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Previous thread: >>554605178

This thread is dedicated to all games about engineering machines and systems.

List of common, rare and legendary /egg/ games for CTRL-F purposes:

Aerospace and military
>[ Chode - Children of a Dead Earth, Flyout, Highfleet, Juno: New Origins, KSP - Kerbal Space Program, Sprocket ]
Logistics and factory management
>[ Autonauts, Captain of Industry, Dyson Sphere Program, Factorio, Factory town, Foundry, Lifecraft, Oxygen not Included, Satisfactory, Shapez, Timberborn, Workers and Resources: Soviet Republic]
Mechanical engineering
>[ Algodoo, Automation, Besiege, Crossout, From the Depths, Hydroneer, Infinifactory, Nimbatus, Roody:2d, Scrap Mechanic, Stormworks, TerraTech, Trailmakers ]
Programming puzzles
>[ Bitburner, Exapunks, Last Call BBS, Nandgame, Opus Magnum, Shenzhen I/O, Spacechem, TIS-100 ]
Space voxels
>[ Avorion, Empyrion, Space Engineers, Starmade, Starship EVO, Stationeers ]

Games that are not /egg/:
>Minecraft
>Other /egg/-likes that have their own active general

WebM for physicians: argorar.github.io/WebMConverter

Reminder: /egg/ has no discord, any discord links posted are from tranny servers.
>>
nice pic
>>
Yes I would like β = v c apples please
They have played us for absolute fools
>>
i like my eggs boiled without water
>>
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Remember to feed the eels, anon
>>
>>555167939
Boiling an egg in molten salt is pretty hard, though
>>
i like beer and i like cheese
i like a northwesterly breeze
but most of these i like to be
on horseback
>>
>>555168421
Macroplastics, heavy metals and battery acid are the most important nutrients for a healthy ecosystem
>>
>>555167939
have you seen what happens when you boil an egg in oil
>>
>>555169834
makes for a tasty and cruncy egg i hope
>>
>>555169896
https://www.youtube.com/watch?v=9I3wkLU-HPc
I also hoped so.
>>
>>555169993
What's with society trying to control every fucking aspect of our lives these days
>>
>>555169993
why does he sound like that
>>
>>555169993
>watched it without audio
>about to ask what was he expecting
>see >>555170650
>watch again but unmuted
nevermind
>>
>didn't record the single most exciting thing
Holy shit I hate modern youtube
>>
>>555169993
American inteligence
>>
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>>555168638
You forgot fissile materials, my dude
>>
>>555171245
considering the aftermath, you wouldn't have seen much of it anyway without a well-positioned high speed camera
otherwise just imagine a pot of boiling oil splashing out and covering the entire kitchen
>>
Does anyone else feel retarded going into a new save? I feel alright when I've got a ton of shit up and running, but I started a new save and now I'm like
>make steam engine
>???
>???
>uhhh electric pole I think...
Whereas before I was making all kinds of crazy shit
>>
>>555168638
kek, you reminded me of that image where it has the captions "grandparents with asbestos lungs", "parents with lead poisoning", and "me with microplastics" or something along those lines
>>
>>555171854
Only because I keep swapping overhauls
>Nullius
>Can't make proper buildings for a long time besides using/repairing the ones you start with
>Space Exploration
>Steam power is locked behind green science so you need to use burner generators that are useless after about a half an hour
>Seablock
>Make due with your government-provided windmills until you get algae and can burn carbon like a real man
>>
sometimes when i'm plotting out my supply lines i sstart thinking about whether i'd be happier if i was a girl. not sure what to make of this
>>
girls don't play factorio
>>
We have a single confirmed biological female that plays, KatherineofSky
But she is a filthy busfag so it barely counts
>>
first, I'm disgusted
second, no biters doesn't count
third, get laid
>>
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>>555173649
>>
>retard gorillanigger hijacks OP again
>>
>>555174920
your favorite factorio vtuber
>>
>dogshit OP again
kill yourself
>>
>>555134149
>>555135447
>still no save file upload
do it pussy
i want to see into the brain of someone who complains about performance of a newly added feature from spage launch while playing a two year old version of the game
>>
space voxel gamers go home
>>
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>>555176043
Are you fucking retarded, or are you merely pretending?
>update game
>but now collectors don't acknowledge previously blacklisted chunks

You can keep your updated buggy mess for all I care. At least the two year old version of the game *works*.
>>
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can I also get some (you)s or am I too late for it
>>
>>555176043
don't acknowledge the retard
>>
I recently started playing Foxhole and holy shit it makes me want a mod for Factorio or similar with a simulated war for me to manage production/logistics of.
Is there a game/mod/modpack that does anything like this?
>>
>>555179690
Foxhole is garbage for discord reddittroons
>>
>>555179149
>ignore the problem until the problem goes away
>or your country goes away

