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


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: pd82i73cct181.jpg (718 KB, 1920x1080)
718 KB
718 KB JPG
orphan sources edition
Previous thread: >>545912750

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.
>>
'Now-veece' or the more appropriate 'Novice'?
>>
SEX with the engineer.
>>
>>546295224
I'm pretty sure /v/ lurkers are medically retarded.
>>
File: file.png (571 KB, 1920x1080)
571 KB
571 KB PNG
You really can cheese onlygleba with planting more trees and spamming pipes to mark your territory so pentapods don't get a chance to get inside your pollution cloud.

That said, I've found the mod to be really tedious up to now. It feels like a fulgora start, if fulgora had overwhelmingly powerful enemies and you had no way to get rid of excess production, and if you stopped production for a handful of minutes everything stopped.

You need to perfect ratio everything, which is doable up to blue science. You get 2 belts of iron and one of copper, plus 4 plastic a second and rocket fuel. But the problem is that there is no way to sink copper, and you're going to get several chests full of gears just to make sure you keep the flow going. You can rerout iron into steel, but there's no way to efficiently dispose of copper on its own. I've had ocean dumping enabled for gleba, but since gleba is technically just a retextured nauvis, it actually didn't work because while you have the option to throw stuff in marsh tiles, they don't actually count as marsh tiles because you're on the wrong planet. I thought only later in the run to add the flare stack mod to indiscriminately get rid of the thousands of plates that would get through, especially since recyclers are 1 thousand space AND production science. That just meant that the only way to handle an excess of copper plates was to stash it in a chest and shoot the chest.
I ended up manually bulk crafting a lot of things because of that and ended up being annoyed a lot of the time.

Avoiding the pentapods was actually easy. I never got attacked once and only needed to plant down some turrets while eating bioflux to run away down south to my yumako farm, which is making 5 times more pollution than my 72 electric furnace smelting array.

I played safely by bulk crafting instead of making a base, but it was incredibly annoying. I would want to start over with the knowledge I've acquired now.
>>546359814
Now-vis.
>>
>>546295224
I'm pretty sure /egg/ lurkers are genius.
>>
>>546360263
SEX with (You)
>>
File: wut.jpg (78 KB, 492x559)
78 KB
78 KB JPG
>>546359814
Gleebüss!
>>
File: the glebussy.png (2.06 MB, 1920x1080)
2.06 MB
2.06 MB PNG
>>546360731
Oh right, and it goes without saying that in this run I scavenged something like 1K stromatolites by hand just to get a headstart on getting electric furnaces which was the safest and most optimal play possible (no pollution + free resources) but it was a gigantic pain int he fucking ass even with bioflux's 150% mining speed.

I think this time around I'm going to keep the manual mining to a minimum, place my furnaces away from my base in an area with lots of trees near one of the marshes since they have the highest amount of pollution per tile absorption, and make sure to manually plant a ton of slipstacks from slipstack agriculture at the start of the game in the water around my base for passive reduction. You make them out of spoilage and water and they're supposed to be an alternative to stone mining, but ironically enough a mining drill with 3 efficiency 1 modules makes a third of the pollution with onlygleba, because they're hardcoded to emit pollution here (I think it might be a compat or an addition or a bug, since the base mod doesn't actually make the slipstack release spores, but I think it's pretty cool)
Overall with an infinite supply of bioflux for comparatively little pollution, which you can also contain with plants, and a way of disposing of excess with flare stack before launching a rocket, I think this will go much more smoothly and I won't have to cower breaking rocks for 8 hours straight so I can make electric furnaces before starting to make a base.
my main issue was the creation of fuel but it turns out you can churn a ludicrous amount of spoilage out of bioflux by letting the nutrients rot, and even at 250 kj with it's power-dense enough that a single inserter can continuously feed a furnace. And again, bioflux is infinite and pollution can be contained.
It also pays to put your boilers in a marsh near your jellynuts, since they make half the pollution of your yumakos and the marsh tiles absorb large amounts of pollution.
>>
File: spurdo ;-DDD.png (10 KB, 505x370)
10 KB
10 KB PNG
>>546361491
I read this like the Google Translate female Finnish voice
>>
>>546361748
>the glebussy.png
>instant boner
That modder knew exactly what he was doing.
>>
>we recently crossed the 1 million sales mark, and over fifty thousand engineers have claimed their stars in the Galaxy of Fame
One year later, and only 5% of the players cleared the game.
Isn't it a really weird flex, in retrospective?
>>
>>546366035
that does not mean 5% of players cleared Spage. it just means 5% of players uploaded their worlds to the galaxy, nothing else. when it came out I played it with a couple of friends and only I uploaded to the galaxy – why bother uploading it multiple times? the figure is probably a lot higher, maybe even 20%. steam achivements should be more representative, but even that is highly misleading both because of mods and because it doesn't take into account only spage buyers, and it currently sits at 1.7% of all Factorio owners.
>>
>>546364698
That's just what gleba looks like.
>>
File: 1752975599039435.png (256 KB, 630x630)
256 KB
256 KB PNG
>we still can't drop nukes from orbit to simulate Exterminatus
>>
>>546367020
Even more heinous :
>https://mods.factorio.com/mod/Kux-OrbitalIonCannon
>Doesn't make use space platforms.
It pains me.
>>
What's the ideal amount of railguns for a trip to the shart planet
>>
>>546360731
>But the problem is that there is no way to sink copper
huh?
why not just stop breeding copper bacteria when the belt's full?
does onlygleba now make iron spoil into copper or something?
>>
File: me rn.png (3.9 MB, 1920x1080)
3.9 MB
3.9 MB PNG
I keep forgetting that you can pin other parts of the factory like bookmarks with added view with alt+rightclick, incredible useful on pyanodon
>>
>>546367475
This mod appears cooler than it actually is, in game it's not impressive. I recommend M.I.R.V. instead.
>>
>>546368465
Fuck me that's great to check out on your labs
>>
File: file.png (311 KB, 1920x1080)
311 KB
311 KB PNG
Did some more thorough testing and no, it doesn't seem like gleban trees actually take any pollution damage. They're permanent sinks. I do not know if this is intended, but this means that if you actually destroy any of the gleban vegetation you're gimping yourself out of a free infinite pollution sink on the planet where pollution calls in stompers.
>>546368197
>why not just stop breeding copper bacteria when the belt's full?
If you stop breeding copper bacteria, the copper bacteria die and then you have to burn through yumako mash for a chance of getting more bacteria, which means another lane that only feeds yumako periodically whenever the belt is empty, which is kind of a mess to deal with.
It's less of a headache for me to keep the process going than restart it periodically. I'd rather burn through plates than add another lane and add even more complexity to the system.
>>
>>546352885
i got the save working and made a quick video tour
https://litter.catbox.moe/yhpiibbjpfhasa0c.webm

i'm drawing the plan from this video
>>546350752
yes
>>
File: file.png (289 KB, 1920x1080)
289 KB
289 KB PNG
>>546369117
Actually, maybe not. I upped the pollution to 300 a second instead of 200 in the main tile and the chunk started to absorb less pollution going from 32.22 to 31.98, the pollution graphs does say that I'm damaging the trees occasionally, so they might just get completely deleted. I should probably test with just a singular tree with an empty chunk and see if it vanishes.
>>
File: file.png (2.18 MB, 1920x1080)
2.18 MB
2.18 MB PNG
Oh wow I see what it is. Gleban trees actually have withering stages like regular trees, with their own custom sprites and everything.
I genuinely didn't know that was a thing at all. There's no pollution on gleba per se, I think, it's just spores, so this must have been some kind of old code that never got implemented?
Still, very interesting. I have to test if they actually regain "foilage" if you stop polluting as well. The description and yield for the plant remains the same.
>>
>>546360263
Depends on which engineer, feel like the Satisfactory one wouldn't be bad
>>
File: file.png (1.27 MB, 1920x1080)
1.27 MB
1.27 MB PNG
>>546369742
>variation :4
oh yeah definitely the same thing, 4 stages of damage
these things are just the same as nauvisian trees
the wiki doesn't say anything about this either, that's great
and it shouldn't even come up in a regular playthrough either (unless gleban trees absorb spores?, this must all be legacy code by now since
>2.0.43:
>Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
>Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
Basically up to ~30 versions ago gleban trees worked the same way as regular trees, but they've removed that mechanic and it's only working with onlygleba
I wonder if this is intentional, or some weird code quirk
sorry for the message spam but that's really fucking interesting
>>
>>546370052
knowing satisfactory, it's probably some dysgenic mysterymeat mutt inside that baggy ass suit
>>
>>546359352
octopoxho
>>
pain
>>
File: 20251113134612_1.jpg (285 KB, 1920x1080)
285 KB
285 KB JPG
even before this happened I had prepared for the eventuality
glad I fucking did so because I've tried replacing it 4 times now and every time it seems some biter nigger paths through it
>>
>>546372540
I don't think I've ever seen anyone actually craft blue circuits in py.
Still, if you are already mass producting reds, which are a substantial milestone, I don't see why not.
>>
File: 20251113134954_combined.jpg (1.61 MB, 5120x2880)
1.61 MB
1.61 MB JPG
>>546369165
geographical situation of the base. If you want to plant the dishes on a hill, I'd go for the west, north west ones, depending how far you wanna go. Also, even the small sat dish needs a frame for support. I remember anon was scanning for deep mining too so that'll be something to take into account
>>
>>546373715
Therum...
>>
File: 1733446306757043.png (832 KB, 508x1168)
832 KB
832 KB PNG
elongated egg
>>
File: stationeerPlan3.jpg (1.71 MB, 4013x2351)
1.71 MB
1.71 MB JPG
>>546369165
And here's the plan of our current build with enough blank space on the side to make your own stuff. I'll be working on shit we'll have to do and make a plan of that
>>
>>546375101
https://www.youtube.com/watch?v=AqfLxCFdXaE
>>
File: Untitled.jpg (1.01 MB, 1920x1080)
1.01 MB
1.01 MB JPG
Does the chaos in one's factory reflect chaos in one's own life? Is it disorganization and inability to handle things, or simply shedding all excesses in pure pursuit of a goal further ahead?
>>
>>546377508
it's a game you fucking sperg
>>
File: windfarm.png (3.36 MB, 2868x864)
3.36 MB
3.36 MB PNG
>>546377934
REALLY?!?!? Thanks for telling me, I thought I was remotely controlling a real engineer
>>
Before I start making trains in py should I 1-1-1 or 1-2-1?
>>
>>546379016
more like before you start making trains in py realize that future trains will have half-sized cargo wagons and prepare accordingly so you don't have to swap out stations in the future
>>
i'm going for 1-1 because i think it'd be funny, i also want to see how far can i push a design with multiple inline stations on a single track and see if it works if i maximize loading/unloading speed (with loaders if need be)
>>
>riven absolutely wrecking his own train mod and going afk for 11months
>>
File: stationeerPlan3.1.jpg (1.42 MB, 2893x2280)
1.42 MB
1.42 MB JPG
>>546375226
here's plans on what should be changed
>>
File: stationeerPlan3.2.jpg (1.72 MB, 3293x2525)
1.72 MB
1.72 MB JPG
>>546375226
and here's plans (structure only) on what I think should be done. Light purple means frame as floor, dark purple means frame as wall. Stairwells are numbered for simplicity. Basement is shifted right, floor 2 is shifted down so they should be easy to match. Trader should have enough space to have piping or chutes go to the trader controls. I havent placed frames for turbines and dishes since they're kind of whatever in the distance. I also havent planned the items but we're getting there
>>
>>546379220
Nani. I'll go on editor and see the higher tier train wagons
>>
any spengies have intermediate/advanced guides, or advice/references on useful things to build and effective designs? For example, I've currently got a planetary base and am surveying asteroids, I figure next run I want to make a drone I can detach to better navigate asteroids, but I've no clue how to do it.
>>
File: 427520_20251113155839_1.png (3.28 MB, 1920x1080)
3.28 MB
3.28 MB PNG
>>546382358
here's both types of trains side by side. there's even higher tiers but they're either the full wagons or the half wagons.
>>
>>546359352
Stationeers is just straight up confusing change my mind
(not for casuals)
it is confusing
>>
>>546382387
I'm also interested in this, just to give me ideas for my own build
>>
I keep ragequitting Satisfactory. I just started Tier 2, really new to the game, but every time I try to make progress on anything, I just get frustrated because I have to totally redesign everything to make another resource I don't have enough of. Like I finally unlocked coal power, I was excited because I'm sick of constantly having to restock biomass, but then I realize my factory is nowhere near any coal or water, so I need to run a huge pipeline for water, using huge quantities of copper sheets I've not had to make yet, but still need to keep my iron factory going, so instead of finally getting automated power, I've just doubled my need to go pick fucking leaves for power instead. The game was really fun until it suddenly wasn't.
>>
>>546385014
>I ... quit Satisfactory
Keep at it, champ!
>>
>>546385014
leaf pikka
>>
>>546385014
>but then I realize my factory is nowhere near any coal or water,
Just find some coal next to water and build your coal powered generators right there? And then all you need is a power line back to base.
Currently dicking around at tier 6 and didn't find the switch to coal power too terrible.
>>
>>546378320
I wouldn't doubt it.
>>
>>546379016
I would say 1-2-1 is good standard based on the server experience but 1-1-1 works as well and honestly I don't think nothing would change if we magically swapped over to 1-1-1. You wouldn't want anything bigger than that for general items, maybe for ores you could do bigger if you wanted but then you would need multiple sizes of stations and trains which while not impossible to handle or anything would be a pain. Like the other guy said be aware that the mk2 and mk4 trains use half sized wagons so build to that standard from the start so you don't get fucking bamboozled like we did on the serb.
The short cranes are sized correctly for the smaller wagons so you can use them to make a station layout even with the mk1 wagons and just have 2 per wagon.
>>
>>546385014
this is the answer >>546385476
power is the same as any other product, if it's easier to produce on-site and only ship the end product, that's what you do
>>
>>546385014
It's okay. Satisfactory sucks. Free yourself. Don't look back.
>>
>>546389523
Any recommendations for alternatives (that are available on Xbox)?
>>
>>546390083
>console player
Oh. I'm so sorry for you, dude...
>>
>>546385014
You're doing the equivalent of growing a fruit in south america to be cut in china and packaged in europe to be sold in north america, of course you'd be frustrated
>>
File: 213456.png (2.09 MB, 1738x955)
2.09 MB
2.09 MB PNG
Tell me /egg/
What is the next Starbase?
>>
File: solars.png (936 KB, 3293x2525)
936 KB
936 KB PNG
>>546381371
>>546381680
I think instead of moving solars to the top of atmos we do pic, so we have less funky cable management, though having some solar dedicated to atmos would not be a bad idea.
Main wire is placeholder

>moving the atmos airlock
I will see if it even needs to be moved soonish, it might be fine where it is
>>
>>546397471
been asking that ever since it died
>>
depressed knowing i'm autistic but not THIS autistic
https://www.youtube.com/watch?v=6xkVJq6F880
>>
>>546397706
>if it even needs to be moved
originally there would be piping to deal with the arc furnace and furnace exhausts around there. I also wanted the airlocks close together so they could be easily piped. Current airlock also used a frame for roof which blocks some space in the above floor. I guess making the piping for atmo is next step in the plan then
>>
>>546399567
blocked this nigga after seeing his opinionated as fuck "rules of thumb" or whatever vids recommended
>>
>>546400141
average bluesky post
>>
File: 427520_20251113192850_1.png (3.22 MB, 1920x1080)
3.22 MB
3.22 MB PNG
iron is really lacking right now but I'm working on simiks so ain't doing that right now
>>
File: gamer fuel.jpg (2.64 MB, 1920x1080)
2.64 MB
2.64 MB JPG
I'm already having a lot more fun: I didn't want to mine 1 thousand stromatolites of each kind again to get access to electric furnaces so I thought of something kind of silly.

Interestingly enough, it seems to work. It's not polished compared to the regular version because it needs a much higher throughput than I can give it at the moment (biochambers quite literally weren't made to be used with just fast inserters without hand upgrades) but a line of steel furnaces requires ~8.5 spoilage to run, which I can easily achieve by making nutrients spoil. A spoilage ->carbon approach would be more energy efficient but each row needs 1 carbon a second and I'd need 8 biochambers to reach that goal instead of 2, and on top of that I actually make a trickle more spoilage than my furnaces need, which means that I can power a single boiler, and this setup uses around two steam engines worth of power. The interesting part is that it has to be primed with spoilage first, I need 1.5K nutrients in each chest before I start adding the bacteria, that's 5 minutes worth of spoilage and it makes sure that my fuel line does not run out.
I cut the bioflux production in half because at 4 pollution per second per furnace, I am actually worried that this will actually trigger a pentapod attack. But at the very least this will give me enough materials to transition towards electric furnaces and efficiency modules.
>>
>continuing the randomizer suffering
>finally time to go to space, platform starter pack recipe is piss easy, just 1 concrete, 1 landfil and 180 belt immunity equipment
>go to check the platforms themselves
>locked behind gleba
I- what
I guess the only way to expand the platforms is to keep making new ones, harvesting and dropping all their platforms back to Nauvis and launching them back up to my real ship until I do Gleba, huh
>>
File: w45tw5egtrrgr.png (38 KB, 460x425)
38 KB
38 KB PNG
>Captain of Industry
why isnt it a more popular /egg/?
>>
>>546405094
too many people filtered by the half a dozen potential death spirals
>>
>>546405094
I didn't like it because it's 90% colony management, and 10% egg.
Also I'm not that good at colony management games and it's a relatively hard one.
>>
>>546405094
it's a constant race to not fucking die, i wanna make factories and logistic systems not be constantly running for my life
>>
>>546405094
proper egg games should allow you to sit for great amounts of time tinkering with something for fun
if the game is constantly pressuring you and you have to react or else you'll lose, it's a puzzle game
a lot of egg games have a "puzzle mode" then
i don't know if CoI has an "egg" mode then or if it's "full puzzle"
mini metro could be an egg game too, but like CoI the default mode is a puzzle game
>>
>>546411463
col isn't a puzzle game
>>
>you design then build something
it's an engineering game
>you beat a specific goal using the provided tools
it's a puzzle game
neither excludes the other
>>
>>546411884
then mini metro is an egg game (it isn't)
>>
>>546412304
what is engineering if not solving a puzzle
>>
File: 20251113141606_1.jpg (361 KB, 1920x1080)
361 KB
361 KB JPG
>>546397706
>>546399830
looks like we have plenty of space in atmos
>>
>>546412732
puzzle implies a challenge constructed by somebody, often with a specific solution in mind
engineering implies using creativity to tackle an open-ended variety of problems, and the challenges are often self-imposed
that's in real life
in game design the two have much greater overlap
>>
File: file.png (11 KB, 326x154)
11 KB
11 KB PNG
>>546413110
>hey buddy we need a bridge over this 500m body of water that needs to fit 25m boats and less than $100m
>yeah I love puzzles glad i'm not an engineer
>>
>>546413971
it's an engineering GAME thread, anon
>>
>>546413061
well, we have a second floor right? You wanna build something or keep it open for pipes? We can have tanks on the second floor since these dont need frame, while filtration and cie do need a frame and can be below. It always look like you have plenty of space anyway, until you start to pipe everything: filtration, temp control, water prod, it all takes a lot of space and pipes
>>
>>546413971
>requirements, but no single solution
what you've described is an engineering challenge according to my definition
also you seem to have ignored the part where I say a problem can often be both at the same time
are you just looking for something to be angry about? maybe you need to get some fresh air, anon
>>
>>546414763
We are almost certain to need 4x6x2 with everything, but short term stuff can go into the 1x6x2 leftover
>>
>>546415362
back when I was designing PCBs I had fun time solving the puzzles of fitting as many components and connections on as little space and vias as possible. Wonder if humans still do that or if it's all replaced by AI nowadays...
>>
>>546412714
no one said it was
>>
>>546416319
it's also a game that allows you to "design and engineer"*
>* with a lethal time restriction component that is always pressuring you along with death spirals
CoI and mini metro are puzzle games
>>
do you like my airship fuel
>>
>>546415762
i thought we could have the tanks for everything on the second level, maybe with a hole in the middle for ease of piping. How do you wanna do filtration and cooling btw? Filtration could be all linked together or daisy chained idk which is better. Cooling we want the /pol/ 3x AC units i guess, with a tank or something for the 20°C stage?
>>
>>546417292
Factorio is in fact a cart racer because you drive a car around obstacles and getting off the pavement slows you down!
>>
>>546419052
other anon was right, when was the last time you experienced sunlight?
>>
>>546417292
no you can put CoI on pause to design nice stuff, but it's still annoying
>>
>>546420026
>turn-based puzzle game
>>
>>546419493
Listing things you can do in a game doesn't mean it's suddenly a different genre. col isn't a puzzle game.
>>
File: 1751016652477759.jpg (161 KB, 900x619)
161 KB
161 KB JPG
I don't have the time to commit to a new game right now but I just want to say that whatever you stationeers nerds have going on seems real damn comfy, especially with shit like posting floor plans for your base in the thread to discuss renovations expansions.
>>
>>546420898
>Listing things you can do in a game doesn't mean it's suddenly a different genre
>things in a game don't determine its genre
...what?
>>
/egg/, I am going to play and I require only your most autistic engineering games
>>
>>546421717
Again Factorio is then a cart racer.
>>
>>546418931
i forgot to ask, is the knowledgable trader anon joining next time?
if so, i'll probably stick to pyserb so i'm not wasting oxygen and cereal bars
otherwise, i'll stop my autistic focus on in-game reverse engineering of trader satellite dish errors, load the save, then see what needs doing
>>546421795
ironically or unironically posting that is embarrassing
>>
>>546422150
so is saying coi is a puzzle game which is why i'm illustrating it with an equally stupid statement
>>
>>546422252
CoI plays like mini metro, a puzzle game. maybe "strategy" game is better? last time i played it, i never felt like i would in factorio because all of my time in game is spent triaging issues to prevent death spirals. i have a hard time imagining "a cool build" as a concept in CoI
>>
before this devolves into a full-blown autistic slapfight over definitions:
a friendly reminder that genres are an impression-based classification and as such greatly depend on personal opinion
as such the key to rewarding discussion is using phrases like "to me it feels like X because it focuses on Y" without trying to assert absolute truths
or just be a sperg, I have popcorn
>>
>>546423451
>as such the key to rewarding discussion is using phrases like "to me it feels like X because it focuses on Y" without trying to assert absolute truths
Not only is my opinion the objective truth on the matter but shutting retards like this down hard is imperative because they are doing this in an attempt to shit up the thread and the board in more general way because inevitably he will then start posting coi in the puzzle games general or what ever only to be told to fuck off from there as well. If you feed someone who is mentally ill with welcoming language then you end up with boat load of mentally ill retards around.
>>
>>546422150
he's probably coming, at least if he cans
>>546423451
there's a "genre" called "action adventure" and it's so damn broad it could be a lot of things. Similarly if you go on semantics, every game is an RPG since you play a role in every game. Can we just stay on CoI is /egg/, just not as popular as other big shot /egg/ games? I've never received negative responses when posting and asking for help on CoI here. In fact Satisfactory gets more anger from /egg/ despite being pure /egg/ autism
>>
>>546405765
>90% colony management
I'm more being pedantic than having any point to prove but isn't civil engineering (allegedly) a type of engineering?
>>
>>546423815
>Not only is my opinion the objective truth
imagine unironically typing that out then calling others mentally ill
if you go by steam's "similar games" you can see that unlike other egg games, it has a lot of overlap with city builder and strategy games
i never expressed CoI discussion should be removed from this general and "should instead be posted in the puzzle games general", this is your schizophrenic headcanon
for a city builder, it is quite autistic, so it finds its home here
the time pressure of it makes it more of a strategy or puzzle game than a city builder or engineering game
i'm not an absolute nigger who thinks "others' opinions need to be shut down" like you
>>
>>546423815
>>546423862
the duality of anon

