage numbers and it's always odd. Look at your inventory. Always odd. Add up every underground pipe constructed on your base, in your storage and in your inventory. Still odd.

Shit is cursed.
>>
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thinking of shelving the sex serb due to low interest, gonna put >>545825923 on unless you want something else
while i could leave sex running since i have enough RAM, i think it's better to have the players converge a bit than having infinite empty serbs
>>
>>545904438
or simply only host pyserb and give it all the resources so it doesn't need to be perpetually in UPS optimization mode
>>
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>>545904301
https://mods.factorio.com/mod/Orphan%20Finder
>>
>>545904628
That's what he just said
>>
>>545904438
that mod doesn't have enough content for mp
>>
>>545905890
>SEx doesn't work with more than one person
>>
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this was kinda neat
bacteria spoils in 5 min
bacteria + petrol to make bioplastic
bioplastic is useless but spoils into plastic in an hour
so you have to either delay your plastic production by an hour or try to edge it by making bioplastic from almost spoiled materials
>>
>>545906616
you already make bioplastic with bioflux, what's the point?
>>
>>545904438
how far did you guys get? also did you end up increasing the science multiplier or nah?
>>
>>545904301
Good way to troll a multiplayer game: pick a single underground pipe from storage, put it in a wooden chest and blow up the chest.
>>
>>545897105
This may surprise you, but that basically only works in free-for-all dog-eat-dog economic hellholes like the US. In most of the western world institutions that are legally allowed to lend money to consumers are also required to run a background check on their finances and project whether they can still repay the loan based on their fixed income minus fixed expenses.
Wildly different from the system in the US, where basically as long as you've got a good credit history where you repay your loans in time - no matter where the money to do so came from - you're considered a good debtor to lend out to, and you're basically good to go to continue your private pyramid scheme.
>>
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>>545908867
>Good way to troll a multiplayer game
who does that
>>
does factorio have any creepypasta
>>
>>545907023
it isn't vanilla
>>
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>>545909845
>>
>>545909904
>it isn't vanilla
?
???
>>
who bakin
>>
>>545900759
If your goal is dumping coke, iirc it's faster to go coke into coal gas and then venting the coal gas and sinking the tar, siphoning off a little bit of the coke to run a burner that burns off the residual ash. The problem with acetylene, great as it is, is that the limestone carbide multiplies like CRAZY leading to needing a fuckton of gasifiers running the acetylene recipe to keep up.

A single DDC gets rid of 4 coke p/sec without needing any further processing.
Going the acetylene route scales much MUCH worse.

(Of course the best solution is still to just chuck it in a boiler and use the coke to also fuel the burners to get rid of the ash. Then either vent the steam or use it for power.)
>>
>>545908337
negative. the guys playing didn't particularly care for it
>>
Is Moshine considered good, as far as modded planets go?
I just landed on it, and it seems really barebone. :-/
>>
>>545912750
transpose
>>
>>545910473
he's at py1, not at the point where actually voiding the surplus coke is actually a good idea.
>>
>>545910524
>Is Moshine considered good
first off:
all the modded planets rim donkey ass.
second
is that the neodymium planet?
The one that gives you infinite coal that you can ship to vulcanus?
The one with infinite steam vents?
Then no, it's shit.
>>
>that nigga actually ships coal to vulcanus
>>
>>545914376
No you \big silly\
I'm just saying the moron who made that mod made a planet that is literally a stone's throw away from the only planet whose limiting factor is coal and just gave you infinite patches of the stuff
and that's the preamble
>>
>>545913648
If you're at Py 1, you unlock coal processing 1 which allows you to crush raw coal into regular coal using secondary crushers at a 3:2 ratio with residual crushed coal perfect for power at 6 MJ per unit. (Highest you can get up 'til that point, iirc.) This can be chained into the coal-to-coke recipe in DDCs at 5:3 making for an overall ratio of 5:1 while effectively still giving you the power output of 2 raw coal. Meaning on overall consumption, the recipe is actually more of a 3:1 ratio.

Those numbers are CRAZY better (near double) of the ~5.5:1 ratio with just the DDC raw-coal-to-coal recipe.
If you're at Py 1 and you're short on coke, you're doing something wrong.
(Like trying to use coke for power - when you should be using crushed coal for that until you can tap geothermal.)
>>
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>>
>>545915103
>If you're at Py 1, you unlock coal processing 1 which allows you to crush raw coal into regular coal using secondary crushers at a 3:2 ratio with residual crushed coal perfect for power at 6 MJ per unit.
I went that route once
turns out it's fucking garbage and a waste of time and an extreme amount of resources for basically nothing.
oh you wanted to get 10% more power out of the resource you get tens of millions of in the starter patch? Boy you better be ready for [[bunch of expensive machines feeding into other machines using even more power]]
You know what I did then
I've kept doing raw coal -> coke -> acetylene until logistics and then I just switched to red hot coke

Because the alternative was absolutely moronic
>>
>>545916069
oh I fucked up iron gears
>>
>>545916234
>oh you wanted to get 10% more power out of the resource you get tens of millions of in the starter patch?
Nobody was talking about using coke for power generation specifically. Just about producing coke and specifically the - falsely, imho - perceived difficulty of producing it at Py 1 tier. Falsely, because the new tech unlocks literally double the ratio.

For producing power, its main value is compressing the amount of joules p/sec you can cram onto a single transport belt at 15 items p/sec. And yes- it's value is debatable for that. You're probably better off beelining oil burners instead and using the coal gas from DDC based raw-to-regular coal as well as coke-to-coal, setting some aside for aluminium mines.

...
Actually--
using acetylene as a sink to generate power from via oil burners might be a fun build, come to think of it.
Would need to crunch numbers if that is actually more efficient than running boilers off of coke.
>>
>>545917643
>using acetylene as a sink to generate power from via oil burners might be a fun build, come to think of it.
What do you mean fun build that's almost all you use acetylene for if you want to keep hot air going and liquid fuels are twice as efficient than solid and with no byproducts
>>
Where the fuck is the coal fuuuuuuuckkkk meeee
How do I kill mid worms early game? My usual tactic of spamming 150 poison grenades doesn't work.



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