Luckily I made a safety copy of the old version - the one with low UPS? Turns out that's the price you pay if you don't want a bunch of ex-soviet retards cut corners, like they always do.
>>
>>555173158
do you have autism
for some reason, autists seem to be vulnerable to the tranny brainrot
protect yourself
>>
>>555169993
>deep frying it in the shell
shiggy
>>
>>555179690
Enemy Race Manager
>>
anyone here played endfield?
is it actually anything like factorio?
>>
>>555177041
>now collectors don't acknowledge previously blacklisted chunks
as in
you blacklisted the chunk type for a short period of time, it got "marked", then you stopped blacklisting the chunk type, and now it won't pick it up?
that's weird, but
WHY are you blacklisting if you don't have plenty of chunks already
there's a solution to chunk filtering and belt management
which I'm 90% certain is better than whatever you're doing, and will let you update the game
>sushi belt that runs around the ship
>circuit connection on belt, read whole connnected belt contents
>add this together with a constant combinator that has 1 signal of each asteroid type
>feed this into a circuit which outputs anything that isn't above the limit
>configure the limit to be 1/4 of the belt's capacity, 3 types means there's always space
>this output signal then goes to all of the collectors, which pick up chunks that the system is low on
Also, if you're just making steel with a platform, and don't have asteroid reprocessing, then just collect only the metallic asteroids
>>
Man we are really in for waves of gachatards coming in to ask "enfield? endfield???" twenty times per thread until the fotm dies out, aren't we
>>
>>555185878
take your meds, dosh
>>
>>555185834
>for a short period of time
More like: up until now. Then I got the necessary infrastructure up and running, and now I don't have to filter anymore.
>WHY are you blacklisting if you don't have plenty of chunks already
Why would I collect chunks I cannot process *yet*? All that does is introduce the necessity to throw away resources you cannot process (until you can process them) - it's just better to *collect slightly more resources than you need and throw away a little bit*, rather than *collecting everything and throwing away most of it*.

>circuit connection
Because from my naive programming perspective it's better to assign collectors statically than to rely on Czech circuit network fuckery to set filters dynamically, *especially* since they seem to have had issues with exactly that setup in the past.

>if you're just making steel with a platform
Orbital transfer chests. It's essentially a shipyard with refuel station.
>>
>>555179804
How is that relevant in any way? I want to produce war material and have some level of simulation in its use.
>>555185452
That seems more like just different enemies+RTS units you can control. I don't want an RTS where the economy part is Factorio, I want Factorio where the military part is handled by the AI which demands goods from you.
>>
>>555186626
Ah, I think I get it.
You have individual collectors dedicated to specific types of asteroids?
It's unfortunate that this doesn't work, but the sushi belt solution should do the job better.
Also requires fewer collectors for complete coverage.
If you really want to split it off into separate belts, you could use an asteroid stack mod and space chest mod.
>>
>>555186764
back to discord
>>
>>555187336
Listen bro what I really want is a game where I build and manage a factory making BF-109s or Panzer IIIs and WW2 is simulated in the background but that isn't going to happen so I'm trying to ask realistic things.
>>
>>555187280
>You have individual collectors dedicated to specific types of asteroids?
No, I have:
- all collectors set to iron asteroids (steel production)
- many collectors set to oxygen asteroids (ice/water has lower yield and can be stored better)
- some collectors set to nothing at all (to collect carbon)

All iron excess would go towards steel production, while some of it as well as ice and carbon would go towards space science. Now I want to produce fuel, which massively increases water and slightly increases carbon demand - and the collectors don't collect oxygen asteroids because the game apparently doesn't acknowledge the new filters that I set up once, statically, without circuit network.
>>
>>555168638
Is pollution even bad? You're just creating more opportunities for evolution to deal with it. There are bacteria that eat plastics. Hot springs inhospitiable to life = colonized by bacteria. Too much coal soot? Peppered moths. Toxic water? Tomcod and killifish. Radiation? Black mold that eats radiation.
>>
>>555189872
I want me and my family and humanity in general to survive. I don't care about animals or evolution except in the context of how they benefit humanity. Loss of biodiversity bad for humanity because those lost species might be beneficial to humans. New forms of life that survive off things that kill humans and other species that are known to be beneficial to humans is most likely bad for humanity.

Yes, pollution is bad.
>>
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>>555189872
Too many changes too fast are an issue and it's what caused all the mass extinctions in earf's history. Things like the sudden appearance of unbound oxygen or a meteor impact blocking out the sun or that one time where all of Russia erupted for millions of years

At this point the only thing that would destroy all life on Earth is a cosmic hairdryer particle stream or loss of the magnetic field resulting in the dissolution of the planet's atmosphere but just because things can live doesn't mean humans can
>>
>>555174924
>>555176004
little boy mad?
>>
>>555174920
man, i really feel bad for her
imagine being a bio female, and nice too, yet looking worse than a tranny
>>
>>555200080
At least she actually looks like a woman unlike 99.99% of troons. Like she did kind of roll poorly with small eyes and thin lips, but if she wasn't old and wasn't fat and put in some effort she would still blow troons out of the water.
>>
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>me when I realize every engineering class is an iq test
>>
>>555203628
yes and no
>>
>>555203628
mfw literally too stupid for maths and engineering, but smart enough that being a labourer makes me want to kill myself
call me tekken 5 because it's True Ogre
>>
>>555189872
Heavy metals are on another level. You can't evolve a defense for something that fundamentally destroys the cell wall itself. The only thing there is to be done is re-evolve life from scratch with a chemical basis that uses the heavy metals constructively.

This is also why silver is the perfect antibiotic.
>>
>>555205614
I find that a lot of heavy metal suffers from tonal variety and is ironically less heavy than non-metal like Neil Young
>>
>>555205475
you can get pretty far with effort and it's never too late to start learning
>>
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>>555205475
>mfw literally too stupid for maths and engineering, but smart enough that being a labourer makes me want to kill myself
I feel this in a visceral way
>>
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>>555177041
Jesus fucking Christ.
>make blueprint of all collector positions and filter configurations
>deconstruct all collectors
>reconstruct collectors using blueprint
>filters *finally* apply
>realize I collect too little carbon
>now have to do this retarded song and dance until carbon collection is sufficient, too

I'm developing a genuine hatred for Czechs here.
>>
>>555206924
Sounds like the one being filtered is you lol
>>
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>>555207038
Sounds like you have no reading comprehension at all, in addition to no maths and engineering skills.