I never said anything about being welcoming
I pointed out a frequent rhetorical mistake in hope of avoiding, well, this
egg anons are remarkably prone to the "objective opinion" meme
>>
>>546425083
If your "impression" is that coi is a puzzle game then you deservedly need to be called a retard and that's not a "rhetoric mistake" merely a fact. It's a guy arguing semantics in an egg thread that alone warrants maximum hostility. Especially when he immediately doubled down after being told off peacefully after the first post.
>>
>>546425362
you're the anon who was defensive about soviet nuclear orphan sources, aren't you?
>>
>>546425362
I have yet to state my opinion one way or another
and that is, in fact, an objective fact
it didn't stop you from frothing
>>
>>546424776
>steam's "similar games"
haha yea
>>
>>546425631
I didn't call you a retard but perhaps I should have if that's your level of reading comprehension
>>
>>546425639
palworld on /egg/ wen
>>
>>546425639
There's a lot of survival games there which is easily explained by the fact that Factorio is in fact a survival horror game since it's a clone of dead space with it's armored engineer fighting aliens in space theme
>>
>>546424776
I'm not sure I agree with your point about time pressure, it just means that your engineering needs to be approached from a temporal perspective as well. A tiered design that can go from early to middle to late without major hitches.
Like I don't really care for time pressure in my /egg/ because it's just not what's fun for me but I don't think that makes it not an egg game. I think the point about 'so restrictive a design space that a game is closer to a puzzle game' has a bit more merit it, but you can have that without time pressure and likewise can have time pressure without it being to that extent.
>>
>>546425990
i thought factorio was just a follow up to ss13...
>>
>>546426290
>time pressure... because it's just not what's fun for me
thta's why i really didn't like mini metro when i played it (it looked /egg/y at first) and my brain wired the "puzzle" tag to the time pressure aspect of it
then i played CoI, then i found that same kind of time pressure that killed the engineering "vibe", so my mind reapplied the "puzzle" tag
in the same vein, factorio is obviously an /egg/ game, but i'd say that going for the "there is no spoon achievement" is more of a puzzle game in the exact same way than an engineering game
then again, feel free to substitute "puzzle" with anything else because that's merely the word that my brain has associated the heavy time constraint to, that kind of time constraint being the one that takes the fun out of an engineering game and makes it feel not like an engineering game at all
>>
>>546426392
not enough clowns
>>
>>546426851
what do you mean not enough clowns, have you seen this thread?
>>
>>546426392
Heh... an easy mistake to make since the association with Factorio and SS13 is obvious due to the fact that you can in fact change the color of the Factorio engineer like a SS13 character can change his or her clothes which would put Factorio in the genre of dress up games like SS13 but you are mistaken. The true connection in this case is actually Factorios roots in The Elder Scrolls: Skyrim™ due to both games not being set in Hammerfell which makes Factorio an RPG classic. It even follows the same basic plot where you get taken in with a vehicle trough an opening cutscene which then ends in disaster.
>>
>>546427065
>>
File: file.png (3.84 MB, 1920x1080)
3.84 MB
3.84 MB PNG
Genuinely shocked that it's working properly.
I'm burning jellynuts neat for power because I don't even have access to rocket fuel yet so I gotta step it up big time and bulk craft a buttload of science right now but other than that it's a success
I am going to need to keep an eye on it because the ratios are all whack and I might not actually get enough bioflux at the very end right about now but I think I can research inserter capacity very quickly and fix my problems.
>>
>>546383878
how goes your search for platinum/uranium, fellow spenge?
>>
why is it stationeers dont have unpowered pressure release valve this feels like a gross oversight...
>>
>>546435691
make a mod
>>
File: Thinkin.png (7 KB, 534x443)
7 KB
7 KB PNG
>>546413110
So, given Timberborn doesn't actually have any goals still, that makes it a 'purely engineering' game?
>>
File: 20251114013516_1.jpg (350 KB, 2560x1440)
350 KB
350 KB JPG
>>546413061
i still think it's a tight fit. I got tanks for every gas, one for fuel, one for liquid water and one for waste. Water production and A/C (3 daisy chained) seem to fit but I've got no temperature control for any of those yet so it's probably too tight how I built them. We probably should leave enough room for additions too, so 6x4 is definitely not enough. I'd go 7x4 at least
>>
>>546438598
beavers are god's first little engineers, aren't they?
it'd be fitting
>>
>>546439219
what about ants
>>
>>546441569
untapped market potential, let's make an /egg/ game about ants
>>
>>546430793
>suddenly
>loads of U found
>Pt still nowhere in sight
goddammit RNGzus
>>
what video game lets me engineer waifubots?
>>
how/when do you transition from yellow belt starter base to red bus base? this is always the most awkward part for me in every playthrough
>>
>>546443512
Generally around blue science, either right before or after bots, I upgrade my smelting lines - just replace stone furnaces with steel and the yellow belts feeding them with red.
>>
>>546421734
modded minecraft
you can spend days to weeks to months just setting up a modpack
>>>/vg/mmcg/
>>
>>546443014
there's that one game that's like armored core/zone of the enders but with girls. dunno if it even has customization tho
>>546443512
just use whatever belt and upgrade as needs dictate? as for when, I typically start bussin once I have a starter mall, typically around unlocking oil
>>546443874
this is why I didn't start that yet
>>
>>546441569
I'm not really fond of microtopia to be honest, there is one about squirrels though thats timberborn-ish.
>>
>>546420643
I know this one
>what is Into the Breach
>>
>>
>>546421734
Just play py I suddenly have a game with uncountable hours to sink
>>
>>546445604
i bought into it because i liked ftl but it was kinda boring as all hell..
>>
>>546442105
well that was intense
>stubbornly looking for Pt even as my battery charge dwindles
>thinking of making some solar panels if I can find mats in unknown signal drops
>finally remember I can mine stone
>panic when I realize I need a large grid assembler to make bulletproof glass
>remember I can create a connector to power the assembler with what's left on my ship
>producing components with battery charge counting down in the seconds
>cockpit goes dark
>go to withdraw... managed to make last component by the skin of my teeth
>realize as I'm building the panel that glass is optional
fucking Pt WHERE ARE YOU
>>
File: stationeers.png (70 KB, 300x307)
70 KB
70 KB PNG
It's supposed to be a helmet, but I just see a spengies landing gear.
>>
File: 1574663859382.jpg (55 KB, 782x720)
55 KB
55 KB JPG
I unlocked trains in CoI for the very first time. But instead of being excited, I'm filled with dread at having to learn a slightly different system because they seem not to work the usual way
Are they useful nowadays?
>>
>>546446917
why did you make it keep stopping and starting like that
>>
>Another episode of windows updates break my handheld and have to reinstall a variety of other things
Thanks microsoft. Why does this happen?
>>
>>546454653
>Why does this happen?
Substandard coders using AI because the man at the top wants to pump Microsoft's stock price and investors are scrambling to invest in whoever can actually make AI profitable

You think WIndows is shit now? Just you wait. Not only is it going to get more unstable and run like a fucked cat, it's going to double in filesize within the next five years
>>
>>546455270
good thing i won't be able to access the internet without an id by that time so probably won't use a pc at all and farm carrots instead
>>
>>546453303
Looks like scary troll face to me
>>
i tried to play anno pax romana and it just makes me want to play factorio instead
>>
TONIGHT'S THE NIGHT
https://ahwoo.com/store/KPbAA1Au/kitten-space-agency
>>
>>546460701
>https://ahwoo.com/store/KPbAA1Au/kitten-space-agency
>"Players will need .NET 9"
>"Kitten Space Agency is currently built for Windows"
top zozzle
>>
i fucking forgor to add a fuel belt to oxygen furnaces..
>>
>>546462069
It works on Linux just install dotnet9 and run it
Very glitchy at the moment though
>>
File: GMjSEkbbMAAqfm0.jpg (195 KB, 576x1024)
195 KB
195 KB JPG
>>546443014
>game
RL or bust
>>
>>546468665
she got the drip daymn
>>
>>546468665
>I̸̷I̴̵ Doŋ'̨̧̼̻̞̫̘͉̯T ̶ͣf̨͐fͣ͠f̴̵eel s̛͋Ǫ͆O̷̶̸ G̶̚G̽͘G͘oOD, ̷̶̸AN̷̶̸oN.
Talk about leaving someone in pieces.
>>
https://www.youtube.com/watch?v=7DKLTYd9Atc
really liked this dude's py part 1 vid, it's condensed enough it's not a slog to watch
>>
>>546453303
I just see Steam logo gore
btw kill everyone who makes their logo be a darkblue to lightblue gradient
>>
how much of a "never setting foot on this planet ever again" is the biter meteor modifier?
>>
File: 1536652529678.png (202 KB, 482x372)
202 KB
202 KB PNG
>>546473854
You know, when I woke up this morning and I told myself: I really need an random ass frog to make a 45 second teaser for a hyper niche mod of a relatively niche game to hype up his second ever video about said mod from said game.
>>
>>546448683
to each his own, but I wasn't being facetious before
I've come to think of it as a logic puzzle generator disguised as a strategy game
it's very often about finding the right combination of moves and attacks to deal with a seemingly hopeless board state
I cannot count the number of times I spent like 20 minutes on a single turn, and finally figuring out the solution is immensely satisfying
>>
File: dunnolol.jpg (1.17 MB, 1848x1079)
1.17 MB
1.17 MB JPG
How do you build a fusion setup that doesn't look stupid anyway?

I guess the map icon looks like a cool Medusa head at least.
>>
>>546477449
https://www.youtube.com/watch?v=tU-Dj08ZFII
>>
>>546477967
We linking videos that don't address anything and are just related content instead? Check out this videogame related video.

https://www.youtube.com/watch?v=Hb5TdfacXTI
>>
File: Bi2UCVX.png (551 KB, 473x480)
551 KB
551 KB PNG
>coal liquefaction requires crushed coal
>crushed coal requires coal to go through a crusher
>crushers cannot be built in space
>there is no space building that can crush coal
and there it is
>>
>>546483048
I don't get it
>>
File: Spoiler Image (101 KB, 250x250)
101 KB
101 KB PNG
>>546483048
Check dependencies and double-check the production chain(s).
It's more likely that you've missed something.
I knew TRash weren't the brightest bunch, but not like this.
>>
>>546477449
you've almost made a tileable reactor ring, a little extra work and you'll be able to expand it infinitely
now just make a section of generators you can easily blueprint
>>
File: Spoiler Image (362 KB, 732x633)
362 KB
362 KB JPG
>>546486928
i wish us TR would have a real life gathering in canada too
>>
>>546483048
>crushers cannot be built in space
wat
>>
>>546460701
It's just a tech demo unfortunately
>>
>>546475023
It's not really that bad. Most biter meteor planets have a low amount of biters making it easy to kill all of them and then set up meteor defence and not have to worry about biters. Of course due to the randomness of it eventually one will make it through, but that's a small price to pay.
>>
gleba has the most relaxing music.
>>
>>546494814
SEx
>>
File: file.png (290 KB, 1912x913)
290 KB
290 KB PNG
Found a cheeky litte way to boost a yellow belt into a red belt for a couple of hours.
Usecase is extremely limited but it will help in this very specific situation.
>>
can you force items to spoil faster?
>>
>>546515749
wait for a longer period of time
>>
>>546515749
Nutrients can be directly turned into spoilage via the recycler (Better than letting it spoil, since you get 2.5x spoilage per nutrient instead of 1:1)
The Recycler implies that all biological stuff can get turned into spoilage but that doesn't seem to be the case.
>>
>>546516962
Only after saying this do I realize I could force generate a ton of spoilage by mass producing nutrients.
>>546515749
If what you want to spoil can be turned into nutrients, go for that. What's your use case?
>>
File: Autism-Speaks.jpg (185 KB, 1286x1254)
185 KB
185 KB JPG
>[...] people who genuinely consider that limitation to be a problem. do they not know or do they refuse to use the feature so hard that the game as to adjust to there play style?
>It's a mod.
>>
>>546516962
That's actually very interesting.

>>546517357
next time quote people
>>
File: 20251114190205_1.jpg (566 KB, 1920x1080)
566 KB
566 KB JPG
>there is no First World track builder
I have made a terrible mistake
>>
>>546517203
>If what you want to spoil can be turned into nutrients, go for that. What's your use case?
>>546516962
>Nutrients can be directly turned into spoilage via the recycler

I'm the idiot who decided to try the randomizer mod, and the recipe for space platforms, in addition to being gleba only, takes about 105 items that are a result of spoilage every second, so I'm trying to figure out how the fuck do I tackle that problem basically
but yeah thanks, I might have some ideas on this problem
>>
File: 20251114191222_1.jpg (549 KB, 1920x1080)
549 KB
549 KB JPG
>>546517637
Even on the Soviet side, the medium customs house doesn't sell the EDK-300, only the large one does. Nightmare scenario.
>>
so what the fuck is the point of pyanodon biofluid networks? wow, you can use one pipe instead of 10! at the cost of even more shit you have to juggle anyway! and nomf nomf tasty UPS!
>>
File: 1739485755552886.png (3.54 MB, 1920x1080)
3.54 MB
3.54 MB PNG
>>546477449
Make it tileable
>>
File: 1749827425194384.webm (1008 KB, 638x954)
1008 KB
1008 KB WEBM
>make blueprint with assembly/setup instructions
>decide it's obvious where each thing belongs if you look
>come back to it a month later
>it's absolutely not
I'm glad I learned the lesson before doing this to someone.
>>
File: the fucking bird.png (40 KB, 265x169)
40 KB
40 KB PNG
>>546521536
I'm going to touch the fucking bird
>>
>>546443512
When I switch over to construction robots, and by plopping down a custom assembly machine.
>>
File: 1758774509090664.jpg (43 KB, 736x648)
43 KB
43 KB JPG
>>546359352
Bros, im getting so stressed out cus I suck at making a mall early game. MY first time I played I used a blueprint from someone else but now on my 2nd playthrough im forcing myself to make my own designs but my mall ends up being massive and spaghetti like
>>
>>546460701
>no vehicle builder and it crashes when the game has to render a planetary surface
the last part is probably because i'm on linux, but i'd rather wait for a more stable build than dig up the solution to my problem when there is so little to do in the game anyways.
>>
>>546518739
Guess I'll be using the MUV-69 for a while...
>>
>>546522149
Use combinators. You can make absolutely miniscule malls if you know what you're doing.
>>
>>546522149
if it's stupid and it works it's just stupid
or however that line went
>>
File: 20251114194521_1.jpg (673 KB, 1920x1080)
673 KB
673 KB JPG
>>546522564
MUV-69
>>
File: 1748784391412150.jpg (282 KB, 1600x941)
282 KB
282 KB JPG
>>546522149
>Bros, im getting so stressed out cus I suck at making a mall early game.
Bro architecture isn't hard. It's just like shapes and colors and stuff.
>>
I've just realized I unlocked seaweed without noticing and it actually kind of amazing
>>
File: MUV-69.jpg (718 KB, 1920x1280)
718 KB
718 KB JPG
>>546522742
peak
>>
>>546522149
Just stop getting stressed out faggot. No one cares about you or is impressed with your Factorio skills. No one expects you to be good in the first place. No one is looking at your spaghetti, and no one would judge you if they were.

Just make the first piece of shit that works and fucking move on.
Sucking at something is the first step to being sort of good at something.
>>
>>546525675
I care, staring at ugly design annoys me, I probably should just go to editor mode to design things
>>
>>546526593
Okay, enjoy being stressed out and never finishing the game, retard.
>>
>>546527681
it's that faggot anon who calls other peoples' builds ugly
just an ugly person projecting their view of themselves onto everything
must suck to look into mirrors
>>
>>546527858
"calls people's builds ugly"
no fucking clue who you're talking about but you brought it up like 3 times this week so that must have really cut deep
maybe grow thicker skin
>>
File: edk 300 track builder.jpg (107 KB, 1024x768)
107 KB
107 KB JPG
>>546524427
It's cute, and I don't want to talk shit about the best railway crane I can acquire right now, but the construction speed is not ideal for building a railway with more than a few hundred meters of track.
What I really want is this bad boy, but getting it doesn't seem like a realistic prospect for the time being.
>>
File: stop caring.jpg (120 KB, 1080x1504)
120 KB
120 KB JPG
>>546526593
>I care
just don't do that
>>
>>546529036
Just stop giving a shit lmao is the single best piece of advice for anything
>>
>>546529156
yeah no i grew out of that when i turned 20
maybe one day you will too
>>
>>546517770
>how the fuck do I tackle that problem
105 * spoil time (in seconds) / stack size / 47 steel chests

Less space efficient, but more fun: (105 * spoil time / stack size / 40)+1 cute little 1-1 trains.
3-stop schedule. Loading stop (wait till full), depot (wait till item = result), unloading (wait till empty).
>>
>>546517637
>>546518739
yeah i agree the track builder situation is kinda dire in vanilla
>>
>>546531581
only three things spoil into what I need, two of those take 2.5 hours, the last is just 1 hour and is the gleba science
funnily enough, gleba science itself takes this item as well, and only one of it, while every hour it spoils into 4 of it, and just needs a long inserter which by itself is just a simple chain of wooden chest (copper bacteria spoilage product) > smelt into underground pipe > craft into boiler > craft with regular pipe (smelted from fish, which is iron bacteria spoilage product) into a red inserter
I have a feeling gleba will be very funny once I get there, considering at the very least the science doesn't need any farming
unless the nutrients do, I'm yet to see what I need to make those
getting to gleba without a reliable way to make platform tiles will however be a nightmare, considering the only way is this >>546403518
>>
>>546532113
That seems like an incredibly stupid mod.
>>
>>546532453
it is
but I'm having fun, especially since every run is different
like, this one has been blessed to an unhinged degree outside of the platform nonsense
>both bots and roboports are just red + green science to make
>logi bots are literally just 20 petroleum gas to be made
>construction bots are 50 water and a portable solar panel, which is just a train stop which is 5 smelted pipes which are smelted fish, which are mineable as ore patches
>all other armor mods are equally cheap and easily available, though you are stuck with modular armor until yellow and purple science
haven't seen what portable fission reactor needs yet either but portable solars are good enough when your bots and roboports rolled at least -30% energy cost
>>
>>546528349
>no clue who you're talking about
>but let me assume who you are and recount your interactions with this person for the last 7 days
fish in a barrel
>>
>>546536854
I post here.
You're very vocal.
You're also a moron.
>>
>>546537183
>I post here
riveting information
>>
>laser turret consumes 4mw each time it fires
>lamp consumes a negligible 5kw
>need 10mw output in accumulators to makes the lamp not flicker
I do not understand and i am robbed.
>>
>>546537395
Isolate the lamp's electric grid so the lamps run 24/7. Maybe a clock circuit so lamps turn on only at night, but I've never done that.
>>
>The lamp is a basic electric device providing light to a medium area (10 tile radius) at night. Lamps can be toggled to always be on, regardless of time of day.
fuck I outed myself as someone who doesn't use lamps
>>
>>546537989
I would do that but i'm just trying to understand. There is nothing else on this network, the one turret is 4mw and the graph confirms it, ACs output above 8mw nearly 10mw but the lamp doesn't get enough juice. Do laser turrets sneakily consume power twice or something?
>>
>>546537989
>I've never done that.
We know
>>
>>546405094
It seemed like fotm for a bit, I think its just died down a bit recently
>>
>>546538627
turret has an internal buffer of power which it can charger faster than the slated power consumption
>>
The lamps are just being dramatic.
>>
>>546538850
It says 3.86mw on the box, call quality control or else i've got gypsies stealing my power.
Not understanding specifically how accumulators interact with turrets has been my bane.
>>
>>546537395
>>546538627
>Do laser turrets sneakily consume power twice or something
weird, you seem to be onto something
i loaded up a sandbox map, went into the editor, spawned a laser turret and some biters for it to shoot at and an isolated power grid for it all
and when the laser is firing, the power grid's satisfaction max is 9.6MW
so, yeah, you would need 10MW of accumulator output to avoid flickering
the max consumption is then plainly wrong
>>
>>546540397
Turret draw power in bursts, as you can see in your graph.
They draw 9.6MW, have a little downtime, draw 9.6MW, have downtime, etc.
The testa turret is the same. The tooltip reads 7MW or something, but it spikes the power grid for 12MW at a time.
>>
WUBE FIX
>>
>>546541635
...as always with /egg/ and everywhere else, some midwit dipshit retard feels the need to provide a "correcting opinion" where every objective point is wrong or meaningless or not even disputed
dunno where the fuck you freaks come from
>turrets draw power in bursts, as you can see
uh, no shit, nobody said they didn't
>they draw 9.6MW
again, no shit, it's in the graph i posted. this number is also higher than the tooltip, which i and the other anon can see is 3.86MW
the point is that if they draw 9.6MW, then the max power draw is 9.6MW and the tooltip's stated max of 3.86MW is incorrect.
feel free to refresh your knowledge on what the term "max" means
>>
>>546531776
Are there mods that add more track builders? I searched for "american track builder" in the Steam workshop but that didn't turn up anything useful.
>>
>>546542478
I don't understand the problem
is the firerate perchance 4,825 times per second or what
>>
>>546542478
type = "electric",
buffer_capacity = "801kJ",
input_flow_limit = "9600kW",
drain = "24kW",
usage_priority = "primary-input"
>>
They're supposed to recharge their buffer at 3.86mw but maybe they consume 3.86 + 0.800 and also recharge at 3.86 + 0.800. + min.input twice = 9.6mw