Because my shit works where Factorio *doesn't*.
>>
>>555206924
I think you could have saved a lot of hassle by going with the sushi belt
>>
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You're at your base and this guy unturbos your girlfriend's encabulator, what do you do /egg/?
>>
>>555208257
I stop playing children games.
>>
>>555207591
What the fuck is feeding comprehension and who the fuck is Matt?
>>
>>555213378
jej
>>
>>555169993
the funny thing is he already did it (with boiled eggs) https://www.youtube.com/watch?v=DlBfQBDCVjs
ie he did this on purpose for the ragebait
>>
>>555179690
Foxhole is garbage for discord reddittroons
>>
>>555208257
I compress his pistons and then automate his humiliation.
>>
why is that anon replying the same comment to the other anon
>>
No elite dangerous?
>>
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>>555215993
There's no building of machines and systems in ED. Just time wasting and money sinks.
Try /vm/
>>
>>555215924
I'm not paid enough to untangle your autistic context clues. Point to the things you're referring to, or shut up.
>>
thats not /egg/ of you
>>
>>555214506
>ie he did this on purpose for the ragebait
A sloptuber intentionally doing something retarded for clicks? Perish the thought.
>>
>>555205897
back when I was in uni I would always end my day telling me this was the last straw and that I would jump in front of the incoming train. This lasted for about a year.
>>
>>555169993
how did he survive
>>
>>555214506
that one went wildly differently, he managed to deep fry the hardboiled egg for almost an hour before it cracked
this one wasn't even 5 minutes
>>
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>i play gleba
>not a single place with yellow-purple being close
>friend plays gleba
simply NOT fair
>>
>>555189872
Pollution isn't a problem over geological timescales, nature will adapt. What we're concerned with is the time between now an then, because the fact some bacteria will clear it long after I'm dead isn't the most reassuring for me as someone living in the here and now.
>>
>>555206924
>>555177041
Sounds like a bug. I find that 2.0 is a lot buggier than 1.0 was. I had never encountered an obvious issue before the update, but then in my Spage game I had several instances of an inserter deadlocking itself - empty hand, valid source and destination, but just refusing to work until deconstruted and replaced. Something like this used to be unthinkable in 1.0.
Plus there was the time they fucked up belt dragging and refused to fix it for several updates.

Post save anon, I'm curious to see if I can reproduce the same issue
>>
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>Building away from the settlement
>Glance at warnings
>Ah
Minor inconvenience
>>
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>>555226885
I've created a scenario instead where you can reproduce the issue:
https://limewire.com/d/RcjBK#tY6cAhCsc4

Those two carbon asteroids only get collected if you add another filter to the thing.
>>
>>555230880
>limewire.com
???
catbox it anon
>>
>>555231745
I don't care enough.
>>
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>>555230880
>doesnt pick up the initial 3 carbon asteroids
>don't touch anything, just let it run for 10 seconds
>old asteroids despawn
>new ones spawn
>it picks up all of the correctly filtered ones without me changing or touching anything
so the old asteroids get invalidated somewhere between the versions and after that everything is normal again
waow
>>
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>>555233736
>it's not a problem if you're on a small map bro
Just do the world a favor and kill yourself at this point. The more painful, the better.
>>
>>555234379
What does map size have to do with anything retard
I'm not that anon, but if >>555233736 is right then it's literally just a matter of waiting 10-30 seconds for the old asteroids to get past you and new ones to spawn. Map size doesn't affect local asteroid spawn rates
>>
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>>555234650
>What does map size have to do with anything
Are you actually retarded, or do you simply not understand how asteroid generation *works*? And if you don't understand it, then why do you have an opinion in the first place?
>>
>>555234994
Skill issue
>>
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>>555235138
>he actually doesn't understand the thing he has an opinion about
Why don't you learn how the game *actually* runs behind the scenes? You only need a little bit of maths and engineering knowledge.
>>
>>555234379
Look, there are certain things that are just guaranteed to take a lot of processing power, and lag your game if you go too far. Factorio goes a long way towards optimising the engine to a significant degree, allowing you to build pretty large factories with minimal thought behind them. But if you're starting to build megastructures like this, you have to start working with the engine and not against it if you want to maintain your performance, because there's only so much that can be "optimised" if you're adding a ton of raw work to the engine.

In your case the choice is basically between checking all asteroids in real time, taking up 8ms of time in your save, vs. having an optimisation that requires asteroids to respawn after filters change and doesn't matter in 99% of usecases while making the game run much much faster. Your design is going to cause you grief in both cases, so you're reaching the limits of the engine: you need to either scale down or simply build more intelligently. This is the case for anyone building anything particularly large in Factorio, and not unique to asteroids: look up anyone building massive 1M+ science megabases on youtube for example, they will all be using inserter clocking and optimised layouts designed to work with the engine to help optimise things like inserter and belt updates. Building a 10km wide space station also falls in the category of "massive structure that needs to take into account engine performance".

And as concret advice in your case, I'm pretty sure you'd get way more asteroid fragments by shuttling from planet to planet with a significantly smaller platform, than you can get by trying to build infinitely long arms in nauvis orbit. Nauvis asteroid spawn rates are atrocious compared to what you get when going fast between planets.

Or just accept that asteroids are the laggiest part of the game and space is not a good place to build a megafactory.
>>
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>the asterautist is back again
>>
>>555236026
>But if you're starting to build megastructures like this, you have to start working with the engine and not against it
Working with the engine is EXACTLY what I'm doing. I don't have a circuit network constantly changing filters - I only change change them once, manually, and I absolutely wouldn't mind the UPS counter tanking during the update for a couple seconds as the game recalculates asteroid collector behavior.

My problem is that the game *doesn't* perform the recalculation when the filters change, meaning that *old* asteroids DON'T get collected, and that, as retard >>555233736 already highlighted, one has to wait for *new* asteroids to spawn - which is a goddamn pain and a half in the ass if you have a big map with loads of spawned asteroids that have a gargantuan travel time to your collectors (because they spawn from the EDGES OF THE FUCKING MAP, which everyone who has ever done but an IOTA of actual research would've known), ESPECIALLY if destructing and then re-constructing the collectors performs the recalculations setting filters manually should've triggered all along.
>>
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>>555236803
And before anyone suggests:
>just place your collectors at the edge of the map too, rather than intersecting the map at its center
I'll consider it once they fix deconstructing parts of the platform. I'm not gonna wait half an hour just for the fucking game to understand that removing specific tiles doesn't create donuts just because I want to extend the spawn area by another hundred meters, fuck that shit.
>>
>>555236803
If you only set the filters manually once or twice ever, what's the deal with waiting a couple of minutes when you do so? It's not going to be a regular operation.
>Working with the engine is EXACTLY what I'm doing. I don't have a circuit network constantly changing filters
Working with the engine in this case means not building a fuckoffhueg platform when you can do the same thing with a platform 10x smaller and a few thrusters. It is the opposite of what you're doing.

Factorio is far from perfect (especially 2.0), but it's pretty good, and there's usually a way to reach a lot of massive goals if you do it right. People have built factories creating 250,000 raw SPM while staying at 60UPS - but to get that working you have to work with the engine, not in an abstract "I'm doing what I personally believe is correct" way, but in a concrete way of optimising for what the game is good at.
Bashing your head against a design that is clearly straining the engine and yelling at the game will not help you with your goals.
>>
I really like the fact that this anon seemingly asked the question in earnest confusion a literal week ago
Little did he know what would follow
>>
>>555238598
>what's the deal with waiting a couple of minutes when you do so?
You mean, aside from the fact that I'd like to know how many of each resource I have to collect to have my systems run at full capacity, but without having to throw away more than half of it? Or the fact that it's not just a couple minutes - that I, in fact, waited for over half an hour with no noticeable increase in ice production before I started to investigate? Or the fact that deconstructing and re-constructing the collectors fixes the issue?

I simply abhor waste.

>Working with the engine in this case means not building a fuckoffhueg platform when you can do the same thing with a platform 10x smaller and a few thrusters.
Meanwhile I only have to put up 25% of the rockets other people have to put up (a bunch of copper cables, and that's it), I can construct ships in a fraction of the time that it takes other people, and since I already have the collectors in place fuel production and refueling in general is lightning-fast, too. And excess steel is dropped planet-side, where it's used for productivity increase research. It's called "specialization".
>>
I finally got my internet back. It only took them 2 months.
Did anything interesting happen on the server while I was out?
>>
>>555239523
You mean, because the old version actually does its job, even if it's terribly inefficient? Or are we back at ignoring problems like a midwit? >>555181257
>>
>>555239523
kek
>>
>>555239567
>I simply abhor waste.
And that's cool at small scales but again at gigantic scales there are certain things that work well and certain things that don't. At some point when you are scaling up large enough you are forced to abandon your personal autistic preferences and go with what works.

>Meanwhile I only have to put up 25% of the rockets other people have to put up (a bunch of copper cables, and that's it), I can construct ships in a fraction of the time that it takes other people
What does that have to do with anything? First of all, how is your platform helping you build ships? New ships can only be constructed by planetside rockets anyway. Are you playing modded?

Secondly, I'm not proposing to edit your entire platform design, all I'm saying is if you had the same thing but with thrusters constantly shuttling between one planet and another you'd be getting WAY more asteroid fragments than you could possibly get sitting stationary in nauvis orbit. All I'm saying is to change your asteroid collection strategy, without touching the rest of your platform design (other than adding fuel and ammo production, and gun or laser turrets at the front).
>>
>>555240027
>Are you playing modded?
>>555186626
>Orbital transfer chests.
https://mods.factorio.com/mod/orbital-transfer

>you'd be getting WAY more asteroid fragments
And would have to bother with weapon systems and energy and planet-side resupplies, and Earendel can suck my two nuts before I let him artificially dictate that I cannot specialize my platforms by banning transfers. It's a fucking crime transfers aren't in the base game to begin with.
>>
>>555240654
>Orbital transfer chests
Oh, cool. Makes sense, I missed that.