>>546543498 oh jebus. There it is.
>>
>>546542502
there's something to be said about the polling rate of the consumption, as watts are a energy rate measurement, so if it's polling an average of so and so then it should be correct and will be fine if your energy grid isn't trimmed to fuck
>>
>>546543678
Don't check this math.
>>
>>546543775
>there's something to be said about the polling rate of the consumption
not really. if the tooltip said "average" then it'd be correct. it says "max", so it is incorrect
>if it's polling an average of so and so then it should be correct
except it says "max", not "average"
this is knowledge that eleven year olds in the united states have
>>
File: 1761070761375787 590.jpg (206 KB, 1275x1739)
206 KB
206 KB JPG
>>546542478
>>546543498
so the laser "consumes" 3.96 MW from its internal accumulator when firing
but the internal accumulator consumes 9.6 MW from the grid when charging? is that it?
>>
>>546544343
while firing, the laser consumes 9.6MW for some time, then consumes 0MW for some time
the average consumption over that cycle is 3.86MW
>>
>>546544343
from wiki

For laser turrets one shot costs a constant 800kJ; research raises their power consumption from 1.2MW (no upgrades) to 3.8MW (all upgrades).
>>
>>546543289
>american track builder
yeah it's past 1950 you can't buy niggers anymore
i think the west mostly used wagons and not dedicated track layers so there's not much to go by. I wonder how hard it'd be to make mods
>>
>>546544607
>>546545268
both of these are consistent with my interpretation
the actual laser beam doesn't ever consume 9.6 MW even at max upgrade, it has to be the accumulator
and the tooltip neglects the accumulator and instead lists the "max" drain of just the weapon part, without the battery part
>>
>>546546226
this is still a wrong interpretation, although we can get goofy going into the details.
the actual laser beam portion consumes at least 48MW
in-game, using the editor, going tick-by-tick, you can see that the 800kJ buffer on the laser gets instantly consumed within one tick, so you have to assume the laser is using this in either one tick or a period less than one tick, giving the "at least 48MW consumption" measurement, but that's an autistic and practically pointless measurement
the accumulator portion then consumes 9.6MW for 5 ticks, 144kW for 1 tick, then 0 W for 7 ticks, while the laser also consumes 24kW each tick as a sort of "base consumption"
if you math it out a bit, that first "9.6MW for 5 ticks" phase then consumes, across a "firing cycle", 3692kW
the second "144kW for 1 tick" consumes 144kW
the third phase consumes nothing
the actual firing then consumes 3836kW throughout a cycle, where if you then add the base consumption, 24kW, you get the final and reported 3860kW or 3.86MW
>>
>>546443874
>>546421734

preach, but just play a premade pack, gregtech packs are pretty good, gtnh is probably the best one but nomifactory or star technology are pretty good as well. If you want a bit more magic ftb interaction is goated
>>
>>546421734
>>546443874
Look at it for yourself >>546546548
But yeah packs you make yourself are not going to be that autistic because you need to put x100 the sperg power into configuring them than playing them and at some point you stop playing altogether
>>
File: 1574273234368.gif (3.16 MB, 480x262)
3.16 MB
3.16 MB GIF
Here i fixed it for you guys: copy this inside some random mod's data-final-fixes.
data.raw["electric-turret"]["laser-turret"].energy_source.input_flow_limit = "4800GW"
>>
>>546548438
i wonder what would happen if you actually did this, since the per-tick energy drain value is higher than the value of the entire internal buffer
does the game handle that properly (it just fills the buffer in one tick)
or does the game consume the full tick amount, fill the buffer, but the excess is wasted?
>>
>>546547186
fair enough
the true drain of the weapon is 800kJ/tick or 48 MW, like you say
and you're right that's not a useful number

>final and reported 3860 kW
simpler way of calculation is:
the laser fires 4.8 times per second, each shot consuming 800 J
that means 3840 kW
add the base drain of 24 kW and you get 3864 kW, which is displayed as 3.86 MW
I'm not sure why I got 4 kW more than you

still, while 48 MW is a useless stat because it's not sustainable, the 9.6 MW is useful for gameplay and it would be nice to see it somewhere next to 3.86 MW
hiding it is confusing, like it confused anon
sorta makes me wonder how real-life weapons list their energy usage
>>
>>546550924
my math was wrong a bit, i divided the first power consumption phase, but not the second
the factorio staff seems to not care and thinks you should just throw tons of accumulators at the problem
https://forums.factorio.com/viewtopic.php?t=102287
it is odd that they couldn't have just added an "average power consumption" along with the "max power consumption", or simply just made the max power consumption tooltip correct
>>
>>546550924
9.6 MW is only useful when you have a handful of turrets in a small electric grid.
3.86 MW is the average power consumption of a continuously firing turret, which a good practical value to build peak power consumption for once there are a few hundred turrets on the same grid.
>>
Thanks, i'm finally learning about "laser-turret". So i could actually build for 9600kw per turret because who builds for average consumption? Imagine doing that with assemblers.
>inb4 just build more power
I like to cut my grid into little pieces using power switches on circuits to flatten the spikes, so energy is tight. short blackout > long brownout.
>>
>>546551418
>the factorio staff seems to not care
I think it's mostly because it's hard to display this information in an intuitive way, and also because laser turrets are a bit different from other machines

one of the posts in that link puts it well
unlike the rest of the factory, which works continuously, lasers work in bursts
that means the player cares about different stats when placing them
for most other machinery, "max recharge wattage" really is mostly unimportant
>>
>>546553115
>3.86 MW is the average power consumption of a continuously firing turret, which a good practical value to build peak power consumption for once there are a few hundred turrets on the same grid.
this is only true because a large factory can deal with high momentary power spikes, and only a small percentage of the turrets will be firing at any given time
but in a smaller installation, lasers firing can easily choke the rest of the factory for a moment, since they get priority over everything
>>
>>546553683
>it's hard to display this information in an intuitive way
someone in that factorio forum thread implemented themselves in a mod with very little effort and even used the phrase "so it has nothing to do with technical debt"
factorio devs are lazy on this issue and don't particularly care
i have no idea how you think it could be "hard" to implement, if anything, mangling the actual numbers in the code to produce an average must have taken more effort since you'd need to use math to have found the average, whereas the max is just the exact number in the source code
>>
>>546554668
hard to explain it to the player, anon, not implement
to convey in two words, without a tutorial, the essence of this whole discussion
>>
>>546383878
mate, I finally got around to building a barbones one that moves well-enough, haven't used it much yet. just to be clear, it's for remote-control, not automated scouting.
I went with H2 thrusters because ion are weaksauce. so connector, couple conveyors to connect the H2 tank and some of the thrusters around to some of the thrusters, small battery, spotlight, remote control, camera, antenna, ore detector, and gyro. I almost always forget the gyro. I added an event controller too, for docking procedures.

I didn't include a screenie in case you wanna play figuring out the layout on your own, but lemme know and I'll provide.
>>
>>546553481
separate grids eat UPS
>>
>>546555395
>it's hard to display this information in an intuitve way
it really isn't. are you some factorio dev coping and justifying why you won't make the change or what the fuck are you not getting?
there's a field right there in the tool tip that says "Max. consumption: "
just put the right fucking number next to it and you don't have to explain anything else to the player
if they build for the 9.6MW true max consumption, they will never know or care about the average
if you really really wanted to, just add one more field that says "Avg. consumption:"
fuck man, you could ask any basic tier LLM to do this for you and you could just sit back and do nothing
>>
>>546556125
you really were much more tolerable when we were talking about numbers
have a good day
>>
>>546556347
what a pointless, faggot response
>>
>>546554046
No, the laser power draw averages out at larger numbers because not all of them recharge at the same time, even if all the turrets are constantly firing.
>>
>>546555395
This nigga needs a tutorial to know maximum versus average
>>
>>546556686
okay, but averaging is only practical when you can also deal with spikes, so we're back to needing a large grid
also I don't think all the turrets in the base firing simultaneously is a realistic scenario
>>
File: Laser_turret_rotating.gif (1.01 MB, 256x256)
1.01 MB
1.01 MB GIF
The Tesla turret doesn't follow the design though, tooltip says 7MW and input_flow is 7MW. It's a laser turret with a low firing rate. Is it okey for laser turret to stay like this?
>>
>>546557196
>averaging is only practical when you can also deal with spikes
which loops back around to "put the right value in the max consumption field and there will be an end to the horror", since how is a player supposed to know to build in order to deal with spikes if the actual max consumption is hidden from the player?
>>
>>546557196
My point is that once you reach 100+ turrets, you'll never practically see spikes up to 9.6 MW draw per turret, because even if each turret is consuming as much power as it can (i.e. constantly firing), each turret is only recharging around 1/3 of the time, so seeing a peak of 9.6MW per turret would be something like a 1/3^100 probability, which is on par with winning the lottery a few times in a row.
>>
>>546557281
>The Tesla turret doesn't follow the design though, tooltip says 7MW and input_flow is 7MW.
that just means input_flow is set to exactly the max drain
I doubt the actual game logic is different
you could achieve the same for lasers by modding their flow limit to 3864 kW
this would fix the spike issue

>>546557571
>so seeing a peak of 9.6MW per turret would be something like a 1/3^100 probability
let's just say that at that scale the drain wouldn't be an issue due to a variety of reasons and leave it at that
>>
>>546557571
>still can't bear to hear that their understanding of "max" is definitionally incorrect, anonjeet starts pulling numbers out of their ass and making up random hypothetical scenarios in order to make a weak and shit point that only loosely applies in their own most-favorably-crafted scenario
grim what you've "people" done to discussion
>>
>>546555879
UPS has never delivered, too much UPS in the world. DHL has never failed me and fuck UPS.
>>
File: T3 factory.png (155 KB, 1286x991)
155 KB
155 KB PNG
Playing Satisfactory again, technically owned it since Update 4 but I only got to Tier 3 now. Or rather, I finished all Tier 2 research and am about to make a factory for Tier 3's components. Is it a viable strategy to make a bunch of basic components en masse all over the map and just bring them in by train, or should I only mine and process exactly what I need when I need it? I'm more of a Factorio player so I'm used to the first strategy, it works there because resources are infinite and factories are easier to build with bots. If I want more iron, I just look for a random iron patch, smelt it on-site and shove it into my train network. I don't see why exactly I wouldn't be able to do that in Satisfactory other than the fact that that each metal factory would take a lot longer to set up. The other reason I'm asking is that just the T3 factory I'm planning is gonna be fucking massive, the diagram isn't even readable in a single screenshot. But that assumes that I'm making everything in one place instead of small, isolated factories.
>>
>>546564531
you're overthinking it, just play the game
>>
>>546565468
was there ever a point in time where this general or any other general wasn't full of pointless faggot comments like this?
>>
>>546565468
I just don't want to fill the world with a dozen builds I can't easily tear down. This is also my first time fucking with trains in it so there's that.
>>
>>546564531
>Is it a viable strategy
yes, just be aware that at some point if you go overboard you wont be able to mine enough resources for what you planned.
>each metal factory would take a lot longer to set up
true, satisfactory blueprints are a lot more limited than factorio, but it works.
>smelt it on-site and shove it into my train network
depending on the resource you can make more than just ingots, so it's up to you if you want to make some plates and rods etc on site or if you want to only mine or only smelt. I typically have trains take resources to and from the aluminum plant but then the aluminum is turned into product in my factories and not on site
>is gonna be fucking massive
>that
oh anon...
>>
>>546564531
I did it factorio style where I ship the ores to blueprintable ingot factories (2k bars per minute of a patch with 480 belt)
and i gave up. 3d tedium got me beat.
>>
>>546564531
what did you use to make this diagram?
>>
>>546565883
that's from satisfactory calculator if i'm not mistaken
https://satisfactory-calculator.com/en/planners/production
>>
>>546565828
oh yeah this was before the belts autoconnect qol update.
>>
>>546565976
spoke too soon, that aint the same
>>546566083
that QoL really is great but I've built my factories before that. Blueprints really being just pasting blocks instead of individual pieces, especially helpful regarding power poles and splitters/mergers
>>
>>546565883
>>546565976
Satisfactory Modeler on Steam, actually. Works about the same as the calculator site but I prefer it because it keeps all my diagrams without me needing to save them.
>>546565828
I spent like a week just to set up oil power for the first time. Either way, I'm playing Satisfactory for the building autism so I don't mind it. If I wanted raw complexity and numbers I'd be playing Factorio instead but I'm a bit burned out on it.
>>
>>546565730
idk why you're being so hostile, vanilla satisfactory is piss easy no matter which way you tackle it, hence my comment. did you actually play this game yourself or are you just mad for no reason at all?
>>
>>546566786
nta but ive seen people struggle like mad, we're just not all built to the same specs
>>
File: Refinery tower of doom.png (2.5 MB, 1920x1080)
2.5 MB
2.5 MB PNG
>>546565774
My design in that diagram only has a few basic intakes (Iron, steel, copper, limestone, plastic and rubber. Plastic and rubber are already done as part of my power setup) so I think I'll stick to that strategy for now, just gonna try not to go overboard and turn every node into ingots without needing to.
>>is gonna be fucking massive
>>that
>oh anon...
I'm well aware of the type of bullshit one can find late-game. I'm specially looking forward to Ficsonium, if I ever get there. But, for now, that'll be my biggest factory. The only big thing in my world is the powerplant, it sends turbofuel to 60 generators but only produces a trickle of plastic/rubber. And even this took me an entire week because hey, I'm a busy man.
>>
>>546566786
even this comment is a pointless faggot post
>"hurr durr it was piss easy for me so who cares what you're posting about just play the game bro don't think"
could've at least stated how you played the game but you just had to be a faggot about it
>>
File: 1594320_20.jpg (850 KB, 2560x1440)
850 KB
850 KB JPG
How can I convince my stupid trucks not to take a mixed load of rock and dirt for sorting and just dump it directly
>>
>>546568329
so did you or did you not play it?
>>
>>546568790
By your own argument, have you?
Is it not that you will not explain how you played, but that youj cannot explain how you played, since you have not played?
>>
>>546569274
have *you* played the game? lmao
>>
Either one of you post a screenshot of your playtime or stop catfighting and just fuck
>>
>>546571789
>and just fuck
tranny queers always show up when arguments deadlock
really odd phenomenon, seen it lots of times
>>
How do I make an artillery train that runs around my perimeter visiting each "artillery stop" station? I always assumed this would be simple and I just went to set it up for the first time today and immediately realised it's not simple at all and in fact I have no idea how to do it.
Well other than giving each station a unique name and adding them all to the schedule, which is terrible and will be annoying to expand. I'd hope there would be a way using all identical stations.
>>
>>546572881
never done this, but perhaps try two train stops with different names right next to each other? say, stop "artillery 1" with an inactive for x seconds condition, and stop "artillery 2" right after it with no wait conditions. the train will first stop at "artillery 1", fire its shots, then go to "artillery 2", and then to the next closest "artillery 1" (which would be the next one in line, closing the loop, and allowing for easy expansions). just spitballing, perhaps there is a better way
>>
>>546572881
>giving each station a unique name and adding them all to the schedule, which is terrible and will be annoying to expand
that sounds extremely straightforward and simple
i have no idea how you're even thinking of this problem since what you described is almost exactly how to define the problem
if every station had the same name and you just copy-pasted that station, no matter what manner of thing you set up, you'd have the problem of "what order should the stations be visited in" and there's probably no way to make that automatic
you might be able to do it with some fucked up combinator setup, but that'd still require you to make a parameterizable blueprint and input the station order number when pasting the blueprint, but at that point, it'd be much simpler to just put the new station in the schedule, right?
>>
>>546573474
doesn't this get immediately weird depending on if he has an even or odd number of stations?
if you have three stations, you'd then go
>artillery 1 - "station A"
>artillery 2 - "station B"
>artillery 1 - "station C"
>artillery 2 - ... "station B"? then get stuck in a loop between B and C
>>
>>546572881
you could have a timer at each station that resets when the train visits, and only activate stations that haven't been visited in a long time.
>>
>>546573524
I don't want to do it manually, it should happen automatically, reee.
>>546573474
This won't work because my rail network is not actually a loop, it's a bit of a branching spaghetti.
>>546573669
That anon meant having each artillery stop consist of two train stations. So by definition there'd always be an even number of stations.

>>546573802
This might be the best way actually. It's similar to how my resupply trains work, which only visit stations that lack items. But the annoying part will be that with a naive schedule the artillery train will return to the main rest stop after every border stop.
Hmm, what if I combine this with the idea of having double stations to force "looping", so after visiting one it's forced off to the next one (or sleeps until a timer fires)? And I could make the resupply an interrupt. This might work.
>>
File: out.mp4 (2.42 MB, 1920x1080)
2.42 MB
2.42 MB MP4
>>546574238
Oh shit, I figured it out. It's a bit weird.
>Name each station the same name, like "Artillery"
>Wire each station to the input and output of a decider combinator
>Set each decider combinator to have the one condition "Signal T = 0" and the output "Check signal = 1"
>Set each station to enable if "Check signal not equal to zero" (or "equal to 1" if that makes more sense for you, should be the same)
>Check each station's "Read stopped train"
>For the train settings, add two "Artillery" station stops, each with whatever condition you want, like "5 seconds passed"
video attached has everything as well
>>
https://www.youtube.com/watch?v=Zphax4f6Rls
Spengies in the deepmind!
>>
>>546572881
Make a system that turns off an artillery stop once it reads there's a train present and doesn't turn back on until X amount of time has passed since it left. Do this by reading the T value of a stopped train.

Set the train to the artillery stop two times with the same inactivity wait condition. Once the train stop turns itself off from the present train and the train has been inactive long enough the train will move to another open artillery stop

Add an interrupt where the train goes to the resupply depot to load more shells when it's below a certain amount or at 0

This system will let you fine tune the amount of time you want to leave stops inactive too. The only downside is you need to be aware of the time spent in case the route takes so long some stops never see the train. You could also do a global system that has each station turn off using a value on the radar I guess. Have a signal equal to the amount of stations and have each station turn off when it sees the train and also subtract one from the radar signal. When the signal hits zero all the stations reset
>>
>>546567857
I already found one problem with this setup, and that was a wrong overflow output on a smartsplitter. Fuck me, it took like an hour for the fuel generators on the back (Manifold setup) to fill up last time, guess I'm gonna go hard drive hunting while power stabilizes.
>>
>>546574745
general idea here if it helps understand what the fuck is going on here because it is weird is that it seems you need more than one station for the train to actually do anything, hence the "duplicate" in the schedule.
but, if you do this while the station is active, it'll think the station that it's currently at is a valid destination (and the closest), so it won't move
so you simply detect if the train is at a station and use that to disable the station
then, since the current one is disabled, it'll move to the next one
>>
File: file.png (6 KB, 617x689)
6 KB
6 KB PNG
>>546573669
i don't think it would get weird, i meant "artillery 1" and "artillery 2" to be right next to each other, with "artillery 1" having the wait condition of "wait until 30 seconds (or w/e) of inactivity) and being in right in front of "artillery 2" (as in, one or two tiles apart), with "artillery 2" having no wait condition.
afaik trains always go to the closest available station by rail distance. if you have a big loop running around your whole base, the next closest "artillery 1" would be the next one in line.