>And would have to bother with weapon systems and energy
Yes. It's an engineering game, a properly engineered solution will work better than trying to brute force it like a, well, brute.
>and planet-side resupplies
What for, the overhead of turning asteroids into fuel and ammo is a small fraction of the total asteroids you can collect and process from a typical interplanetary trip. You never need to resupply from the planet unless you're using fission or fusion power (and then it's a super rare delivery of a single rocket of power cells).
>>
>>555239651
which server? pyserb?
>>
>>555239651
Serbia died and was revived. Long live Bosnia.
>>
I think I might be too stupid for SpaceChem
>>
>>555246394
same. spacechem is brutal though, probably the hardest zach game (I haven't finished every other one but spacechem is the only one I actually got stuck on rather than just procrastinating, and pretty early on too)
>>
>>555246589
>hardest
snore-est
>>
>>555167076
OP's obsession with trannies is why this thread always gets caught by my filters.
>>
>>555252226
????
>>
>>555253751
One of my comment filters is

/dilate|troon|trann[eiy]|tranim.|ywnbaw|pozz/i;exclude:lgbt;

The line about tranny discord servers makes me miss the generals.
>>
>>555254151
Good riddance.
We don't even WANT you here.
>>
>>555254151
thanks.
we want... you. permanently.
>>
>>555254151
>;exclude:lgbt;
huh
>>
Stationeers, the base PA system engineer will be late, eta 2240Z
>>
>>555254737
I think filtering the gay words on the gay board would filter pretty much the entire board
>>
>>555201985
she's not old you dingus, but the fat is absolutely hiding any beauty from the world
also there's nothing wrong with a main bus as long as it's diagonal
>>
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>>555260050
>also there's nothing wrong with a main bus
Until you have to scale things up, and then you wonder why no one shot Von Neumann in the head when they had the chance.
>>
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What do
>satisfactory (doing a run where I use no world foliage and just collect it all into crates)
>try out minemogul
>kill myself
>>
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>By the time I finish setting up my last bot assembler the ore patches I tapped for my bot factory are halfway gone
Man foundry has some tiny ass ore patches and no trains(yet) for bringing in more from far away. There's a way to get infinite ore but it's endgame final science stuff.
You can also buy the ore using the money you make from selling robots but I'll need far more hangar space(that I can't get until later) to do that in any kind of decent volume.

Setting up a new mine in this game is actually pretty time consuming so you want to avoid constantly tapping new veins if possible. I guess I'll just focus on science and do the bare minimum to unlock more hangars and other efficiency upgrades.
>>
>>555263147
I'm feeling a strong 3.
>>
>>555259912
>I don't want to hear about trannies
>but I want to browse the tranny board (without filtering the tranny threads)
huh
>>
>>555265003
he doesn't want to hear bad things about trannies
he only wants to hear good things about trannies
because he's a tranny
>>
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Hello I hate trannies
>>
>>555266665
Why did you say hello twice?
>>
>>555239651
>It only took them 2 months.
what kind of ISP would just let someone's internet die for 2 months like that, especially when you're paying them
worst I had was a couple of hours, tops
>>
>>555261589
Main buses are as scalable as you want
Mine regularly ends up being triangularly shaped
nobody says it has to look like a main bus, it's just a general downstream of resources in a particular direction likely costing less UPS than an equivalent cityblock
>>
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>Been doing various terraforming/building things simultaneously
>Aha, this section of dynamite is complete
>Hit detonate
>...just as a beaver walks over it
>It actually fucking kills him
Fucking kek, I didn't know that could happen
>>
>>555267082
I'm not paying those 2 months. Basically, someone messed up really badly on a construction work and destroyed part of the internet installation. So it was a city problem, which means my ISP literally couldn't do anything until the city's contractor fix the situation.
>>
>>555268629
I think I heard about this, was it Germany or somewhere? How the hell did a city's worth of customers rely on a single cable
>>
>>555234379
you don't actually get more asteroids by doing that
>>
>>555263147
try minemogul and tell us if it's good
>>
>>555268795
Not Germany. It's because the installation was rushed to meet a governmental deadline to sunset adsl and switch everything to fiber. Deadline which was 2021 by the way.
>>
>>555270615
Spain?
>>
>>555270615
with that timescale it sounds like my fellow eastern europe
>>
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>>555271078
nah, copilot is assuring me it's spain
>>
>copilot
>cope a lot
>>
Stationeers
P: Corneroids
N: Green /egg/s and ham
Plane traders need 7x7, or 9x9, not 5x5
>>
>>555274185
>Connecting to server
>A connection could not be established.
>>
>>555274956
Restarted
>>
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>>555270348
I did! its very claustrophobic and early access, there is no area to make the factory grow youre only in minecraft caves, though I havent explored far
But I like the concept of smelting ores and polishing gems a bit much so I might be biased
>>
https://mods.factorio.com/mod/gridlocked
cool
>>
>>555260050
Do we actually know for sure how old she is? She looks like shes in her 40s at least.
>>
>>555281996
its dosh grandmother have some respect.
>>
>>555201985
if you did not know she was female, you would assume she was a troon. don't kid yourself.
>>
>>555173649
Rouca Rourin and Lady Saffron both play.
Wilhelmina Frost is being prodded into it, though someone talked her into disabling enemies.
>>
>>555260050
>also there's nothing wrong with a main bus
It's inefficient and barbaric.
>>
>>555265673
fucking pottery
>>
>>555280270
cool
>>
>>555280270
gay and unfun
>>
>>555285751
um, i know you are....
>>
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>>555283239
>look these up
>all vtubers
those are men, you retard
>>
>>555287067
They're all contracted with companies that know the dangers of catfishing fans with babinikus.
>>
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>>555268238
>>
>>
>>555275283
>do not mistype the password
>do not let your client crash, eg by OOM; always disconnect cleanly
>do not connect to the server too early
>restart the game & steam after any disconnection
RockeTwerkz.
>>
>>555301305
I'm not 100% on this but I think you do not have those issues with direct ip connections
>>
>>555301305
>do not connect to the server too early
if im around i tend to connect as soon as it's up, sometimes anon doesnt even have time to post in thread before I join
>>
>>555274185
>Runway (mostly) relocated for expansion
>Landers cause fire and death
>Batteries in series was a bad idea they magically have no throughput limits
>All Fabricators have been moved and now have stackers
>Deep gold miner established
>Initial gas trades
>(1) burger sold
>>
>>555270132
>source: your unwiped anus

>>555267575
>than an equivalent cityblock
The counterpart to a main bus isn't a cityblock. In fact many cityblock designs I've seen were connected via railroads, which became the main bus instead - i.e. a limited global resource that requires locks and releases to not crash and burn. You want to avoid sharing as much as possible.
>>
>>555205475
I went to college and still failed my way to a laborer. I fucking hate my life. I've been trying to learn programming and electrical engineering when I can get my ADHD brain obsessed into those instead of whatever 2 week run of whatever game I haven't touched in 6 months it wants to do.
>>
Does the stormworks train container builder want a diesel electric motor for his train? I have 2 to 16 3x3 modular
>>
>>555291379
what game
>>
I love watching delivery cannons fire. Can't wait until I have a field of them firing off shit

Just got my first Cryonite rods. It's going to take like three hours to fill a rocket, but a rocket has enough for 50,0000 utility science so I probably don't need a whole rocket for a while depending on what science I pursue later

Soon as I set up cannons to fire off rods and water ice I get to do Vulcanite. Boy I hope I can do that before I run out of U-235
>>
>>555306887
sure. it's gotta be better than what I'm using.
>>
>>555203628
Just draw your monstrosity
>>
Playing Stationeers and my autistic dislike of using wikis is clashing with the fact that the in-game documentation seems to be worthless for anything more technical than "this is how you craft this item".
Also how do I get this airlock circuitboard to work? I've installed in in a console and connected to airlocks and a vent to it but it's just saying there's an error in configuration and flashing an error on the switch, meanwhile the description mentions something about inserting a data disk but I can't find anywhere to put one even when I completely disassemble and reconstruct the damn thing.
>>
>>555313234
What cylinder amount do you desire?
>>
>>555319108
Data disc was changed to a configuration screw. It's on the side opposite of power switch.
In-game wiki is half-assed and lacks description on half the stuff, if not more.
>>
>>555288362
So then you don't reveal the secret, vtuber faggots are so fucking retarded
>>
>>555319108
time for science experiments anon
>>
>>555320728
Yeah I noticed the configuration screw early on. Turns out I'm just a retard and missed that my gas sensor wasn't properly connected in this case. The data disk was a red herring.

>>555327373
Frankly I wouldn't even mind doing that if the data entry side of things wasn't such a pain. I've been burned one too many times by trying to do shit like reverse engineer ONI's heat transfer mechanics, so it's usually not my first approach.
>>
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>>554728176
Well trains are on the experimental branch of Foundry and holy fuck to they have a wide turning radius. Looks like rail signals/chain signals are in along with pic related for Scheduling. There's automatic track placement with click+drag (like factorio) or manual placement. Two fixed belt input and Two output per station.

It's clearly still WIP with each part only requiring a single plate in the experimental branch. They also don't seem to take any energy/fuel kind of like elevators. I was really hoping they would transfer power like the trains in satisfactory do so I wouldn't have to also run power lines but oh well. Oh and thank fuck it auto-destroys terrain obstacles like trees when placing rail.
Overall not bad.
>>
>>555310131
Timberborn
>>
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When can I/should I start making my factories out of stuff that isn't belts and arms?
I'm moving on to yellow and purple science packs and if I have to make functioning spaghetti much bigger than this my head may explode.
>>
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Choo choo.
Locked webm fps to 30 because 60 looked awful.
>>
I've come up with half a genius idea but it won't scale
>have each ore patch be its own material thing, like iron plates or steel plates
>ship these plates somewhere to make more complex stuff
Right, but then after that, when it gets really complex is where I'm not sure what to do that won't end in a mess of spaghetti and regret
>>
>>555331152
be sure to use two pass encoding
>>
>>555331083
Making a circuit guide soon.
>>
>>555174920
if you become a tranny you will be uglier than this and have no ovaries
>>
>>555331083
Trains are probably the best way to make a base infinitely expandable, and fundamentally all you need to make is a functional 3-4 way junction to achieve it.
>>
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>>555332924
I do have 2 simple rail lines but they are just for simple, A to B transportation.
Can you elaborate more on what you mean? You make trains seem so lifechanging.
>>
>>555331258
The issue with smelting at patches is that every time a patch runs out you have to set it up again and the next patch might not even be big enough to feed your previous setup. Now if the patch is super large/rich it's less of an issue. If you do decide to do it remember that the further you go from spawn the richer patches get.
>>
Do I get rich if I go further way too?
>>
>>555333624
Yes. Make sure you cut all ties to your family (they're weighing you down). It's good to forget where you came from (greener pastures, and whatnot). And last but not least, forget your day ones (slime them if you must).
>>
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>>555333445
Trains are smart.
Lets pretend you have 4 loading stations for iron ore and a few for unloading the same. If you name all the loading/unloading stations the same thing
Iron Unload
Iron Load
Your trains will automatically go to whichever one is available. So now your signal that says "drop off at Iron Unload" can pick between four different stations with that one schedule instead of setting up a bunch of individual ones.