>>546574238
>This won't work because my rail network is not actually a loop, it's a bit of a branching spaghetti.
oh i thought you'd be making a dedicated loop for this, nvm then. i second the timer idea then, but instead of a simple binary on/off toggle on inactivity, you could make it work with priority using a simple timer hooked directly into the train stop's set priority circuit, with a reset triggered when a train does actually stop of course.
>>
>>546572468
just fuck already
>>
>>546574238
resupply can just be on an interrupt.
>>
>>546574238
>>546575316
>rail network is not actually a loop
oh then i really have no idea how the fuck OP is thinking of this working
it'd almost certainly have to be "add unique train stops into a schedule"
if you tried using a timer then you'd have to perfectly guess the right timer settings, or your train might have downtime visiting disabled stations or your train might miss stations if it keeps going to one or more that are enabled too frequently
instead of guessing at timer settings, you'd want to just add stations to a schedule

the only alternative to what you want would be set up a combinator network involving each station, where once each station is visited, the station disables itself, then, once all stations are disabled, all stations re-enable themselves

>>546575650
kill yourself, troon freak
>>
>>546575765
you can dynamically adjust the timer length based on how long the train stayed at the station, which should be proportional to the amount of biter nests it fired at.
>>
>>546574238


>>546575765
>>546574849
Using the radar system and blueprinted station circuits seem like the best way to make sure your train visits every stop without fail. You're going to need to do some fine tuning though. Problems like the last station re-enabling itself before the train can leave.

>>546575958
Eh. Honestly if you just have it so the artillery train is on an inactivity timer it won't leave until it's out of shit to blow up anyway. Also if you have the ammo depot interrupt it'll leave immediately if it's out of gun food
>>
File: 1746866404590269.png (10 KB, 122x53)
10 KB
10 KB PNG
checkem
>>
>>546575765
could still do one timer at each station but using set priority with circuits instead of enable/disable the station. the timer would count up, its output would wire directly into the corresponding train stop's priority, and would get reset whenever a train stops at a station. you wouldn't have to worry about not having the right "timeout" like in the simple timer on/off because all stations would be enabled at all times and train flow would only be controlled with priority. this setup would make it so the station that has the longest time since visited would always get prioritized.
>>
File: Timer.jpg (15 KB, 293x99)
15 KB
15 KB JPG
>>546576392
Checksum

This is a filthy lie. There was a period of at least a year where I'd turn on Factorio with my computer and sometimes not even play that day.
>>
>>546576141
If you take the time that elapsed before the train visits, divide by the time the train spends firing, then multiply by the time it would take the train to use up most of it's ammo, then you would get an approximate timer to set the station to so that the next train visit uses up most of it's ammo.
This would reduce the amount of times the train visits stations that don't see a lot of biter expansion (since the train wouldn't spend much time there) and increase the amount of times the train visits stations that do see a lot of biter expansion and need the train to visit.
>>
>>546575765
just fuck already if you're not going to post times
>>
>>546574238
Ok I have implemented this and it works well. Also I did what >>546574745 says with each station only needing one station and it shifts between them as the one it's at gets disabled, and then the resupply interrupt also has the "destination disabled or no paths" condition so it just goes back there after making its rounds.
>>546574745
This is very smart too, it would make the train loop between the stations forever until the resupply interrupt hits. I'll probably leave mine to use the timer so it congests my network less, and since I already set it up.

>>546574849
>Make a system that turns off an artillery stop once it reads there's a train present and doesn't turn back on until X amount of time has passed since it left. Do this by reading the T value of a stopped train.
I did this except a train arriving just resets the timer rather than disabling it. If the timer's long enough (as it should be for artillery visits) it doesn't really matter.

>>546575765
I don't see the issue with what's been posted above. The timer scheme will only skip stations if it takes longer to make a full round than the timer length, and I can have artillery visit every 10-20 minutes or so and I don't think I'll be making my rail network big enough for that any time soon.
>>
File: out.mp4 (3.71 MB, 1920x1080)
3.71 MB
3.71 MB MP4
>>546575765
>>546576141
>>546576575
>>546576758
>>546578162
alright, faggots
here is my proposal
>the topologically invariant round-robin station
vid rel, not even going to try typing out how that's setup
it uses the idea i mentioned of "disable every station as its visited, then re-enable all stations once they are all visited"
scales very nicely, doesn't require a loop, can handle as much spaghetti as you throw at it, but does have the downside that you need to wire green and red wires to each station
i do like all the given solutions though, this is clearly not a "simple" problem, but problem-OP has a lot of ways to go about it
>>
>>546555791
strange, my drone up and vanished while controlling it, only half the distance of broadcast range. I started moving my ship to it and it appeared but refused to be controlled, and when I got there, it was gone.
also, it enables dampeners when I stop controlling it, which is lame.
>>
>>546579123
nice, i like how the train will always go to the closest station in this setup, instead of ping ponging all around the map like in some of the other solutions (mine included).
>>
>>546579123
Almost wish I made something similar, but at the same time I sort of like how I handle biters where it's just a bunch of walls and turrets next to uncleared/expanded biter nests. Since all the walls are supplied autonomously and defense basically takes no resources it's not like I'm really hurting myself by not making an artillery setup
>>
>>546572881
I think the simplest way would be to build a single stationary artillery turret at each station, using circuitry to read the turret's ammo and using that to enable/disable the station. This will summon the artillery train whenever it's needed. Not necessarily to shoot, but often to simply reload the turret.

Every station gets the same name, and the train just goes to that station over and over, and then back to resupply itself when it gets low on shells.
>>
if theyve made 2d factorio and 3d factorio the next logical step is to make 4d factorio
>>
>>546588597
you mean just working in a factory?
>>
>>546588597
Just play 8 instances of 3d factorio at the same time
>>
>>546588597
so just factorio with rewind/fforward, and fsideward into asynchronous multiplayer
>>
Is space age 3D since it has planet as an additional discrete dimension? Just add planets to 3D factorio
>>
>>546556125
You got the solution in the first and the answer in the second post and you are still seething hours later about it complaining how it would be totally easy to understand. I think that should prove the point more than anything. You do not understand what Watts measure and it's not up to Factorio devs to teach you that.
>>
>>546579725
as it turns out, default settings have grids under 20 outside 500m being trashed. a quick trip to the alt+f10 menu fixed that.

>>546595710
think he means DSP
>>
>>546588597
odded minecraft has 3 continuous spatial dimensions + separate planes of existence
>>
File: paste.png (9 KB, 127x51)
9 KB
9 KB PNG
>>546576392
It's missing hours of course, I played through vanilla + SEx on a pirate copy before going "wow this is damn good", and making a purchase.
>>
File: 1434688010458.jpg (52 KB, 400x300)
52 KB
52 KB JPG
>>546588597
>>546592275
>industrial time paradoxes
Sounds like Achron, but with factories.

Multiplayer in that thing would be bonkers.
>finally rebuild a section that was bottlenecking the whole factory complex
>feels good mang
>causality wave sweeps across the screen
>the entire section is gone
>you were too busy masturbating to it to save the blueprint
>in place of your beautiful factory stands an obscene abomination of belt spaghetti and nigger-rigging
>it violates your eyesight with it's unwholesome elf modules
>turns out some retard had the bright idea to build his stupid single underground pipe and conveyor mall
>…right where you were about to build your factory
>he was still there, so his timeline took precedence, erasing your efforts
>span Down to just before he started building it to place a few landmines
>right before a causality wave sweep too
>you watch with glee as parts of his factory disappear
>the timeline window shows blips of buildings getting damaged
>more blips follow, buildings damaged, buildings destroyed
>finally, you span Up to where you left off
>the guy comes to check out his factory
>walks around, plops down a couple assemblers in place of destroyed ones
>a new belt here and there
>it actually works better now
>timeline window shows destroyed building blips
>it's a biter attack in two minutes
>and this nigger just deleted the ammo casing factory
>…fuck this timeline
>>
>>546602412
>unlock new science recipe
>go back in time to the start to pre-build everything you'll need
>suddenly lose all your science
>you forgot to prebuild basic science before causality triggered
>so you will never research the advanced stuff
>everything you will build gets retconned
>back to square one
>>
File: image.png (71 KB, 513x511)
71 KB
71 KB PNG
Big influx of /v/ermin recently
not sure what caused it
>>
File: file.png (76 KB, 513x511)
76 KB
76 KB PNG
Big influx of /egg/men recently
not sure what caused it
>>
SHENANIGANS
>>
>>546579123
Nice, that's pretty cool. Unfortunately with 2.0 for some reason I decided I was too cool to add green and red wires to my rail blueprints so I can't easily use this now, so I'll stick with my timer approach. (Also my artillery train is bigger than practical and the artillery stations are too small so it blocks the main line whenever it's there, so I think it's actually better for me if it spends most of its time in the depot before going for a round than if it were patrolling permanently; else I'd have to design actually practical stations for it.)

>>546584185
I was mainly doing that until one day a nest expanded right outside my turret range and the big worms started permanently spitting at my defenses from outside their range. Thankfully in my infinite wisdom I had parked spidertrons around each of my wall sections so I was able to go blow them up without too much trouble but nevertheless, artillery-less defenses are not fully automatic due to this specific possibility.
>>
File: file.png (936 KB, 669x869)
936 KB
936 KB PNG
What the fuck is this shit?
Where is my SeX?
>>
>>546585781
>just use static turrets and resupply them instead of trying to bring the turrets themselves on patrol
Genius, but unironically. I don't know why I didn't think of this lmao. Oh well I already have my circuited artillery stations and my train set up to patrol now, but I'll probably do this in the future
>>
File: gleb.jpg (2.69 MB, 1920x1080)
2.69 MB
2.69 MB JPG
90 RGB spm and 35 MW from fruit, a far cry from my first handfed base
who knew it was actually that easy

It cannot keep this rate of production up as is because I'm actually using two red belts but producing only 1 yellow belt, but with this one weird trick I found out yesterday (pentapods hate him!) I can boost my belts for a little while and let them rest I'm not using all the science. I'm also making extra red and green circuits so I can technically bring this up to yellow
not purple, because purple requires >2 red belts of iron, but that's enough to get requester chests and stop handfeeding these chests for plastic and sulfur with bioflux from the end of my production chain
I can definitely improve my current situation and add a couple belts later when moving bioflux is less of a problem
also, thanks to my judicious killing of pentapods and replanting of extra yumakos and jellynuts, plus adding more artificial soil to plant them, I've managed to curb my pollution to a point where I will never be attacked at this current rate of production, and on top of that because of how I laid rows of pipes all over the place where my pollution has been spreading I will never get a new egg rafts spawning
Generally I'd say spamming pipes is cheap as shit but I'm 20% evolution, 10 hours into the run and I have medium stompers spawning right about now so I'd say a modicum of cheese isn't going to be an issue
actually very enjoyable, I look forward to setting up biolabs and getting x2.5 times the science for free as well.

My only gripe with biolabs was that when setting them on nauvis it was actually optimal to ignore the biters altogether and just make a lab island with landfill fitted with its own nucelear setup, like I did in my previous run, and then when you had infinite techs going you could just laser turret behemoths with no problem
Now pentapods
you can't hide from pentapods
they cross water
I really look forward to pollutionmaxxing with prodmodded speedbeacon biolabs
>>
>>546614508
>overheating and heatsink mechanics in space
Honestly cool
>>
>>546614508
Spaced out?
I've heard lots of terrible things about it but that looks neat.

>>546614646
it kind of is actually
>>
>>546614761
The Factory Must Grow
>>
>>546614917
>The Factory Must Grow
Ah, that one. Kind of a huge overhaul that is in the middle of being made. It shows promise and it might be interesting in a couple of years if the developer still keeps up.
>>
>>546615138
Yea it sounds really nice in the description. Let us wait and see what he can cook up
>>
What's something that's like Factorio but different but also just as good?
>>
>>546615526
nothing
factorio overhaul mods are quite different
>>
>>546615526
Satisfactory.
>>
>>546615823
More like Unsatisfactory
The devs not only hate you, but they hate automation, spiders and instead put in a heckin doggo mechanic
Fuck Satisfactory, fuck Sweden, fuck the Swedish Chef and fuck Ikea
>>
File: Spoiler Image (543 KB, 2560x1440)
543 KB
543 KB JPG
pic is spoiler if you dont wanna see map you havent explored

>>546567857
Alright, you should be good to go then. Switching to nuclear will help plastic and rubber.
>>546574994
Do that yes, those damn hard drive are essential. Have all your tools for traversing and enough to power some generators for those that need power. Also have the resources to build that research station so you can research while hunting, you can deconstruct it the research keeps going
Alternatively be an autist like me and plant radar towers everywhere to know where to look like picrel
>>
>>546615876
I do not agree, satisfactory is alright. Fuck sweden tho that I agree completely.
Imagine an automation game made by finns
>>
>>546615526
DSP is the best factory genre game though it doesn't have the same longevity as factorio.
>>
>>546616558
>chinese AI game
yeah nah
>>
>>546616152
man, just got done seting up some pure oil node to fuel to cover my power needs for now.
I should automate and set up dimensional depots for all the materials for radar towers so i can go and cover the map with them.
>>
File: file.png (12 KB, 92x90)
12 KB
12 KB PNG
>occasionally see 1 alert from Nauvis, no big deal, wall still holding up
>this time see alert for 18 entities damaged on Nauvis
>alerts never last long enough for me to click on and actually see which wall it's coming from
>(1 yellow warning because I couldn't be bothered to cancel construction of 1 random building)
what the fuck maybe I should visit...
>>
>>546617301
reminder that with radar coverage you can use tanks as remote construction vehicles now.
>>
>>546617301
but honestly it looks like I should be good for quite a while longer after researching laser lv 5-6 and refined flammables 4-5
>>546617403
yes, though my base is a little awkward not being completely automated, though I notice I can right click empty some item slots to make bots move stuff to yellow chests then request with tank
>>
File: file.png (617 KB, 1920x1080)
617 KB
617 KB PNG
>>546614546
Also, I heard good things about efficiency modules in biochambers, but I have found out that by default, prod mods beat them slightly, and by a big time if you're trying to cut down spore production because you're using 16% less resources.

I let this ratio'd test factory run for 2 minutes with 2 minutes worth of products (960 yumako and 384 jellynut), and the results were pretty stark

using prod mods on all machines, 1350 bioflux produced and 1200 nutrients
with efficiency modules in the nutrient machine, 1170 bioflux and 1350 nutrients

It goes without saying that removing the prod mods from the biochambers also lowers yield by 10%, so the test with only efficiency modules on all machines did extremely poorly with nutrient production (970 bioflux) but even by completely removing nutrient production altogether they yielded only 1070, so even worse than the run where only the nutrients were getting efficiency modules
that should mean that production is always the superior module at all times, even when making nutrients with bioflux.

Do not believe big efficiency's lies.

Also, and this is fun, with onlygleba biochambers absorb pollution, the same pollution plants make as well, and productivity modules *increase* the amount of pollution absorbed, while efficiency modules lower it!
that means you can use your biochambers to lower pollution near your planting sites as well if you fill them up with prod mods

elvmaxxing with production!
>>
>>546617905
i have an efficiency module (my cock) for your biochamber (uterus) if you sniff my drift
>>
File: Coolest Kid In Town.png (1.26 MB, 980x1068)
1.26 MB
1.26 MB PNG
>>546617905
ah man it renamed it beacuse I copied it, I wanted to name the image "we have textplates at home"
>>546617973
Fascinating.
>>
>>546617905
you can put efficiency modules in beacons for biochambers, since beacons use electricity and not nutrients.
with 12 beacons, speed modules can be added in while keeping 20% energy cost, increasing nutrient efficiency even more.
>>
Who knows how to circuit an asteroid grabber and read all belt to filter for multiple chunk types when each has less than certain amount on belt?
>>
>>546621591
me why
>>
File: file.png (247 KB, 419x500)
247 KB
247 KB PNG
>>546621654
Well, I got it just now, but I was hoping I didn't need 3 combinators, 1 for each item. It's going to be a sushi belt.
>>
>>546622098
>was hoping I didn't need 3 combinators
good news, you don't!
>>
>>546616152
>pic is spoiler if you dont wanna see map you havent explored
I, uh, already use the interactive map to plan factories. I don't use it to look for collectibles (Sloops, spheres and drives) but I do use it to look for resource nodes.
>Switching to nuclear will help plastic and rubber.
In fact, I'm already hurting for those. I decided I'm gonna use the Caterium Computer recipe, so now the residual trickle of plastic and rubber from my powerplant won't be enough. I decided to dedicate those to my dimensional storage only, meaning I'll have to build a dedicated plastic and rubber factory. Pic related. I'm aware that with Diluted Fuel you can turn 300 oil into something ludicrous like 600+ plastic or rubber, but I don't have blenders yet so this will have to do. Some connections are missing in the diagram because the calculator breaks when I add them. The rubber factory on top is gonna produce 350 rubber instead and the excess fuel will be burned in a single generator.
>Have all your tools for traversing and enough to power some generators for those that need power.
The jetpack really trivialized traversal for me. And, luckily enough, all the drop pods I found that needed electricity had geysers nearby. Hell, I even found the turbomotors and a control rod needed to open two pods next to other pods.
>radar towers
Huh, I didn't know I could have those already. I figured it was a T3 research, not a MAM research. I'll get to building some towers, yeah. It bothers me how you can't scan for hard drives, like come on a drop pod should logically have some sort of transponder, but I can look for alien artifacts and natural resources with the click of a button. I know it's for gameplay balancing but it's still silly.

Alright, time to build the plastic and rubber factory. I found a good 8 hard drives yesterday but alas, none of them gave me Pure Iron or Pure Copper like I wanted to.
>>
>>546620660
Reasonable. I didn't think of beacon mechanics. But even while lowering the usage of nutrients, having prod mods yielded a higher amount of bioflux. So the resulting bioflux can easily be turned into more nutrients at a profit compared to making less bioflux but using less nutrients, yes?
>>
>>546622386
it would help if someone could tell me how
>>
>>546622576
you should be able to solve it
using a wildcard signal for example
>>
File: Of course it's stuck.png (3.62 MB, 1920x1080)
3.62 MB
3.62 MB PNG
I think the first rails in this world will actually be the ones connecting my compacted coal factory to the turbofuel factory. The trucks bringing sulfur to the compacted coal factory work just fine, but the compacted coal truck just likes to randomly stop when I load the game sometimes. My whole grid is gonna collpase if this piece of shit doesn't move and I don't want to have to manually reload its path every time. You'd think trucks would be less buggy in a game that's about to go into 1.2. If there's anything that Factorio does better than Satisfactory (Ok, there's lots) it's probably stability. I've never run into bugs in Factorio except for THOSE bugs.
>>
File: faggot emoting.png (24 KB, 556x300)
24 KB
24 KB PNG
>>
>>546623563
clap emoji
>>
>>546622438
>It bothers me how you can't scan for hard drives
You can actually, MAM research, Quartz tree. If you have radio towers you can have crash site scan too
>>
>>546615823
>Satisfactory
>just as good as Factorio

Anon, were you dropped on the head a lot when you were an infant?
>>
>>546623563
>>546624052
Though, it seems I need a constant combiner with items at 1 to prevent them from not showing up if they were to be 0.
>>
>>546625915
right, but 2 combs is better than 3
>>
>>546624606
Yeah, just saw it when researching the radar tower. Still weird that this has to be unlocked.
>>
Does your factory have a theme song?
>>
>>546630123
no
>>
File: 1759366936532417.jpg (631 KB, 1920x1080)
631 KB
631 KB JPG
>>546630123
Yes.
https://www.youtube.com/watch?v=M_8cv9Fi8K0
>>546615823
>but also just as good
Trick question.
>>
>>546598596
>"you are still seething hours later about it complaining"
>posted as a response to a 5 hour old post
KWAB
>>
File: Hard driving.png (1.16 MB, 1920x1080)
1.16 MB
1.16 MB PNG
Please for the love of God just give me a Pure Ingot recipe already.
>>
>>546600769
>think he means DSP
Satisfactory
>>
File: 35t54rgrt.jpg (3.02 MB, 2560x1440)
3.02 MB
3.02 MB JPG
anons, do you have any tips for early game?
>>
>>546483048
since when does spex have crushed coal
>>
>>546519869
how does it actually work?
>>
>>546646001
it's a gay and retarded bot logistics system except for fluids and you have to connect everything inbetween with a pipe anyway. you put down a not!roboport and feed it with bots and food and have to extract their literal shit, then you connect a "vessel" to it, then you connect a provider and requester tank pair to that vessel pipeline, and when a request for a fluid that is on the network (the state and fluids of which is shown NOWHERE) is received it sends a slow as niggerfuck bot out from the nearest (to the REQUESTER) not!roboport to go fetch that fluid. and the bots are slower than fucking molasses and but upgrades don't seem to apply to them. it's probably useful for malls, I guess?
>>
>>546630123
Yes.
https://www.youtube.com/watch?v=-TtA0chzLac
>>
>>546519869
>>546646001
>>546646451
it's very fucking jank and almost appears unfinished
i was never able in testing to get the fluid deliveries to occur in quantities under 10k
you seem to have to hook up a pipe everywhere, which is extremely confusing and unintuitive since the pipe appears to never be used (but is required) in order for a flying creature to (somehow) deliver a bulk of fluids

the use seems to be that you can reduce a wide "array' of pipelines to a single pipeline, at the cost of the weird tradeoffs above (10k fluid is not a small amount, makes everything happen in a chunky and slow manner)
if you had a "corridor" that needed 5 pipelines side-by-side, you could reduce it to 1 pipeline

some of the pyanodon "builds" require a metric ton of different fluids (vanadium pentoxide comes to mind) but few buildings, to the point where 80% of your building space is taken up by pipes, so the biopyanoport would probably be useful there, but it really doesn't seem much useful elswhere
>>
>>546646451
>from the nearest (to the REQUESTER) not!roboport
what a strange choice
do the pipes have a restriction on how many bots can go through at once? if not and the amount carried is high enough it sounds like you could make it an alternative to the train net with a much smaller footprint
but you probably want a train net for solids and built it like two sciences ago at that point so ???