You can also put a train limit on your stations to make sure you don't have 10 trains all trying to wait there. This also requires you to make sure all your rails are connected in one network.
Here's a random image off google just to illustrate what I'm talking about. You don't need to emulate this at all but you can take a look at the station names.
>>
>>555333445
>Can you elaborate more on what you mean? You make trains seem so lifechanging.
Once you have a train network set up (by which I mean a bi-directional rail setup where you pull off for stations), everything is effectively connected to each other. If you set up a station, all other stations can reach it - that means that on one bidirectional line, every single product can travel down it.
You don't have to do anything fancy like city blocks, just two blueprints - a straight rail, and a 4-way intersection.
>>
>>555331083
you're close to construction bots (insanely useful) but you need yellow science for logi chests, which let your logi bots actually route items
>wooden poles
if you don't have a mall to produce all your bits and goodies for building up your base, you need one. you should feel the same disgust i do when even thinking about using wooden poles. they're ILL
also your ratios are a little funny. you can kinda eyeball hand-calculate ratios by looking at the requirements and time-to-build of recipes. like you have 10 engines which (ignoring the crafting speed modifiers of different assemblers) will produce 1 engine a second, and require 1 cog and 2 pipes per second. which means 1 cog assembler (produces 2 cogs per second) and 1 pipe machine (produces 1 pipe per second) to fulfill its needs
if something takes N seconds to craft, if you place down N machines, you'll produce 1 of that item per second. and then for its requirements, if it needs X components to craft something, you need to produce that many per second
>>
>>555226885
It is what happens when you hire mod authors high on their own farts
>>
good day eggmen, trannies and vtuberfags
>>
>>555335284
You dont need to eyeball ratios
Every machine tells you how much it makes of a product using whatever ingredients it needs per second, and if you use modules and beacons you just need it all to be powered to tell you the amount of items produced and consumed per second
Literally just pop down as many assemblers (of any speed) needed to reach your desired items per second for a set recipe and just work backwards.
>>
Finally beat spage after 140 hours
>vulcanus
Just nauvis but on crack.
>fulgora
I am running out of room again to store excess holmium ore/plates but the challenge it presented was quite fun to solve, albeit not the greatest way i think. I just loop belts back into the scrap recyclers, will be nice to try something different when i have some more room thanks to foundations
>gleba
Annoying to start but honestly my favourite planet. Quite looking forward to scaling production up and setting up quality builds. I ended up settling on a yumako, jellynut, bioflux, and scrap main bus and just making nutrients at every prod chain
>aquilo
Boring
Laying heat pipes near everything gets old pretty quick. Also pipes and turbines shouldnt freeze if you have steam in them
>space platforms
Average, they feel kinda tacked on. Although i have some plans in mind to use them as small production plants to help with certain things nothing is set in stone yet
>>
>>555342103
>scrap main
Meant spoilage
Also I tried gleba after vulcanus intially but got tilted when i spent like 5 hours with really nothing to show for it so i loaded back before i went there and went to fulgora instead
>>
>>555342103
Your experience lines up with most other people from what I've seen.
>favourite planet.
It's pretty great.
On my second run I actually did Gleba first because of the rewards.
>>
>>555340892
Rude
You forgot the indian saars
>>
>>555331152
Thanks Doc
>>
>>555300498
>filename and pic
Reminds me of a greentext of someone working IT in an incompetent boomer company and mentioning how they had a computer with an ancient worm somehow contained in a folder called "INFECTED - DO NOT OPEN"
>>
>>555333980
The one thing I dislike about train bases is that the map ends up just being 90% dense rails everywhere, and 10% tiny pockets of production nestled in-between the massive rail interchanges
And not even in a cool way because all Factorio trains are laughably tiny and there's no such thing as a shunting yard mechanic, so it's not even cool autistic trainyards, it's just soulless tramway paths taking up all the real estate with glorified pushcarts with a couple of wagons zooming around with ADHD
>>
>>555331083
>out of stuff that isn't belts and arms?
how do you plan of moving things around and putting things inside other things otherwise dumbo
>>
>set up shitty tungsten upcycler by crafting and recycling foundries
>within two minutes it bootstraps itself from common and I start getting a trickle of legendary tungsten
>within twenty minutes I've produced easily half as many legendary speed 3s than my entire egg upcycling setup had shat out prod 3s in the past 20 hours
Well shit, that really drives home the inefficiency of just quality recycling without crafting. I gotta look into upcycling some egg crafts then
>>
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>signals are 32 bit ints
has anyone tried controlling the factory with bitwise operators on very few signals sent over radars? for example turning on/off multiple copper foundries, cable making, circuit making etc. separately on a single signal
>>
>>555348380
Floating point is just integer in a trenchcoat
>>
>>555348703
your mom floats over my pointy integer
in seriousness, I want a single signal to act as an array of 32 booleans, it's free data storage, just like that
>>
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>>555349102
Are you retarded?
>>
>>555348380
This sounds very cool, despite overcomplicating things in such manner.
But what would be the use case? Modded runs where you have to balance a lot on your plate?
>>
>>555348380
Bitwise signals do indeed have usecases but there's not many reasons to control parts of a factory remotely like that. They're mainly useful for coordinating transport networks, e.g. reimplementing some overcomplicated logistics train network by having separate network IDs each getting their own values over the signals.
>>
>>555349482
probably? bitwise operators are here, so I don't see why would it fail except for one major issue of not having any reason to do it other than to do it
>>555349569
>But what would be the use case?
no clue, I don't remember ever building a factory that would require even the basic set of signals
>>555349586
that sounds alright, like a single copper load station having multiple different unloads
>>
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>>555340050
You can tell he pulled out the numbers out of his ass, too.
>laser turret rocket stack is 25
>i.e. 25 x 12 batteries = 300 batteries
>i.e. 25 x 20 green circuits = 500 green circuits
>and zero steel if you produced it on the platform
>yet you can send up EXACTLY 300 batteries and 500 circuits
>because steel is apparently weightless