>>546647096
wait they just fly? they don't actually go through the pipe net, they just need it to be in place between requester and provider? goofy-ass unfinished mechanic
>>
>>546647343
they don't go through the pipes, they just fly from the not!roboport to the provider, then to the requester, then back to the not!roboport. their only limitation is that one can be deployed only like once per 3 seconds. they're literally just bots. the vessel pipe network exists there literally just to connect them together.
>>
>>546647343
from what i saw last, yeah, something like this as a simple example:
>you hook up a requester interface to some fluid source
>it soaks up fluids, not sure how much
>you hook up a provider interface to some fluid consumer
>you have to connect the requester and provider via the special biopyanoport pipes, i forget their exact name
>you connect a biopyanoport somewhere to the biopyanoport pipes
>when there's 10k fluids in the requestor, a flying creature pops out of the biopyanoport whenever it feels like it in order to deliver those 10k fluids to the provider
>the existence of the special biopyanoport pipes doesn't appear to transfer fluids or the byproducts of the flying creature at all, it appears to be an arbitrary requirement in order for the system to work
i could be wrong on something here, but this is what i saw last
might be useful for nuclear for the same reason as for vanadium pentoxide due to the massive amount of different fluids, but the minimum payload of 10k fluids seems like it'd cause as many problems as it solves and the UPS considerations/slowness/byproducts/food requirements really make it seem ass
if it was just "logistic bots for fluids, doesn't need barrels" it'd be a cool idea and i might use it for some builds that need "startup fluids" to get going, but it just doesn't seem worth it
YAFC suggests it's an efficient source of manure via guano byproduct production, but even there, the building count required to make anything significant is too high, so it really seems ultimately worse than everything
maybe if you were doing some skyblock mod where space was a huge bottleneck then it could be useful
>>
>>546648257
Is it just a legacy from pre 2.0 fluids and fluid caravans? Because it would make a lot more sense in those conditions
>>
>>546648725
actually, they didn't add flying fluid caravans did they?
still, caravans are a pretty distinct system from any provider/requester network since they're (mostly) fixed point-to-point
i do love them though they're just guys
>>
File: out.mp4 (3.83 MB, 1920x1080)
3.83 MB
3.83 MB MP4
>>546648725
it probably makes a lot more sense considering old fluids
last time i tried looking up anything about it it seems like nobody uses it or ever has used it
vid rel is what i mean by "it can cut down on pipe fuckery" by a lot
you can adjust the requester tanks to request 20k fluids to prevent the lockups seen in the video (otherwise the flying creatures only come out when there's no fluids left and the machine's already turned off)

...huh
there is something interesting though, not sure if it's worth pursuing
those 1x1 requester tanks can hold 100k fluids, which is an incredibly dense fluid storage
>>
>>546630123
https://www.youtube.com/watch?v=i5KgsbEmid8
>>
>>546650460
alright yeah that actually does look really nice for any of the more complex oilproc shit
like bitumen distillation just loses half its size by doing this
>>
>>546614508
>purple asteroids are super rare and a huge bottleneck
>throwing them all out into space
lol
>>
>>546614389
>too cool to add green and red wires to my rail blueprints so I can't easily use this now
Just wire it up to radars.
>nest expanded right outside my turret range
Expansion points are decided per-chunk, so where your wall is vs chunk boundaries makes a difference.
From experience, it's certainly possible for a particular section of wall to be poorly placed such that it gets way more than its share of expansions in worm radius. I'm not yet certain whether careful placement can prevent it entirely, or only reduces the risk.
>>
>>546540397
as you research shooting speed, it shoots faster and starts drawing more power
i think
>>
>>546655767
>I'm not yet certain whether careful placement can prevent it entirely,
It cannot as far as I'm aware. You make a good point that structures in a chunk drastically lower expansion chances (and also somewhat lower then in neighbouring chunks too, though less so), but ultimately it's just a matter of odds, and as far as I'm aware not only is there always a tiny chance of them expanding close up anyway but also if you play for long enough eventually all the "good" spots will be used up and expansions will all be forced into what were previously low-odds spots.
Biter nests also count for this same expansion reduction (to force them to spread somewhat evenly through the map) so your walls will start to get assaulted regularly as soon as the map is covered densely enough that settling within range of your walls no longer has a dramatically lower weight than any other spot.

Regular artillery patrols not only automate getting rid of such expansions if you do get unlucky enough that one happens, but they also keep an empty buffer zone around your walls so there'll basically always be a bunch of empty chunks for expansions to settle in that are a good distance away from your walls. It's not strictly necessary especially if you're not planning on playing for dozens to hundreds of hours with biters on, but artillery is fun to get either way and automating it is cheap.
>>
>>546644081
build with plenty of space in between buildings so you can expand later, and try to design in such a way that it's easy to copy-paste another blast furnace + casters assembly, stuff like that
And get that oil rig up and running before the starter oil patch runs out
>>
>>546616718
I'm sorry you feel that way

>>546622576
spoilered in case you're still trying to solve on your own
>constant combinator with totals of each you want on red wire
>belt readers on green wires
>input these into arithmetic with wildcards: Each (red) - Each (green) = Each

oh boy I sure hope I didn't fuck up that spoiler
>>
>>546625915
isn't the whole point to stop them showing up at 0
>>
>>546621591
What I did, was set each grabber to maintain 10 chunks of each flavor internally (i.e. filter for [≡] < 10).
So 1 decider combinator for each grabber, and 1 constant combinator (listing the types of chunk) shared by all grabbers.

Then the inserters taking from the grabber inventory blacklist anything with excess on the belt. Which can be as simple as 1 constant combinator shared by all inserters.

But in retrospect, I'm pretty sure this whole approach is actually a waste of effort. It's just as good to grab all the rocks, recycle the rocks you don't want (i.e. over threshold A) into the rocks you do want (i.e. under threshold A), and throw any excess (over threshold B) overboard.
>>
these were me >>546623563 >>546625915
>>546659164
>isn't the whole point to stop them showing up at 0
That would be the case if doing >>546658862 which has the advantage of setting different values per type. Thanks.
The basic decider + constant1 combinators, which is 2 combinators in total, simply looks at wildcard < x (16 in screenshot), so it turns off at x but also 0 since 0 isn't signaled, so I added 1 with constant.
>>
>>546659824
Oh! oh right, yeah I remember now, you do need that constant 1 to set a filter in case there are none on the belt. ty for jogging my memory
>>
This might be obvious to engineering bros, but Factorio signals are actually analog signals. Bigger number = stronger signal, though it doesn't cause interference in the game. "0" is literally no signal, hence not a digital representation of 0.
>>
>>546661170
I'm not knowledgeable in electronics. I feel like I said something retarded in the last sentence. In binary string of zeroes and ones (off and on), wouldn't digital 0 just be "off" too? Aside for whatever overhead packets to communicate between devices.
>>
>>546661170
>>546662297
nah buddy don't worry, it's all retarded
>>
Man. I wish I was autistic enough to get very far past Py1. I usually crap out just before trains. I think I might have finally gotten over my "restart fresh and do it right this time" issue, though
>>
>>546661170
I can suggest an equation that has the potential to impact the future:

E = mc2 + Al

This equation combines Einstein's famous equation E=mc2, which relates energy (E) to mass (m) and the speed of light (c), with the addition of Al (Artificial Intelligence). By including Al in the equation, it symbolizes the increasing role of artificial intelligence in shaping and transforming our future. This equation highlights the potential for Al to unlock new forms of energy, enhance scientific discoveries, and revolutionize various fields such as healthcare, transportation, and technology.
>>
>>546662297
"off" (which could mean 0) is always *relative* to something.

You could technically "cut the signal" to have "absence of the signal" count as off, but then you'd get the receiver into the trouble of: "ok, so I got no signal... Is that because there *was* no signal at that moment and it was a 0 or because there was interference and there was a 1 but I didn't get it?!?!"

That's why you use carrier waves, to serve as your baseline relative to which 1 and 0 are defined (through, classically, 3 methods).
>>
>>546663417
I felt embarrassed for the guy. I wonder if he had enough self awareness or basic humanity to eventually look back on it and cringe
>>
>>546664223
have you never met an indian in your life?
>>
>>546664385
The only Indian I work with is so American she basically doesn't count and high profile CEO-types are inhuman sociopaths as a rule regardless of race
>>
>>546663812
>phase shifting
what the actual fuck why would you do that
>>
>>546666098
It's simple and popular
>>
>>546664223
>linkedin influencer, aka "business thought leader"
if anything he is seething that the unwashed masses didn't understand his brilliance and probably beat up a homeless dude to death
people like him are not normal people, they're hyper psychos
>>
>>546658050
thank you anon!
what about houses? is there any reason for not building them far away from the "center"?
i feel that i need to rebuild the entire production area, now when i have access to belts
>>
>>546664732
>CEO-types are inhuman sociopaths
>hyper psycho who will probably beat up a homeless dude to death
it's not that complicated, lmao, it's just a jeet
they are delusional about their own intelligence/significance and post/say/think pseudointelluctual nonsense like that all the time
>>
>>546666098
because ZAFT GINNs are invading heliopolis
>>
spengies, any advice regarding cargo-manufacturer layout? like, I realize items can flow in any direction, but apparently there's a way to streamline it? should I just run the conveyor in parallel to all manufacturers?
>>
File: 20251115225156_1.jpg (453 KB, 2560x1440)
453 KB
453 KB JPG
>want to know about solar cycles
>make graph display for solar angles
>graph on 30s
>cannot be changed
THIS IS FUCKING USELESS
>>
>>546666098
I'm no physician but it looks like doing so has multiple advantages?
>doesn't cost the energy A/FSK requires
>clearer signal more resilient to interference
>also does a cleaner representation of binary for human minds
>>
>>546673106
if you wanted to be mega autistic about it you could save intervals of data somewhere, then push a button and have it output to a graph at some rate to act as if it were a different scale
at some point though, it might just be easier to make a mod to make the graph consoles easier to use
>fully programmable display wen
>>
>>546667941
>pouring river water in your socks
>it's quick, it's easy, and it's free
>>
>>546674516
can i get a qrd on river sock water
>>
>>546674906
it's quick, it's easy, and it's free
just a tumblr shitpost
>>
>>546674415
i was honestly thinking about going fully autistic but how do I even translate 20 minutes and above into 30s? I probably should just make like a log of highest/lowest of the past days for vertical but horizontal is gonna be annoying. Adjustable graph would have been so cool...

>>546674906
a way to "filtrate" water, but it doesnt really apply here
>>
>>546675041
>tumblr
begone, transjester
>>
>>546675668
I saw it as a screenshot, I'm not trans
>>
>>546675656
my idea is this (i'll try to do it for fun):
>using MIPS, record data into memory in a ring buffer
>either one IC that can 'either record or playback' or two ICs so the recording doesn't have to stop
>on button push, exit the "recording" block and enter the "playback block"
>simply reads through successive data points in the ring buffer, stops when enough data points have been read to fill the graph (if we have some 'write->yield' loop maybe this is just 30 points)
then, if the recording records data every 40 seconds, playback should give you a graph over the next 30 seconds representing the previous 20 minute history of whatever data you're wanting to observe
>>
>>546676012
hmmm could work.
looking through workshop someone made a code to display day's temps on a graph, I'll take a look at it later
>>
File: 1436547492998.png (326 KB, 251x332)
326 KB
326 KB PNG
>>546460701
>>546462069
HULLO!
https://www.youtube.com/watch?v=4dmWHiM7pNw
>>
>>546676986
>"Alpha"
>Already has a significant percentage of the content KSP2 did
>>
>>546678341
It's almost like Karksyde Phil 2 was shit
>>
>>546669305
I usually try to keep the settlement footprint small but always have space for a new block of housing if I suddenly need more. The main consideration is the services you'll build around the outskirts like water, power etc.
>>
>>546676302
code looks simple enough I probably can use it to show sun data
>>
File: kot_sniper.png (280 KB, 500x500)
280 KB
280 KB PNG
>>546676986
the kyot pyosting wyill nyever end
>>
File: JEB!.png (225 KB, 600x375)
225 KB
225 KB PNG
>>546676986
You know, Kerbals were kinda designed in this highly specific way that their faces looked hilarious when they were freaking the fuck out, but also that you wouldn't really feel bad when those disgusting little green men flash-incinerated on the landing pad only for the remnants of their wedding ring to be discovered 3 kilometers downwind 20 years later.

The kittens however... That carries a significantly different mouthfeel in terms of incurring casualties... I'm not even sure that doom music could-
>>
>>546682487
>spoiler
jej
>>
>>546676302
this is my scuffed implementation of the idea
https://pastebin.com/hm3MK7xN
although i must be schizo and dopamine fried, i can't read that workshop code at all or figure out how it works or how it was supposed to work
human language aliased register names are so fucking cursed
>>
>>546678341
pre-alpha, actually
>>
>>546683338
>>546679760
i think i "get it" (how the code works, not why it was written this way)
the workshop code constantly replays the recorded data into the graph over and over
when you start it up, the recorded data seems to arbitrarily be filled with the value 99, so you'll see the value 99 in your graph, then every 41.5 seconds it seems to update one datapoint
seems like an odd way to do it, maybe this isn't a problem in practice but i don't know how you would tell from the graph where the data is supposed to start and end in a recording cycle
>>
File: cjO5u.jpg (36 KB, 967x451)
36 KB
36 KB JPG
>>546666098
Phase modulation and frequency modulation are way more similar than that picture implies.
Specifically, phase modulating a carrier with some function f(t) is equivalent to frequency modulating the carrier with its derivative, f'(t).
The illustration makes the difference look bigger than it is IRL by using a squarewave input -- the derivative of a squarewave being a series of infinitely narrow, infinitely tall impulses, it's not so simple to imagine the PSK example as being generated through a FM process. (The FSK example, of course, can be seen as PM with a series of ramps -- rising for 1, falling for 0.)
But in practice, where infinite bandwidth signals are highly disfavored, you won't see anything like the discontinuities in the PSK example; the digital signal is usually filtered (with a simple slew-rate limiter or low-pass, or a more sophisticated pulse-shaping filter) before using it to modulate the carrier; if not, a bandpass filter after modulation produces much the same effect. Either way, the FSK/PSK look much more similar than different.

Pic is QPSK (quad phase shift keying -- represents 2 bits at once by phase shifts of 0/90/180/270 degrees) rather than BPSK (binary phase shift keying -- 1 bit represented by 0/180 degrees, as in the example), but illustrates the effect of filtering well enough.
>>
>>546684136
game developers will call "Build 1.0 Final (SHIP THIS VERSION)" THE Pre-alpha. If something can even be comprehended by the average viewer it's basically in Beta.
>>
>>546684486
Nah, alpha means the core mechanics are all more or less present. KSA is still lacking the entire vehicle construction part of the game.
>>
>>546685147
oh... yeah that's kinda the most important and complex part mechanically...
>>
>>546673106
The displays are utter wank, we need to steal the shit from stormworks so either a lua interpretor or even html+javascript, which would actually be more fitting given its origins in ss13.
The data network needs expanding as well, i got really tired of having ideas and finding out they are simply impossible to implement because you can't extract the data from things.
>>
>>546676986
I wish they didn't go for the cutesy mascot thing. That's a KSP thing, this game is not KSP. It might be the next great space builder, nobody knows yet, but the kittens feel forced, derivative and, quite honestly, ugly.
>>
how the FUCK do you make chunk-aligned elevated rail blueprints
they're not orientation symmetrical and it's making me go insane, I feel like I have to make separate horizontal and vertical blueprints and even that is being a giant pain

flat rails can just be centered in the middle of a chunk and you rotate them in all 4 cardinal directions, but elevated rails either you center the rails but then if you rotate it it flips and gets way off center so there's only one correct orientation, or you center the pillars so it can be flipped but then it doesn't work at a 90* angle
>>
>>546662297
The difference is that in circuit design there is only one single signal at any given component, so it's not useful to distinguish between "0" and "off". Sometimes there's a separate signal driving the clock for example but it will be physically separate.
Factorio meanwhile has dozens of different "types" all sharing the same wire, this is why it actually becomes meaningful to ask whether a certain signal is present or not, giving rise to the ambiguous possibility of "present, but equal to 0". Factorio makes the choice that 0 = absent. It could also have made the choice that 0 = present, but then all signals would always technically have a value, which would make qualifiers like "each" useless; the fact that signals can be absent allows a bunch of useful filtering operations for example. Setting all signals to always be present would make it more similar to the digital binary signals in an electronics circuit, but would make it impossible to do operations like "count the number of signals" or "operate only on the signals in use". Operations which are either meaningless or more precisely useless in binary electronics because there's only one signal - the 0/1 binary signal; it's not interesting to do things like "apply this operation to every signal" or "check this condition for all signals" because you will always just operate on the one single signal.
>>
>>546689425
I did it once I forget how
>>
>>546689425
Mine aren't chunk aligned, they're on a 48x48 grid.
Chunks don't matter, as long as they're aligned absolutely and are all a square they will just work(tm)
>>
>>546689425
Yeah fuck it I feel like this is fundamentally impossible, I don't see any path forward whatsoever that's not absolutely horrible. Having an all-elevated network would've been cool but I think I'll just abandon that, and only use elevated rails to make a crossing-less T junction for the throughput, and keep the rest of my network at ground level

>>546691716
I don't think the grid size is the issue here, how do you make a square elevated rail blueprint that can rotate fine, whether it's 16 or 48 tiles a side?
>>
>>546690519
>It could also have made the choice that 0 = present, but then all signals would always technically have a value, which would make qualifiers like "each" useless; the fact that signals can be absent allows a bunch of useful filtering operations for example.
You give a good reason for the absent 0, the "each".
[code]
for each in signals: # only for present types
if condition then output(each):
[/code]
It would be interesting to have a configurable "each" greylist (nonstandard, my made up term for including things but not blacklist things that aren't on the pseudo-whitelist), or a whitelist and option to evaluate None as 0, but I guess that would imply higher level programming, which is no go in basic gates.
[code]
my_keys = ['iron', 'carbon', 'ice']
for key in my_keys:
signals.setdefault(key, 0)
for each in signals:
if condition then output(each)
# then signals dict is forgotten and the process reruns on next cycle
[/code]
>>
>we aren't on /g/
fuq
>>
4-2 or 1-4-1

no I am not doing 2-4 because I need at least one loco to be on a curve when loading/unloading
>>
>>546698238
If you know for a fact 4-2 won't cause directionality issues elsewhere, it's fine to use.
>>
>>546698371
I have no idea what that means
>>
>>546698481
Never mind I was thinking of two-way trains. One-way trains/tracks will always enter the exact same way; just pick something and use it.
>>
Refueling is also simpler when the locos are on one side, which may or may not matter to you.
>>
Yo dawg I just thought of something crazy. What if, like games where trains don't care which lane you unload in, you use a mess of filter splitters in Factorio to allow different trains to pick whatever lane and have the splitters sort them. Each lane has same name station.
>>
>>546699880
i hate indians
>>
>>546699880
I don't understand.
>>
https://www.youtube.com/watch?v=sq6ZOVbKQhY
>>
engenir
>>
File: file.png (33 KB, 454x454)
33 KB
33 KB PNG
>>546700214
>>
Are there any known rough numbers for belt-to-chest and chest-to-belt througput of stack inserters?
Much thanks to wube for renaming them and making this information unsearcheable for 2.0. I just want to know how many belts it makes sense to route as input to and from my train stops in my blueprints, to have an idea of when the inserters will be bottlenecked and at what point I should use a second station rather than giving more belt connections to/from the loading setup
>>
>>546699880
>>546701548
...what?
>>
>>546699880
You're basically turning every station into Fulgora, it will need some circuitry (or recyclers) to avoid clogging.
More trouble than it's worth unless you require a billion different items in low quantities and don't feel like giving each a dedicated station.
>>
File: inserters.png (288 KB, 634x766)
288 KB
288 KB PNG
>>546705258
open up the editor and test out the situations you have questions about
>>
>>546707087
Fine. 35.2 items per second, EXCEPT if the belt is perpendicular and backed up, in which case belt to chest happens at 40 items/s, which seems to exceed the rotation speed so I'm confused. Regardless, for my purposes it's gonna be 35.2 items/s.
Which annoyingly is a bit over 6 inserters to fully load/unload a belt, so the inserters will be the bottleneck if I do one-sided loading in stations with one belt per wagon. The actual number is 6.81(81) which isn't worth merging belts for either. Reeee
>>
File: sigh of the ape.gif (1.64 MB, 352x217)
1.64 MB
1.64 MB GIF
>>546701373
>>
>>546701373
removing a block from the bottom should siphon you into the pipes and fucking kill you
>>
>>546701373
Still can't defeat the kink in my garden hose
>>
>>546673106
>>546675656
>>546676012
I'm not super familiar with stationeers but if temporal resolution is an issue (you want more than 30 data points beause every 40s is too infrequent/you want a longer period than 20m) then you might be able have multiple graphs side-by-side and feed the most recent 30 data into the first and the next oldest 30 data into the second and so on. I don't know if there'd be any way to extend it vertically though so you'd probably end up with some cursed loooong graph that's like trying to read a seismogram or something.
>>
>>546710671
I think it would just rupture it, kink or no
>>
>>546711895
i think issue-OP just wanted one graph where the x axis was anything other than 30s, preferably more
but that is a funny solution that i quite like
if a day is 20 minutes long or whatever, just stitch 40 graph consoles side by side
>>
>>546707515
playing pyanodons with angled inserters makes this problem hilariously unpleasant if you like being precise
>>
>>546705258
https://wiki.factorio.com/inserters
check the table of contents
>>
>>546713514
Or a hybrid approach if for whatever reason you really NEED to display data with 10 second intervals but still want to show a full 20 m you could stitch like 4 together. Probably unnecesary in this case though.
>>
>>546705258
https://letmegooglethat.com/?q=factorio+inserters+throughput+&l=1
>>
>>546713661
there's a mod that calculates that on the fly
>>
File: file.png (427 KB, 561x940)
427 KB
427 KB PNG
>>546658862
>>546659824 (me)
Bros I found out arithmetic combinators aren't needed. Just set constant combinator to negative of what you want max, and check for < 0.
Pretend inserter is grabber in picrel.
>>
File: file.png (245 KB, 875x384)
245 KB
245 KB PNG
>>546725145
Never mind, bros. He was saying picrel. Decider isn't used with arithmetic.
Two different ways to do the same thing, same number of combinators (2).
>>
File: file.png (379 KB, 1177x730)
379 KB
379 KB PNG
babe wake up new planetslop just dropped https://mods.factorio.com/mod/planet-rabbasca
>>
>>546727778
>rabbasca
>ears core
>harene synthesis
>bunnyhop engine
This guy is a furry who wanted a rabbit-themed planet, isn't he?
>>
File: file.png (748 KB, 579x558)
748 KB
748 KB PNG
"It's just my starter base"
>>
File: 2025-11-16_10-27-49.png (54 KB, 788x390)
54 KB
54 KB PNG
>>546714898
Oh, they actually updated it for 2.0. But only for the chest to belt scenario, belt to chest is still empty. And it doesn't match my data so wtf

>>546715276
Lmao they added adware to lmgtfy
>>
>>546684196
>>546711895
>>546713514
I think you guys skipped a detail, the actual horror of the display. It's a 30s scale, it gets a data point per second, and it never. fucking. stops. So the display is constantly refreshing in the 30s window. Like a minecraft tick you can't update it faster either, so there's no point in storing all the data and displaying it at once because it will take 30s to make one display and once the 30s are done, you have 1s to look at them before they start fading away. I guess you could do the side by side displays thing and take a screenshot when you update them tho, but man.
Also the update where they added those was 7 years ago. This game is cooked man
>>
>>546728505
I'm ready to overlook the fur-heresy if it means we get a good transportation alternative to space platforms/rocket.
Whether the hooping system concept, and its implementation, are good still need to be proven, though.
>>
>>546736608
>I'm ready to overlook the fur-heresy if it means we get a good transportation alternative to space platforms/rocket.
Why?
You have remote view, bots, tanks and spidertrons. Are you the kind of guy that can't handle his factory when he's not there?
>>
>>546689267
>forced, derivative
Is that necessarily a problem? KSP is dead, Take Two killed it. Forced and derivative mascots communicate that this is a successor. The true successor.
>ugly
This is unfortunate though. Let's hope they come up with a less uncanny cat model.
>>
>>546739414
it sure is a true successor in that it improves absolutely nothing and keeps the scam going
>>
time to play some more SE
>>
time to play more pyserb— oh, right, he's torrenting porn at 0.01kb/s again shutting down the entire server
>>
>>546743254
perfectly understandable
>>
they have good internet in serb land tho
>>
>>546732172
Once you get construction robots, you can reduce it to nothing in a second.
>>
File: 1762430589104791.mp4 (2.65 MB, 720x766)
2.65 MB
2.65 MB MP4
>>546359352
>stop browsing for a while
>come back to see TImberborn in the OP
Nice to see that /egg/ has come to accept the ways of Bober Kurwa
>>
>>546735504
Wait so it keeps refreshing even when not being fed new data and updating with 'empty' time?
If so then yeah nah shits fucked, I can't think of anything good to make that workable.
>>
File: 20251116001042_1.jpg (673 KB, 1920x1080)
673 KB
673 KB JPG
>>546743727
It's actually become one of the more regularly updated /egg/s, they even improved load times recently
>>
>>546405094
I feel other anons hit the nail on the head about it being too puzzly and almost always about avoiding that very visible death spiral coming at you. Tho I've found that after about 100hrs on my hard level map, I've more or less solved for most of these issues. It's now onto massive expansion to keep up with all my fail-safes and avoiding new and exciting ways to lose. It just never gets less stressful but I like it. Can only play once in awhile tho idk why. maybe the stress. Probably the stress.
>>
>>546405094
I'm sure it's the death spirals. In Factorio, the worst that can happen is that things just grind to a halt, but there are many ways to make your CoI save unsalvageable.
I can't get enough of the terrain deformation mechanics though, and wish there were more games where I could watch my little excavators digging
>>
>>546749073
>that things just grind to a halt
if and only if you're a nobiterlet
>>
>>546739414
it's made by rocketwerkz, the stationeers people
it's never going to look particularly cute or nice
>>
>>546689267
I am sure that you need some kind of funny wacky design for your little space men for the game to succeed. Otherwise you end up with Juno New Origins - arguably much better than KSP in terms of the procedural building, etc, but it has none of the charm and feels very sterile. You need to root for your little dude while he's trying to pull off some insane maneouevre like bailing from his ascent capsule and re-orbiting with his RCS pack.
>>
>>546442056
I'm not playing as a girl
>>
>>546483048
I have never and will never use coal liquefaction. Like why even? Once you're in oil which is pretty early and then nuclear, why not just shut your coal plants down for good? I don't use any coal in any of my factory and there's plenty of oil in the ground as is.
>>
>>546568754
There's a mixed load option in the interface for your ore sorter. It forces trucks attempting to dump there to only accept one type of item. Also just make sure your sorters have the option to dump any and all materials that may end up in your trucks or they'll stay put.
>>
>>546750339
does it have N-body physics?
if not, it's worthless. there will not be an actual successor to KSP until it grows out of keplerian orbital mechanics.
>>
>>546749073
CoI terrain deformation is quite fun especially coupled with retaining walls. It takes A LOT of time to get the feel for how your mines should develop and how to not get your vehicles stuck down there so you don't kill your base for lack of coal. Highly recommend diving into the console and enabling the entity overlap feature so you can more tightly align your retaining walls. Other than that, just think think think. Think with everything you got!
>>
File: 1593139831138.jpg (43 KB, 700x803)
43 KB
43 KB JPG
>friend and I doing blind playthrough of factorio
>just "beat" it last night and continuing on the save
>base is convoluted shit; full of lines that are split too many ways and no easy way to inject more intermediate products into the system but it mostly works
>finally get around to figuring out how drones work
>see that I can use drones to feed a roboport assembler to build more roboports to expand my territory to get more materials to build more drones to-

I realize that they suck for large amounts of transportation but ordering things to get built in the base while I'm roaming around killing bugs was one of the coolest realizations so far.
>>
3000 hours. no use found for active provider chests
>>
>>546752091
user error
>>
>>546748768
>>546749073
I would wager that the actual reason is the same as why DSP isn't posted as much. The game is not only less popular than Factorio but crucially it lacks repeatability from mods. So while you can play it and have tons of fun (I maintain that DSP is the best factory game for instance) you play it like 3 times and then you start to yearn for a modded factorio run instead.
I for instance have 4 times as many hours in Factorio than I do in DSP and coi and lots more screenshots due to playing modded. Naturally that leads to more posts made by me about Factorio here than about the other games.
>>
>>546752091
spent fuel cells
>set requester chest to remove unrequested
yeah...
>>
>>546752091
A really odd way you say you've never been to fulgora, but sure.
>>
>>546753839
?
my fulgora is entirely belt based, except for the production mall, which is requester chest and buffer chest
>>
>oooh yeah I spent 5k hours stacking cubes on other cubes
Just go outside you faggots
>>
>onlygleba makes tungsten asteroids in vulcanus' orbit have 50% phyisical resistance
Good thing I checked first
>>
>>546755106
you first NIGGER
and don't come back
>>
>>546755106
This isn't /mcg/
>>
File: 16836.jpg (14 KB, 339x351)
14 KB
14 KB JPG
>>546755106
keep eating shit
you smelly shiteater
>>
File: don't take the bait.png (170 KB, 382x346)
170 KB
170 KB PNG
>>546755106
The Pyramids at Giza were constructed 4500 years ago, anon, you have to just let it go and admit you lost.
>>
>>546751828
With ridiculous amounts of infinite research bots can functionally replace all logistics due to the fundamental limitations of inserter throughput. However bots put a disproportionately high load on the game's computational resources and therefore using them at scale requires a pixel collider.

Plus it's just... not really that fun to do absolutely everything via bot logistics. Trains and belts are more fun and visually interesting.
>>
>>546442056
>untapped market potential, let's make an /egg/ game about ants
Already exists. https://store.steampowered.com/app/2750000/Microtopia/
(Also; kicks serious ass since the blueprint support and logic gates improvements were made.)
>>
>>546757374
The devs stealth-nerfed bots in 2.0 though - by dramatically increasing their recharge time.
There's a break-even point where you need more space for roboports to recharge bots at to take orders, than you can plant down factory buildings to have those bots service. And the power demands are ... phew!... ...
>>
File: 1719012485793510.jpg (47 KB, 700x690)
47 KB
47 KB JPG
Playing Gain Factory made me realize that engineering games aren't an untapped market, just a difficult one. They need to be programmed and balanced very carefully and that's genuinely above the abilities of most developers. I imagine most games never make it past prototyping.
>>
>>546750635
>Like why even? Once you're in oil which is pretty early and then nuclear, why not just shut your coal plants down for good?
Because it's a resource you can use.
Coal liquefaction lets you take a barrel of heavy oil and a boiler out to any place with water and coal to jump-start a self-sufficient advanced oil refinery with half of the output (in terms of petroleum gas) of a crude-water setup.
It has the same production speed, so after you account for all of the missing resources, you're turning your 10 coal into the equivalent of 10 crude oil. (If you're using it for solid fuel, it's closer to a 10:19 coal-to-crude ratio, making every four mining drills the equivalent of a 20/s (200% yield) pumpjack.
Coal is more widely available, so it's easier to scale with.
>>
>>546763083
or you can simply walk a little further and put down an oil well instead
>>
>>546750635
can't copy and paste oil pumpjack setups like mining setups.
>>
>>546766569
>or you can simply walk a little further and put down an oil well
Or you can do both at the same time.
>>
>>546758894
Even with high quality bots and port?
>>
File: fd.jpg (1.55 MB, 2560x1432)
1.55 MB
1.55 MB JPG
>>546669305
I forgot another important thing, as your settlement grows it's a good idea to keep an idea where your access roads are going to be in the future. It's a real pain if you unlock mega scale vehicles later and find they can't get anywhere because your smaller trucks were navigating through a maze of pillars and overhead transports.
>>
>>546767460
The grid. It comes...
>>
>>546767457
Legendary logistics bots have 6 times the battery capacity of regular ones.
Legendary roboports have ~2.4 times the recharge rate of regular ones, and the same amount of recharge spots.

In short: the equation goes even more lopsided at higher qualities.
Yes, bots last longer on a charge. But they also take a lot longer to recharge.
And effectively, they actually DON'T last much longer on a charge - because they have to do a lot more flying to feed legendary assemblers sped up by legendary beacons.
>>
>>546768994
what is this logic? would you be happier if legendary logistic bots had 2.4x the capacity of normal one?
>>
>>546769285
What does his happiness have to do with explaining game mechanics
>>
>>546749682
>rocketwerkz
How big rocketwerkz is?
>>
>>546770364
could you rephrase the question a bit less like a nigger?
>>546769415
he's saying that logistic bots having a larger battery capacity can't possibly make them worse for use and that the person he's responding to isn't making any sense (and is stupid)
>>
ahh, the cleanup phase right after you first get bots
>>
>>546750635
>I don't use any coal in any of my factory
bro your science
>>
>>546777435
>AAI containers
deeply embarrassing.
>cleanup phase
there's no cleanup phase.
you just go to space and rebuild once you get the space buildings.
>>
It's another episode of I spend three hours perfecting my blueprints and then once I start using them I see a flaw that will take another while to fix plus retrofitting all the places I've used it and all the other modular blueprints that depend on it now
>>
>>546755106
I did but that goes in the other general, here I talk about how I spent 5k hours stacking squares next to other squares
>>
>>546739371
The system only exists while i look at it and if it happens off screen then it's just background abstraction, the resources might as well teleport from the side of the current screen. The landing pad spawns items according to some ancient alien's plan not under my control until i go there which erases previously existing parts of my factory: effectively.
>>
File: 1762068519521677.webm (1.22 MB, 640x640)
1.22 MB
1.22 MB WEBM
>>546777435
>>546780951
Yup.
>>
>>546783674
Do not "yup" me alongside the retard who deconstructs a perfectly functional factory for no reason
>>
>>546783836
the "perfectly functional" factory ran on 80% handfeeding
none of that shit deserved to keep existing
>>
>>546784045
I have never played a mod where that was the right strategy all the way to bots, so I have no idea what you're doing but I'm pretty sure it's a skill issue
>>
>>546784878
>the right strategy
woah look at speedrunner man over here, how many months are you on estrogen?
>>
>>546784878
try the randomizer then, you'll quickly learn how fucked you can get on recipes
>>
>>546771426
The fact that bots fly longer without recharge is negated by the fact that they also have to charge longer.
In effect, there is no difference on the occupied amount of charge ports on roboports - except it just becomes more lopsided. I.e. it comes in big waves. (Which means it will also cause your power consumption to be fucking erratic as fuck.)
>>
>>546785174
automation is even more important in a randomizer
>>
File: 20251116154656_1.jpg (613 KB, 1920x1080)
613 KB
613 KB JPG
Well I sort of got trains in py but I'm going to need a criminal amount of solders wtf
>>
>>546784878
That's how I play also. Rush to selector combinators and bots, then start building my "real" base.
>>
>Rush to bots
>66hrs in don't have them
>>
>>546789712
Wasn't bothering with them either before Spage.
>>
>>546785089
The reason I put it that way is because retards like >>546789609 use it to "rush" to bots while being more annoying in every way and usually also slower.
>>
>>546784045
>the "perfectly functional" factory ran on 80% handfeeding
What kind of low functioning retard handfeeds a factory until bots?
>>
File: copy.png (26 KB, 1122x75)
26 KB
26 KB PNG
I rush nuclear first and then bots.
But that just means making a barebones base that automates 90 spm and nothing else, not handfeeding your factory for hours on end.

That's just fucking stupid.
>>
File: 1610536586847.png (204 KB, 540x480)
204 KB
204 KB PNG
>skip lunch to get artillery shells up and running
>mfw stack size of 1
These things better not be disappointing
>>
>>546791845
They stack higher in artillery wagons at least
>>
>>546791939
That's reassuring. Apparently I lucked out on the world's best seed for my first game because I'm in the middle of a massive desert and have had bugs constantly haranguing me because of pollution. Hopefully with artillery I can finally have a stable perimeter.
>>
>>546790643
Man I'm happy with 70spm before planet tech and it takes me overlong I did get rocket under 8hr already
>>
>>546788248
>roboports have ~2.4 times the recharge rate
every other point here is moot unless the bots consume 2.4 times or more power
the equation does not "become even more lopsided"
>>
File: paste.png (110 KB, 1096x322)
110 KB
110 KB PNG
>>546792298
90 is just easier to ratio because that's 1.5 inserters and 1.5 gears. Chemical is slightly more more complicated but you get around with around 20 red circuit assemblers.
Don't worry, here you can see how I slowed down a hell of a lot later on when I didn't know what I was doing.
>>
>>546684352
for what purpose
what is the advantage of all this high frequency multi bit bullshit instead of just running amplitude modulation but twice as fast
>>
>>546798182
>just running amplitude modulation but twice as fast
kinda answered it in your own post there, spastic retard
>>
wjy does SE give you all these large containers of various sizes? what's the usecase?
>>
File: Vulcanite processing 3.webm (3.83 MB, 1680x728)
3.83 MB
3.83 MB WEBM
>>546799708
There's a few reasons, not the least of which is that it's part of the AAI industry modpack that Earandel made.

For use case, many, many recipes in SEx spit out their own inputs and if you use at least a 3 wide chest that allows you to just cycle it all back into a machine if you regulate the assemblers via circuit. You can do a similar thing with two chests which is what I do for Kovarex in base game and SE but this is neater. Pic related has 4 machines all sharing the same warehouse and they only pull from the belts when the warehouse is full. It's not a great design but it was functional.

It's also good for space ships. Warehouses have less storage capacity per tile but you have less inserters to deal with so it's tidier. Also good for shoving every waste product in the same building and shooting it with artillery ever 10 hours.
>>
>>546789712
>rush to bots
>launch rocket at 28-hour mark
>>546789910
Sounds like a skill issue on your part.
>>
>>546744606
that is correct. There is a mod that was supposed to allow you to pause the refresh, but that seems dead now. I wonder how hard it would be to redo but i ignore everything of this game's modding
>>
>>546791845
>>546792186
Welcome to the concept of on-site assembly. In certain scenarios it's more efficient to ship a carefully managed bundle of intermediates in a wagon than it is to ship the products that that bundle can make. The caveat of course being that it needs to be assembled on site. This isn't really worth it if you use artillery wagons for delivery instead of cargo wagons but it's a concept explored much more deeply in Space Exploration.
>>
File: file.png (2.34 MB, 1920x1080)
2.34 MB
2.34 MB PNG
Fun thing, it turns out that to get the tungsten asteroids to spawn on shattered vulcanus orbit you don't actually need a vulcanus-ready ship, can simply edge your way towards it like 500 km, wait until some of the bulletproof asteroids come up in view, then pause thrust and reverse back into nauvis
the damage will be pitiful but at 10 km/s you'll have
you will get enough of these to actually get foundries to make a serious enough ship to tackle the trip for real and get 50% bonus prod on gleba while you're at it
This is litearlly just my space science platform with some guns tacked onto it, I copied my previous gleba agri runner, stripped it to the bone and then sawed off some of those as well while I was at it
my investment was actually minimal, which is good becaue I'm *still* making a grand total of 1 red belt of iron plates out of fruits right about now so ship part production screeches to a half when I'm actually researching things (had to get asteroid reprocessing for calcite for foundries)

The good thing is that this absolute dogshit-not-even-ready-to-get-out-of-orbit ship without military science shooting damage upgrades will give me the means to actually make another ship that will be fully spaceworthy
>>
File: we do a little trolling.png (2.19 MB, 1920x1080)
2.19 MB
2.19 MB PNG
It's really fucking cheap, but I can't argue with results.
>>
How do I ship science from Gleba without there being a problem with the platforms?

If I want to remove the spoilage time of the return trip from Nauvis then I need to run multiple platforms. But if I, say, make 4500 science within the time it takes to make a trip to Nauvis and back and then set two platforms to transport 3000 science each then they will both end up at Gleba requesting the same science at the same time and it will get split between them and stack up spoilage time, since they are on average requesting more than is being produced so the time differential will accrue over multiple trips. But then I obviously can't tell them to request less than I make on average, since then it will just spoil.

Is there some logic to platform requests I'm not understanding? Oldest in sequence platforms do seem to have their requests filled first, but not every request of the oldest is filled first. So science will get split as far as I can tell. And then there isn't any way to remove the return trip spoilage time unless I run nothing but platforms that transport 1000 science.
>>
>>546812717
use one bigger platform or transport 1000 science per platform.
>>
>>546812717
>How do I ship science from Gleba
With a platform.

>But if I, say, make 4500 science within the time it takes to make a trip to Nauvis and back
I was doing 450 science a minute, my small ass ship was doing ~300 a second and always did fresh 1K deliveries, sometimes I even had to wait up a bit for it to finish in orbit.
450 with biolabs turns into 1.5K so you're fine.
>>
>>546812717
Use a platform condition along the lines of "science > 3000 OR time passed: 30 seconds".

Then they'll leave after either getting a full load, or if a full load is taking too long, they'll leave with partial loads.
>>
>>546817282
That still won't remove the spoilage time I'm trying to eliminate though. Because the out-of-synch platforms will sometimes be making the trip at the same time. I'd need to run them on a synchronized timer so they were on alternate planet trips. And as far as I can tell I'd have to set that up manually. And if I wanted to have more than the two ships I'd need to retweak absolutely everything.

I guess the best solution is just to make a new silo and new platform for every 1000 science produced every two-ish minutes. Just seems kinda dumb.
>>
File: file.png (201 KB, 274x586)
201 KB
201 KB PNG
Found how to use single crusher for chunks! Output to 1 belt first, read contents from belt and inserter between belt and crusher.
>>
>>546808648
>>546809095
Man. I wish I didn't bitch out of my Gleba-only run because I only just got automated crap going before the stompers started spawning

How did you get past that? Also this would have been 11 months ago so I dunno if it's had a balance pass since then
>>
I feel like the devs shouldn't have made Gleba science spoiling affect its research value because it drives people insane
>>
>>546821442
nah just make more
gleba is such an easy planet when you just stop caring. Who cares if it spoils when I just make more.
>>
File: spidermans.png (21 KB, 788x714)
21 KB
21 KB PNG
>Stationeers has a climbing feature
>can't mantle over an edge and instead just flies straight up and back down
great for chimneys, less so for roof access
>>
>>546821801
I mean I don't have a problem with it because I like Gleba but it certainly causes some people distress
>>
>>546825171
those """people""" should be shot into the sun
>>
File: 1762790108760725.png (41 KB, 740x305)
41 KB
41 KB PNG
Bump
>>
>>546749267
>double negative
>>
File: fulgora.jpg (570 KB, 2020x1380)
570 KB
570 KB JPG
Just got to Fulgora. Not a naked start, hope I'm not cheating. Did learn about manual crafting scrap to get stone to build lightning rods.
>>
>>546840336
I hate how dark Fulgora is by default And it's constantly night because of the fast day cycle. Like, yeah, yeah, "Build lights" or "Use night vision goggles", but it's still fucking obnoxious.
>>
>>546841849
nightvision should blind you every time there's a lightning strike on-screen and you should need to research a better version using fugg science
>>
File: 1357224045258.jpg (61 KB, 640x480)
61 KB
61 KB JPG
>>546820937
>How did you get past that?
What I do is I don't overproduce. I go for the default ratio'd build where I produce a fixed amount of bioflux: 5 yumako and 2 jellynuts feed 6 bioflux biochambers. Gleba is pretty easy when you do that.
>>546614546
At the start of the game I mined enough stromatolites to get to 72 steel furnaces and enough iron for yellow belts, automated 2 yellow belts of iron and 1 yellow belt of copper and got that 90 spm going. I went through this already but I fed the furnaces with spoilage here (halving everything but keeping the ratio with isnerter throughput limitations) >>546403218 and then I switched to electric.
Half of these things don't even matter in a regular gleba run, you can keep the steel furnaces because they only make pollution, which is absolutely hilarious, and means you can actually start gleba even faster when you're playing with onlygleba.

I would say the major thing here is to always always always put prod1 in all your biochambers. You cut your spore emissions by 16%, and then cumulatively by another 16% for every bioflux produced.

Also, take some bioflux, strip outside of light armor, go towards where your closest egg rafts are and take them out by leaving down turrets. Don't bother retrieving them. Once you have destroyed the raft, just die. Simply put, you don't have to take down the stompers or strafers, just the raft. Once it's gone, they will migrate towards the closest egg raft, and that means that they are literally retreating, which means you can retrieve your corpse, place down some pipes where that nest was and voila, no more pentapods in the area. That alone will help tremendously.
>>
File: file.jpg (2.49 MB, 1920x1080)
2.49 MB
2.49 MB JPG
>>546849453
>means you can actually start gleba even faster when
than when*

Also, I started making bioflux around 3 hours in, last time around I had a horrible fucking time because I didn't try to automate everything and also I put everything on a belt
putting everything into chests and then using a red belt to output twice as fast saved me so many problems, I really feel that's the way to handle ore production on gleba, otherwise it's miserable
store plates in chests, then output them on a belt faster than you're producing them
it has some problems along the way later on but it's a good way to bootstrap your base, later on you'll get foundries anyway and all you will care about will be storing 5 steel chests of ore per biochamber insted of feeding the furnaces, and then the backlog will literally last you for tens of hours, so a cold start for bacteria every 20 H is nothing.
>>
>>546823548
i still dont know why they thought this was necessary
>>
>>546851248
it also reverses up and down movement seemingly depending on the orientation of the thing you're climbing
>>
>>546798850
really don't see how
>>
>>546644081
Your #1 priority is to never ever ever ever let maintenance run out or you'll have a giant pain in the ass getting things back up and running. Always route resources to maintenance first either with trucks or priority splitters so you don't accidentally starve your assemblers when demand gets too high.
Don't use the boost on buildings except as a temporary measure since it's incredibly inefficient.
Satisfy your pop demands so you can get more unity to spend on edicts that make everything easier. Always leave gaps between sections of your factory for routing shit through later.
>>
>>546644081
keep in mind that nothing lasts. Your first mines will soon be empty and so will your second mines
>>
Cerys rapes my ass lmao.
How tf do I get plutonium?
>>
is there a signal in factorio to tell me how many slots are full in boxes to summon a train, or do I have to do the divide by stack size then output as a negative?
>>
>>546823548
.....There's a climbing feature? I guess it could be useful indoors where you don't want to pollute the atmosphere with the contents of your jetpack?
>>
>>546812717
>>546818243
The spoilage time incurred by having a single platform is absolutely minimal. Science has a 1h spoil time, and even a moderately mediocre inner system runner that only does like 200-300km/h will take less than 5 minutes for a roundtrip (and more likely around or even less than 2 minutes, but let's round up). That only costs 8% freshness at most (and more like 3-4% realistically).

Practically speaking worst case scenario this cost is paid 2.5x times: if a bottle is produced just after the platform leaves, waits for the full roundtrip to get loaded, waits half a roundtrip to get delivered to nauvis, and then is the last bottle buffered until the next load so waits another full roundtrip. But we're still only talking 10-20% hit, and gleba science is very easy to scale up. And the average case will be less than that, so the total penalty on your science is probably around 6-10%.

You could spend a while shaving off half a roundtrip time here or there by adding extra ships; maybe you lower the worst case by a minute or two by adding a second ship, and then a fraction of that by adding even more. It's almost certainly easier to just build 3% more production than fighting to go from 93% to 96% average freshness.
>>
>>546841849
Unironically use nightvision
I refuse to use it because it's ugly but that's my choice and I build lights everywhere. But the game literally gives you a relatively early game tool to trivialise nighttime everywhere if you want to
>>
>>546860912
I assume you only want to summon a train when there's enough in the chests to completely fill it? Why not simply summon a train if the chests contains more than stack size * total slots in the train?
>>
>>546860912
Divide by (stack size * number of wagon slots) to get the number of wagonloads.
You can then use a selector combinator to take the min() of each wagon slot, assuming multi-wagon trains. And then put in some thought on how to handle the 0 case (where empty chests = no signal), plus specify a max value (based on the stacker/waiting space in your station design). This is what I do to set my train limit. But if your station is properly balanced that's probably autistic overkill, you can just take the average fill for every wagon, and by the endgame this doesn't even matter since stack inserters and big miners will fill shit fast enough.

I don't see why you would output as a negative, what's your thinking there?
>>
>>546860912
no, but it's pretty easy to make parameterized blueprints since parameters can extract stack size to use as a variable.
>>
>my standard station blueprint has one niggle I want to fix
>now I have to find an empty space to place it down, fix it, re-blueprint it, and verify it didn't fuck up my grid settings (sometimes it does)
man I wish there was a button to just edit blueprints inline, maybe by spawning the checkerboard tutorial surface or something for example
>>
>>546862503
I use blueprint sandboxes for this purpose, it's one of my top 3 mods along with rate calculator and cleaned concrete
>>
>>546857572
You take Uranium and shoot neutrons at it.
https://en.wikipedia.org/wiki/Plutonium-239
>>
>>546862120
thats what im looking for, but the inventory signal is just the slots of the chests
>>
>>546862407
>min()
This is not english.
>>
>>546864249
Yes......and? You know the total amount of items in the chests, the stack size of the item, and how many slots there is in a wagon. If the stack size is 50 and you only have a single wagon all you need is to summon a train when the chests contains more than 2000 items. No need to be any more fancy than that.
>>
>>546864565
Well luckily for you I then say that it's overkill and you can just ignore that and take the average
>>
>>546863946
Damn cool shit. How do I make neutrons?
I assume ghost particle creator is for testing only?
>>
>>546739414
I guess it's not the end of the world and I'm overreacting because I think they're ugly. Maybe they'll come up with something better, I dunno.
>>546750339
I can't comment on that because I don't play KSP like that. Watching your green men explode violently gets stale after a while and I ended up gravitating towards RSS and RO after a while. If the kerbals got replaced with crash test dummies I wouldn't even notice it at this point. Also I never tried Juno because I figured it was just Flyout with space: as in, super detailed physics and building models, but it lacks the "spaceships are legos" thing KSP has and ultimately there isn't much to do in it. Then again, last time I watched someone play Juno I think it wasn't even out yet.
>>546751431
Can N-body be parallelized? Nobody wants a game that runs like molasses when you have more than a dozen ships in a save, and Principia certainly ground to a halt on weaker PCs if you had many ships around.
>>
>>546857572
What are those towers all around your solar panels?
>>
>>546857572
Cerys is a nice mod.
I just wish there were a way to make the area around the heating tower vaguely round, rather than square.
>>
>>546743328
apparently not
unless the fiber->ethernet "modem" got hacked and is now mining shitcoins/DDoSing indians i honestly have no clue why this is happening, nothing on the network should be using much bandwidth
>>
>>546866741
According to /g/'s lore : it's your dishwasher.
>>
>>546857572
Why do people even play games, let alone mods, with translations?
>quality almost always mediocre
>even when the translation is complete and isn't missing strings, developer or author intent is often lost
>terms of art have imperfect translations or sound awkard
>mods will just crowdsource their translations so the above problems are exacerbated
If you get lucky you get a decent one but why even fish for that, assuming you speak English at all
>>
>>546866382
>Can N-body be parallelized?
yeah
it can even be offloaded to GPU; and even if it weren't, pick the right integrator and cost is no longer an issue.
>more than a dozen ships (ie particles) simulation
lmao
N-body integrators routinely simulate thousands of particles and half-particules simultaneously in real-time on conventional hardware, performance isn't the issue, the developers' inability to actually code it is the issue, as well as their lack of passion for anything orbital or remotely realistic.
Principia simililarly has no such issues and hasn't had them for years, they improved the performance a whole lot (and there's ways to improve it further, like with dynamically switching integrators or simulating all custom bodies only as half-particles (or particles that are "massless", and are only therefore affected by full particles without contributing any gravitational mass to the system))
Principia also has the goal of high accuracy, which need not be a problem in a product.
>>
>>546867020
I see, I guess my experience with Principia is also dated. Hell, I talk about KSP as if I were an active player but I haven't touched it in over a year. Maybe I should go back, I miss making autistically realistic missions to Jupiter.
>>
>>546865340
>How do I make neutrons?
The entire point of the planet is solving the puzzle.
>>
>>546867020
>N-body integrators routinely simulate thousands of particles and half-particules simultaneously in real-time on conventional hardware, performance isn't the issue, the developers' inability to actually code it is the issue
If it's a solved problem then why can't they just plug in the solution? I dunno "laziness" can always be an answer but lots of these games have clearly had a ton of effort put into them around various aspects.
Coding one algorithm that is already designed and known is, all things considered, usually a pretty easy programming challenge. It might take you a few days to write and test it, but things like that are usually self-contained and easy to get right, as long as you're not inventing the entire algorithm on the fly or having to research optimisations for it yourself. If you claim performant versions already exist it shouldn't be that hard.

>the goal of high accuracy, which need not be a problem in a product
To be fair that's only true if approximations converge reliably. Which maybe they do, I don't know the actual methods used for orbital simulation, in which case fair enough. But my layman's understanding is that N-body orbital systems are chaotic, and so small errors from approximations would compound over time and ruin the simulation.
>>
>>546867442
>N-body orbital systems are chaotic, and so small errors from approximations would compound over time and ruin the simulation.
Wasn't there a thing where the stock KSP system is inherently unstable and would collapse with N-body? I'm guessing any space game would have to do N-body just between ships and celestial bodies, but not between the celestial bodies themselves.
>>
File: combishits.png (299 KB, 1187x509)
299 KB
299 KB PNG
I want my crusher to switch between recipes based on what is in the chest but it just stays on metallic asteroids I even used a constant combinator to -1 the signal it gives off as the produce. Is there any tricks to this?
>>
>>546867826
>on what is in the chest
I'd be more interested in knowing how you got a chest on a platform in the first place
>>
>>546867939
chest = space platform hub
>>
>>546867810
Ok call me a retard here but isn't N-body necessary to solve for multiple mutually interacting bodies - and spaceships are such low mass compared to planets that it should be possible to approximate them as massless while in orbit? Or is that the issue and people actually want inter-spaceship gravitation simulated as well?
>>
>>546867990
you need a decider combinator not a constant combinator then
>>
>>546751431
I don't really see why a KSP successor needs to have N-body physics.
The player ships are small enough that any gravitational forces exerted on other objects is negligible, so the planets/moons can be placed on precomputed orbits.
Then for the ship trajectories, only the planets/moons need to be considered, and those are on predetermined orbits, so it's not an N-body problem but rather just a 3D differential equation, and different ships can be computed in parallel.
>>
oh no
i just unlocked Epic quality
it's all wrong
the whole factory is all wrong
i built a factory for Rare
i did not account for expansion
i must build a new factory
i must build a new factory for Epic
will this madness never end
is it wrong to hope it doesn't
>>
>>546867442
because it's a solved problem but not a plug-and-play solution. there's very few businesses or pieces of software that need an N-body gravitational integrator, so it's mostly just scientific, astromechanics and nerds that make it for themselves. and since the dean hall game, as any dean hall game, is a Product made to scam normies, it fits into none of those. dean hall is like temu molyneaux.
it's for N-body angular mechanics that there aren't really that many solutions, as demonstrated in the prolonged coding run-up in Principia.
N-body integration is only chaotic depending on conditions and integrator. symplectic integrators are, as a rule, are faster and give far more stable results for their processing speed, while non-symplectic integrators are more expensive but also more accurate, depending on which order they terminate to. Principia does something similar where it uses a non-symplectic fixed-step 12th order integrator for celestial bodies while craft use symplectic integrators, and I believe they are treated as half-particles.
the space kitten murder simulator game exists not as a legitimate, good example of its genre like factorio would, it exists because dean hall went "man, doesn't it suck that the KSP2 devs got poached and then murdered while making a terrible sequel? i should make my own" just like it does with every game he "makes".

>>546868383
because it's real physics, unlike the toy physics exhibited by the game. what you're describing is still N-body physics, no matter how you rephrase it. if an object is being acted upon by more than one object and it isn't the "sphere of influence" model, it's N-body physics. and no, you cannot simply place planets and moons on precomputed orbits; CHODE did that, and it effectively broke the simulation at certain steps because there's no "slack" left between the rails. it causes bodies to move in nonphysical ways and impart phantom forces, sometimes extreme, on objects. it doesn't work.
>>
>>546867826
For crushers, iron ore signal = metallic asteroid signal
>>
>>546867826
Iron ore is a product of metallic asteroid crushing so it defaults to this. You have to filter asteroid signals with the arithmetic combinator (multiply Each by 1 of every asteroid signal).
If you additionally want the crusher to process the roids you have the most of, pass the signals through the selector combinator.
I'm speaking from the memory so take it all with caution.
>>
>>546868870
>iron ore is a product and thus signals for the thing to produce more
I didn't even think of that, fuck that was not intuitive but handy thanks.
>>
>>546869019
>didn't thank the another anon
rude, anyway anything that has byproducts has to be double checked because of this
>>
Honestly asteroid quality is annoying as fuck to manage
>have to deal with the annoyance of looping crushers
>getting mixed input from your grabbres, and getting probabilistic and random output from your reprocessing, while your output has relatively fixed demands
>all of this has to handle basically 15 different chunk types, and two possible ways to process the legendary ones
>need to either make gigantic banks of crushers or have a genuinely challenging circuit design to make them dynamic while all working smoothly and without bottlenecks, probably still need to circuit the final outputs so they adjust to dynamically meet demand
>have to make a humongous ship in the first place, yeah it's inner solar system so it's not super challenging but it'll still be bigger than any other ship you'd need, an actual reason to build a massive factory in space
>also have to ship the correct asteroid products to each planet so they can make their own planet resources, for those that require such inputs (e.g. legendary calcite to vulcanus for legendary stone), and then ship them back to your main factory, all while still adjusting to demand

IMO it's an interesting challenge and way more involved than just "build factory, copy paste 5x, use filter splitters to route each tier to the next one"
And you also still have the opportunity to build gacha rollers for each planet's product, so it doesn't trivialise the "normal" mechanic either, you get to engage in building classical upcyclers for holmium, carbon fiber, tungsten etc. It just limits them to a few products so it doesn't get stale, vs. just having to spam the same upcycling setup for every single material with no extra logistics

Plus the best stuff in your factory being made from asteroids is kinda cool, thematically. It could almost have been an intended mechanic

I hope they don't just disable it without providing any alternative
>>
>>546869019
You are using "set recipe" but not providing a recipe signal. Would you rather it just never accept the recipe at all?
Maybe for asteroid crushers that would actually have been more intuitive. But the majority of products in the game have a single recipe, or a single applicable one (e.g. a furnace can only smelt an iron plate, a foundry can only cast one) so I can see why they added the functionality to set recipe by its products.
>>
>>546869469
>Plus the best stuff in your factory being made from asteroids is kinda cool, thematically. It could almost have been an intended mechanic
They could have implemented a way to look for, and harvest, quality asteroids directly. Possibly by making the player explore more dangerous "space route".
But I'm under the impression they just assumed a modder would do it for them.
>>
J mm mo.?mnnnn.? Ij
>>
>>546869469
asteroid reprocessing itself already provides a trivial way to balance demand, not to mention voiding items by just throwing them off the platform.
>>
>>546870769
affirmative, over
>>
Quality asteroid :
+30/60/90/150% HP
+30/60/90/150% speed
Split into 1/2/3/5 more fragments upon destruction. (which compound to a single legendary huge asteroid splitting into hundreds of small asteroids)

Would that be threatening enough to balance out the fact you would be getting legendary chunk directly?
>>
>>546871097
no because splitting into more fragments means you need to deal with fewer large asteroids (which are the more dangerous ones with higher resistances) per chunk obtained.
>>
>>546871097
Most probably I would just make easy legendary ammo to offset the higher stats.
>>
Handcrafting every machine I need in py because I have no idea what I need to make next of the 500 different machines is kind of draining. Is there a science tier you guys start malling random machines? I figure at least logistic bots first?
>>
>>546866382
In my experience Principia runs about as well as vanilla KSP. It's not always smooth, but it was never smooth for me.
>>
>>546871381
check this video
https://www.youtube.com/watch?v=WY8DW0epLl4
>>
>>546872057
Man I could just wait for logistics and let the bots do it for me
>>
hey stationeers of tonight i'll be absent for the first few hours I come home from work at 2330Z more or less
>>
>>546871097
Make it shoot lasers and spit acid.
>>
>>546870836
But you need to balance it actively by intelligently reprocessing the types you have extra into the types you have less off.
You can throw things overboard but that would be a massive waste of legendary asteroids.

I'm not saying it's a very difficult problem, just that it's an interesting problem that requires dedicated lines to actively reprocess asteroids either using circuits or some priority splitter abomination, and it just combines with everything else about asteroid shuffling to make it an overall non-trivial setup.
>>
>>546872927
>intelligently reprocessing
you literally just read the belt to see what you have too much of an activate the inserters for reprocessing of that type.
not only is this a trivial problem, it's also a problem that you should have already solved before touching quality, where asteroid chunk input needs to be balanced around ammo, rocket, and fuel production on each ship.
>>
File: thoughtexperiment.jpg (25 KB, 477x228)
25 KB
25 KB JPG
>>546871259
Seems fine to me. Giving the player an organic reason to engage with the content is good.

>>546871205
That's kind of an issue. Yeah.
Maybe it would be fine so long legendary asteroid stay scarce?
Or maybe it's possible to increase their resistances too?

>>546872824
It's a fucking shame there's no such enemy in space. If only in the endgame.
>>
>>546866741
Maybe your torrent collection is making too many connections?
you could probably halve the connections safely and see
>>
>>546873685
go the other way around. higher quality asteroids split into fewer and fewer smaller asteroids.
>>
>>546872248
At pybot's speeds?
With the quantities required by py buildings?
Good luck.
>>
pyserb dead
>>
PY server crashed
Reasoning: inserter adjustment bug
>>
>>546874479
>Pybots speeds
I am unaware
>>
>>546866741
and it isn't, nigga. bandwidth is perfectly fine. 680 kB/s download, as limited, which is just fine. the BANDWIDTH is not the problem. the CONNECTION is. it regularly gets interrupted in sending a bunch of packets every few seconds, it's like a 20% drop rate. either it's throttling itself or there's some arcane magical reason like the ethernet cable getting zapped by a timer.
>>
>>546873509
You can do that if you spam banks of processors for this
>for ammo, rocket and fuel production
With common asteroids there is zero downside to just chucking them overboard, unlike with legendary ones
>>
>>546872057
>episode 145 is when he makes a mall
grim
>>
>>546875653
he did have a small mall before, but still involved lots of handcrafting
>>
>>546875461
no, you only need 3 to reprocess excess legendary asteroids, plus they don't even need modules, which are way more expensive compared to crushers themselves.
>>
Trains, chromium and rubber unlocked yesterday after playing all day. Can finally make long arm inserters and place down trains 70hrs later
>>
slow down, it's not a speedrun
>>
>>546876276
74 to be exact. I have like 2k rails right now but scaling that up I'm going to need to mine a lot more lead and tin
>>
>>546874471
How about this?
High quality asteroid split into more asteroid BUT each splinter has a 10% chance of being of lower quality than the motherlode.
Also, you need an turret and ammos of the same quality (or higher) as your target to deal damage to it at all.

(I'm kovarex btw.)
>>
>>546867810
>gravity assist trillions of ships around a planet
>it loses all of its rotational velocidensity and falls into the sun
fund it
>>
>>546877206
10% seems way too low. each normal quality asteroid splits into 3 or 4 smaller asteroids, so even increasing by 1 is a 25% or 33% increase, easily offsetting a 10% loss.

what could be funny is if all asteroids spawn as normal quality, and quality ammo gives asteroids a chance to split into higher quality asteroids.
>>
>>546877773
How do we design something to convert the sun's energy into planetary rotation adder?
>>
>>546874602
>>546874614
retarted
i've setup an autorestart thing, so as long as the power doesn't go out it should restart on crash
can't seem to replicate the inserter thing to test it out however
>>
>>546880164
>can't seem to replicate the inserter thing to test it out however
I don't know what causes it, I have adjusted thousands of them but it has crashed like 3 or 4 times on me and like once on someone else, no idea what is the ultimate cause or how to replicate.
>>
>>546880362
maybe it's time to stop using cheat mods
>>
>>546879183
>How do we design
Probably by starting with principles of solar sails, and figuring out a way to ensure it only impacts angular momentum in one direction. First idea I have is making the other side of the sail absorb the sunlight and then radiate it either mostly on the sail side, or at least equally, to ensure it doesn't counteract the sail side's effect. Might be tricky since a reflective surface for the sail will probably also be bad for radiation (while the absorbant surface should also be good for re-radiating it back) so you might need some active mechanism for this.
>>
>>546880501
minute details of individual builds like that is arguably not cheating at the scales py operates at
>>
>>546868767
>CHODE did that, and it effectively broke the simulation at certain steps because there's no "slack" left between the rails. it causes bodies to move in nonphysical ways and impart phantom forces, sometimes extreme, on objects. it doesn't work.
That seems weird to me, why would hardcoding pre-computer motion cause the bodies to move in non-physical ways? Where do you need slack for your planet movement?
Obviously the precomputed movements have to be precise enough at the scale of the game and last long enough for any reasonable playtime, but I'd expect if that happens then the entire simulation would just break down and cease functioning once it ran out of data rather than "certain steps" behaving wrong.
If you compute your orbits correctly it should give absolutely accurate and physical-based motion to your bodies, since you can probably do it with fewer approximations and shortcuts than if you were computing it in real time.
>>
File: 1343632727709.jpg (21 KB, 325x435)
21 KB
21 KB JPG
>>546874646
Oh, you will see.
>>
File: 476530_20180704184627_1.png (1.03 MB, 1680x1050)
1.03 MB
1.03 MB PNG
>>546880856
because keplerian motion is unrealistic in any situation except for a perfect 2-body system. even the smallest, most insignificant body added to that 3-body system will make it go out of whack across enough time. and if they are unphysical enough and you try to interface it with real, physical motion, it introduces second-order perturbations corresponding to the error from the expected real motion. they are effectively bodies with infinite inertia, and that really fucks with the underlying calculations. no amount of precision in the hardcoded ephemeris will prevent it from making a mess of non-railed orbits, making them all inherently unstable. it depends on how accurate the ephemeris is compared to how the orbits really would be, and you can get away with it to a certain point, but with an ephemeris you're (hopefully) no longer working based on pure keplerian orbits, and if you cook one based on those, it's going to be fucked no matter what. in CHODE, entire orbits would glitch out. CHODE's problems themselves are multifaceted and not purely because of keplerian systems meeting N-body integration, but it's only one of the many issues with the built-in system, including a lack of integration accuracy, an inadequate fixed-step integrator, as well as floating point errors getting magnified. but notably, CHODE didn't use an ephemeris based on real orbital motions, it just uses keplerian coordinates for the planets. it "works", but even during normal gameplay all the encounters would be, at best, multiple kilometers off where they should actually be.
>>
>>546881817
So just the mass of the spaceships is enough to make the ephemeris be no longer accurate over average gameplay timescales, significantly enough to be visible at orbital scales? Wack, I hadn't imagined it could possibly be significant. Does this mean that all of humanity's space launches have also been affecting Earth's orbit in a way that meaningfully matters for spaceflight and future orbital calculations?
>>
>>546882595
no, the mass of the non-accurate massive bodies like planets matters. spaceships and the like contribute fuck-dick all to the grand scheme, and only really matter on the very-very-very long-term (and would be taken account for an actual solar system evolutionary simulation), but not for the short term. they sure are affected by the massive objects even as half-particles, however. they're usually not added to the calculations for a good reason, but they're still there, and if the massive bodies aren't accurate, then neither will the spaceships. even fuck-dick all across a long enough time is more than enough to make a difference.
in real life, they do matter, obviously. have all the rocket launching prograde across the last 100 or so years of astronomical history changed the rotation of the planet? of course. meaningfully? if you consider a period change on the order of picoseconds meaningful, when we regularly have to add or substract "leap seconds" to the calendar year due to other mystery sources. do also take into account that most of the things we put orbit do return to Earth again, returning whatever inertia was borrowed form the planet's rotation.
>>
>>546883461
Okay so this matches my understanding that the ships don't matter, only the planets matter. But
>the mass of the non-accurate massive bodies like planets matter
Why are any of them non-accurate? I thought the assumption was that their orbits would be pre-computed. My assumption in this discussion was that you would precompute them accurately when doing this, otherwise this kinda defeats the entire purpose, no? When you're not doing it in real time, you have the freedom to run as slow and detailed of an N-body simulation as you want to make sure it's as physically accurate as possible, as long as it doesn't require an HPC datacenter or something.
>>
>>546884139
being keplerian makes them non-accurate. CHODE specifically uses keplerian orbits, which are essentially pre-baked. it fucks everything up. the kitten scam program uses keplerian orbits. even if scam program 3 did decide to add N-body physics and leave the planets "on rails" by using an ephemeris that simply runs out some day, and that ephemeris was calculated using an N-body simulation of the solar system... it makes little actual difference from simply implementing a full N-body system in the game itself, when it's a game and doesn't really require extreme accuracy. the double-digit amount of massive bodies involved in that kind of calculation are not intensive to calculate, and even in the case of using an ephemeris, you still have to interpolate between steps somehow. you'd do it only if you really, really cared about performance for low-end systems, and scam artists never cared about that. baking it with the highest accuracy is also a tradeoff between pre-computation time and file size. there's such a thing as too accurate at some point. plus, you have no idea how long players will actually play on a given save, and it'd be terrible to give your game an artificial "time limit", even if that is some hundreds of years in the future. interstellar travel works on those sorts of timespans.
>>
>>546886405
Cool tech, but I don't really like my orbit parameters wandering when not under thrust and it's also gonna confuse new players no end when they're already 3 layers of physics deeper than any other game. I've thought about it a while now and I really don't feel it's worth it. I'd play it myself but not code it into my own game.
>>
>>546888965
it's not cool tech, it's reality. unless you can perform a full Apollo free-return trajectory, it's not a real space rocket building game. just another scam. if I wanted the baby experience, I'd go back to KSP unmodded.
>>
>>546886405
Okay, yeah, so the issue is not that they're precomputing orbits, it's that they're using a simplified simulation.
>you have no idea how long players will actually play on a given save
I think it depends on how much fast-forward you allow. If you give free time controls to your players then it might not be realistic, but if the game is meant to happen on small timescales and there's a hard limit to the fast-forward, you can probably also determine a hard limit for how much orbit time to support, like say 10,000 or 50,000 hours on a single save.

Besides, aren't perturbation extremely small on the timescale of individual orbit periods (i.e. years)? My layman's understanding is that for an orderly, stable solar system, there's definitely interplay but it becomes relevant for small corrections at the scale of centuries, and for large corrections at cosmic timescales. Would you really need to store ephemeris data for the entire path of each orbit, or could you just approximate it by defining a keplerian-like curve and having correction factors at the scale of individual revolutions? It should be easy to store millenia of orbits this way.
>>
Haven't played factorio since last November.
Did any of the big mod overhaul ever made adaptations to Space Age? Like Krasterio add-ons for Space Age.
>>
>>546893016
Not a single one is compatible with space age yet
>>
>>546893016
no, but TFMG that is currently being hosted on one of the slavserbs and is made specifically for space age uses krastorio
>>
>>546893090
Did all the mod devs die/moved on or something?
>>
>>546893293
Well some are compatible with 2.0 but not with space age
>>
>>546893293
Space age is effectively another overhaul mod, and its main feature is having infinite resources everywhere. It doesn't really play well with other overhauls.
>>
>>546893293
Turned out Space Age is not exactly overhaul friendly.
It made big changes to the base game that made a lot of old mod's content kinda obsolete, or out of place.

Krastorio 2 is a good example of it. There's a port of it to Space Age 2. But it falls flat quickly.
It doesn't integrate well with spage because it was not developped with it in mind. It doesn't make use of the new mechanics and API. And its mk2 building are powercrept by those from exoplanets.

Maybe 2.1 will save the modding scene.
>>
My only real issue with KSA besides the kittens how heavily shilled it was. I won't say it was astroturfed but the shilling still felt inorganic. People were disappointed at KSP2 imploding so all the big KSP jewtubers hopped on KSA's dick and started presenting this random ass tech demo as the next great thing. It left a sour taste in my mouth and now I can't force myself to be excited for it. It doesn't even seem to offer me anything KSP offered, so why not just play KSP instead? Now if they start giving us the far-future tech and colonization that KSP2 promised, then that's another story.
>>
>>546893293
Base factorio is a relatively simple factory sandbox. It comes with a default progression that's very easy to extend, modify or replace completely; the engine is just a sandbox where you can define production chains and arrange your recipes the player has to progress through to the endgame. It's easy to design a mod that just builds on the vanilla progression to add a bit more depth to it (like Krastorio) just as it's trivial to take the base formula and make it 1000x bigger (as pY does), or you can even replace it completely and have the game focus on a new gimmick you introduce, like Ultracube or SeX.

Space Age, on the other hand, is basically a campaign. Factorio SA is no longer a sandbox; it's a crafted experience, with specifically handcrafted content, each of which has had engine features added to make it unique.
The reason for that is relatively simple, since the base game was an open sandbox and mods took full advantage of that, Wube had to come up with something that couldn't just be a mod. So they hand-crafted a full scenario with bespoke planets and coded extra gimmick mechanics into the engine to make sure the expansion was worthwhile.

But the effect of this is that it's no longer an easily expandable sandbox. You can still probably make a K2-like mod that just adds "more depth" to vanilla but it's already a lot harder to do now, especially since vanilla endgame buildings are so powerful already that any postgame content would have to be ridiculous in order to keep up. You cannot replace the base content to make a complete overhaul because then you're just throwing away what makes Space Age what it is. You cannot expand on the content because it took a team of fulltime devs with engine code access 4 years to make some decent planets (and not all of them are great), so as a modder with just the modding API everything you make will be trash in comparison. Basically >>546893920
>>
>>546894471
Exoplanets are those from foreign planetary systems. Technically they're all exoplanets including nauvis, since the engineer presumably comes from a different system. Or from the perspective of the Factorio system, none of them are exoplanets.
>>
>>546894471
Perhaps it's time for Krastorio 3. Actually, I wonder what makes a dev go head first into practically remaking Factorio in a multi-year project. With all the effort that goes into an overhaul some devs could probably make their own games.
>>
>>546894616
the promise seems to be "ksp but with non-shit performance and stability and an easier codebase to work with"
if they can deliver that then it doesn't matter what the stock game offers
>>
>>546894845
Thanks you for correcting my ESL/uneducated ass. (without a trace of irony)
>>
>>546895034
Same reason a lot of dev will use an engine like Unity or Godot, I suppose.
It saves you the trouble to learn about some really obscure and time-consuming facets of programming.
>>
>>546895351
The thought did cross my mind. Some games are so mod friendly that they're basically game engines. Hell, isn't that why Roblox is so popular? I heard it's not really a game, just a framework where people make other games.
>>
>>546895058
You're welcome, but in this case to avoid giving you false information I should correct myself and say that, as far as I'm aware, right now the definition of exoplanet is any planet outside of THE solar system, i.e. ours. Me saying "from the perspective of the Factorio system" is extrapolating from what it would probably be like from an alien's point of view, but the technical definition is strictly Earth-centric, so all of Factorio's planets are exoplanets no matter what.
>>
>>546895043
Big if. They better pull it off or everyone is gonna look silly for pushing it... kinda like with KSP2.
>>
>>546895551
Well, yes. But I think Roblox is special because being a game engine is its main purpose. It's just like gmod or Second Life in this regard, except somewhat better at actually being a proper engine rather than just a "scriptable sandbox".
Factorio falls into the category of games where the engine is excellently moddable but there is still a vanilla game that was the main motivation for the developers to build it, and it just happens to be sandboxy enough for a modding scene to proliferate. It's really rather similar to minecraft in this regard.
>>
>>546895880
Paradox games come to mind in that second category. They have gameplay, but usually it's very open ended and with no real goals (And I never considered lauching a rocket to be the best of goals, it's just there to give you another science and infinite research so you can make a megabase) so modders just make whatever out of them.
>>
>>546893293
>why isn't anyone making the overhaul work with the other overhauls???
There's a reason SE really only has K2 compat.

"why isn't seablock compatible with nullius"
"why isn't nullius compatible with K2"
"why isn't SE compatible with either of those"
>>
>>546896975
Yep, they're basically map-painting engines with a default scenario
Skyrim is another one, it's an RPG engine with some (mediocre) stock quests
>>
>>546894616
>>546896975
A bit off topic but speaking of both Paradox and KSP2: apparently Pdx just switched the dev team for Cities Skylines 2. Yet another sequel that's gonna flop due to mismanagement.
>>
Foundries are unabashedly great but retrofitting them at the middle of the game in my existing build kind of a pain before unlocking EM plants. I'll just replace them for plates instead of my furnace stack and use them for LDs.
>>
>>546897494
>know the reason why
>deliver a few cryptic pointers
>refuse to elaborate
based.
>>
>>546900737
I found that furnace stacks are typically at the edge of your factory, so it's not that difficult to just graft on a foundry stack instead and splice in the plates
However for some reason I built mine on the other side of my pseudo-bus instead and gradually reversed all the belts over time
>>
File: 1356799962066.png (61 KB, 209x200)
61 KB
61 KB PNG
>>546900953
Do you have any specific medical conditions I should be aware of?
>>
how goes the engineering?
>>
>>546895819
yes, very big if
i'm just filing it away under "check back in 5-7 years if i haven't heard anything about it" like i did with silksong
>>
>>546899724
good, everyone that developed Cities Skylines 1 or 2 in any capacity should be disbarred from ever developing any game ever again
but so should most of paradox publishing
>>
>>546901568
the answer is always autism
>>
>>546902365
Then I won't be an asshole about it
I don't actually have "an answer". Overhauls do not work together because they're major game modifications, anon.
They're overhauls. They're huge on their own. You cannot pile them up without toppling them.
>>
>>546900737
IIRC LDS recipe in furnaces eats like 3 times more copper ore compared to assemblers.
>>
>>546902762
Oh right, it saves on plastic by using more copper.
>>
>>546902578
I think the key answer is the fact that SA itself is an overhaul.
It is non-obvious because everyone is used to overhauls being strictly modded, and all mods just building on top of "vanilla factorio", and to many people SA is just the new default of vanilla. The fact that SA is in fact an overhaul, just an official one, bears highlighting.
>>
>>546903021
>I think the key answer is the fact that SA itself is an overhaul.
my brother in christ that is literally what I said in the first post.
>>
>>546902350
I dunno, CS1 was cool if you heavily modded it. Not like SimCity is gonna deliver a good city builder anytime soon and to play Anno you have to deal with Ubislop (Which just got sold off, we just don't know who the buyer is) so I'll take what I can get.
>>
>>546904030
>cool if you heavily modded it
game + mods = good is like plate + cutlery = food
I hate early access so fucking much
>>
>>546904030
>city builder
W&R
>>
>>546904212
Like I said, I'll take what I can get. HoI4 is pretty boring in vanilla but with a few mods it's better than any WW2 grand strategy out there vanilla or modded (Mostly because nobody makes those anymore, all WW2 grand strategy games are turn based hex and chit).
>>546904626
The hell do you take me for, some God damn communist? Anyway, considering that it's discussed here I always figured it was more like Transport Fever/Tycoon or a colony sim than a city builder.
>>
monday engineerin'
>>
get to work.
>>
File: Spoiler Image (41 KB, 154x158)
41 KB
41 KB PNG
Current:
>>546375226
Planned (minus solars):
>>546381371
>>546381680
Planned (solars):
>>546397706

Atmos is probably going to be largely freeform, except
>filtration is ground floor
>tanks are above

Something also needs to be done with the deep miner

>>546872639
Noted, for whatever it is worth

N:Green /egg/s and ham
P:Corneroids
>>
>>546907971
not enough is being done.
>>
File: file.png (197 KB, 513x314)
197 KB
197 KB PNG
>Vuclanus base completely deadlocked at 0 spm while I'm away because purple science needs stone and stone ran out because foundries don't need to produce more thus can't produce stone, and I didn't place any logistic chests so I can't right click stack to force evict stacks of plates/steel, the tank I left in a hurry has 0 supplies
>>
>>546910484
git wrekt scrub
>>
>>546910484
circuit setup
if stone in buffer chest < x, turn on belt that diverts steel line to get dumped directly into lava
easy
>>
>>546910829
just funny I never thought I'd need to dump anything other than stone
>>
Honest thoughts on satisfactory?
>>
>>546911317
unsatisfactory
>>
>>546911317
Factorio for the common man.
>>
File: 3 body orbits.webm (2.4 MB, 1000x800)
2.4 MB
2.4 MB WEBM
>>546881817
>>
>>546911317
they nailed the joy of movement
they forgot to nail the joy of building a factory
>>
>>546911317
not quite as satisfactory as the name implies
>>
>>546911317
Fun if you want to build a nice looking factory or just dick around with friends. Terrible if you want to make a large and efficient factory.
>>
>>546911317
It makes my poorfag GPU cry and I've barely gotten past Tier 2. Still pretty fun.
>>
>>546901637
>have to adapt a factorio design to work with designs following a different information format
>accidentally future-proofed the actual machinery
>nothing needed changing there
>the two formats were designed closely enough in time that a minor adjustment fixes everything
>today was uneventful
>>
>>546911317
Pros:
Infinite resources in a fixed income rate makes ratios incredibly intuitive
impressive sense of scale

Cons:
Combat is ass and cannot be automated
Automating power generation takes 20 hours too long
Breaker tripping is funny the first few times but is not worth being a mechanic
Without turbo-tube abuse simply too much of the game is spent traversing between factories
Actually constructing the factory that you have decided to build ends up taking hours of manual input.
No automated personal logistics to my knowledge so you're always fetching supplies.
>>
>>546916149
>No automated personal logistics to my knowledge
There is a hammerspace thing you unlock where you feed items into it allowing you to use it's content for construction where ever you are on the map.
Too bad a simple thing like this took the devs YEARS to implement forcing players to run back and forth to stock up on all random garbage needed to build shit. But hey at least they spent effort on making community updates to say how they listened to community feedback instead of, you know, actually listening to community feedback.
>>
>>546916149
I don't mind the combat not being automated, I do mind not being able to get better armor and that one piece of shit hatcher that keeps respawning next to one of my factories. I also never had a breaker trip on me, I don't know how folks consistently fail to plan their new factories around their current capacity.
>>546917942
I got all the benefits by barely playing the early access and only coming back after 1.0, I don't know how people managed to play this without zoop, blueprints, personal storage and elevators. Also their community updates are ass and they always come off as smug in their Q&As. I remember someone once asked if they ever thought about new maps and the response was something along the lines of "Yeah, I'll just go over to the map team and ask them to make a new map like the one we've been working on for 5 years" instead of a definitive "No, this will be the only map". I think they later changed their stance on other maps to "Maybe as DLC" but still. I also remember they had a whole statement about how they're not adding solar or other renewables because it's against the spirit of a factory game and you should work for your power, yet geysers are literally just free power where you don't even have to waste build space on them. They're always on the same location so every player knows where to run to for an extra 300MW.
>>
File: despair.gif (1.79 MB, 275x275)
1.79 MB
1.79 MB GIF
>Hey man, Black Ops 7 just came out. Turn that gay ass factory game off and hop on. You already work in a factory in real life. Why even play in a factory after work?
>>
>>546911317
I like the idea of infinite resource deposits which contribute a fixed rate of ore in theory, I never really got much value out of Factorio having ore depletion that basically amounts to running around replacing mines from time to time.
A shame everything else about that game puts me off enough to never want to play it.
>>
>>546895579
>implying Nauvis isn't Earth
>>
>>546912237
wtf is happening on top row 2 and 4, and bottom row 1

also I feel like there's no way third row 3 can possibly be stable
>>
>>546919926
i cant even tell what call of dudebro I stopped caring at
>>
File: 3q9dr8ydwchc1.gif (2.19 MB, 432x498)
2.19 MB
2.19 MB GIF
>>546919926
>>
>>546925512
this is one of my fav memes
>>
>>546919926
almost all art assets in black cocks 7 are ai sloppa. even the devs don't give a shit
>>
>>546925512
I don't wanna watch Ru Paul's Drag Race, I wanna watch The Rise and the Fall of the Roman Empire if the Marian Reforms included the invention of the Modern Assault Rifle...
>>
This is it guys. Shift's over. No more /egg/, this was the last one.
>>
it is what it is
>>
I'll make it in 5 minutes, stupid ass timer decided to reset itself.
>>
You thought it was over? The shift is never over.

>>546927162
>>546927162
>>
>>546861112
Press H for Grab on anything vertical or even cave ceilings



[Advertise on 4chan]

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

[Enable Mobile View / Use Mobile Site]

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