Wube has been taking Ls in the past, but this is getting ridiculous.
>>
>>555350048
>>because steel is apparently weightless
On one hand, this is a game where you can carry nuclear reactors in your pocket. So this kind of logic seems pointless. On the other hand Wube invited this by putting an explicit weight reading on rocket payloads. This entire mechanic is stupid as all fuck, the way it's implemented and communicated to the player is stupid as all fuck.
It's not so much an issue of steel being weightless, it's an issue of items having a physical weight stat in the first place.
There's other items where it's cheaper to send intermediaries than completed items, too, so I think this laser turret weight might be something of a coincidence.
>>
>>555350318
>There's other items where it's cheaper to send intermediaries than completed items, too
And their ratios are also somewhat wonky (tier 1 modules vs tier 2 and 3), but at least there's *some* incentive for the player to finish products on site. It's just that it's not consistent.
>>
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>>555349102
not from this place but btw an array is read (or stored?) by the computer as one long line of digits, not a cube. its just one line that gets fed into the processor
if you want an array of digits then maybe just make a normal string. or a string of 1s and 0s. maybe that is like a bitstream
I dont do programming
or with >>555349482
you could store it as a string of booleans and then either shift right >> to "pop" the last digit (boolean) off and use any len() to read the last digit. not sure it would work with shift left << to "push" a digit on to the stack or array
really is no reason though

PS. this might be the wrong approach or the wrong way of thinking about it. or you arent complicating it enough. you could have the part that handles that logic depend on a few states, to end up outputting, then the processor just reads it without having to calculate it or even know what any of it means really
>>
>>555349102
but also that it is costly for the computer to do it BECAUSE of the way it is stored. if there are 32 booleans in a row going in, then it might have to use the first one, then skip 7 more to get to its next in "memory"
not just because of how it affects your thing here (it would be slow and inefficient) but for having to have to go and actually do any of this instead of reading it from the much faster cache (which the game youre doing this in probably doesnt have)
>>
>>555356541
What is a boolean? A miserable pile of bytes
>>
>>555356541
>if there are 32 booleans in a row going in, then it might have to use the first one, then skip 7 more to get to its next in "memory"
Mate, skipping lanes is elementary to do. You load in a word (usually 64-bits wide, because we're all on x64 processors) from memory into a register, and then you AND that register with a hexadecimal constant, like 0x80 for bit 7 (1 << 7).

The expensive part is fetching the word in the first place, because memory accesses are *slow*, even if they're cached. Loading constants or ANDing them is done in a couple cycles; just waiting for L1 or L2 data can take 10 to 20.
>>
one last thing,
I noticed that in the github Pokemon Red remake/unpack where they have the asm (gameboy SP/advance specific) they go at the end of a battle to compare a value to 0 and if not then it jumps to the next
read it a few days ago so I forgot mostly and I dont wantto put in a lot of effort on these posts, but after a battle it will go through all the checks to see which type of battle it is - it will compare the value (or flag) to 0 so that if it matches it = 1 and does the jmp to .trainer_battle (where trainer is i.e. rival, rival3, gym, giovanni) and if not it will go to the next one to compare that to 0 too, each being the different trainer battles

so I guess that if you want to store a string of booleans (again I dont code), you could have your factorio items on a belt that go in, and go XOR with 0 to either have 0 (false) or 1 (the item matches), for looking for that item, and/or when that item goes in it goes to do the correct logic, or vice-versa, where the item is the true/false and then goes in and does the logic. I said that you can do it with a string of the items, so that it can be an array (the different items) doing onto say, a belt, for storage or stack - but if they came out of the crates (not a single line of booleans, but a bunch of storage containers) they could be pulled out and XORed to be true/false. hope this helps
>>
>>555300498
That floppy has rotten probably.
>>
>>555356267
Fucking bot
>>
>>555356541
NTA but I have no idea what you're talking about
The discussion is about using an integer as a set of bitflags, how would it not be loaded into the cache as one number?
>>
>>555357239
I guess my original point was about arrays. that an array would be read by the processor as one number (a line of bits), and stored/by the cache in arrays but with a caveat if youre unaware of how it reads them
I guess it couldnt not be loaded as one number, but that idea sounds pretty retarded. idk anon...
>>
also dont know why you would want a boolean in a type that can = 2 or = -1. dont know why youd want to do that to yourself, that risk
just let it be two things - and true and false
>>
>>555357573
>dont know why youd want to do that
you've completely lost the context
>>
/egg/ - Autists Arguing About Nothing Again
>>
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>>555358181
>not "Autists Arguing About Anything Again"
One job.
>>
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>>555358773
Nuh uh, you're not pulling me into another Autist Argument, friend.
>>
>>555348380
Multiplexing already covers most uses.
>>
>>555357205
Bit of a metaphor, ain't it. "Believed to have had religious significance."
>>
>>555357398
Arrays are arrays and bitflags are bitflags and the conversation was about using Factorio signals as bitflags, so your entire point is an unrelated non-sequitur then
>>
>>555360932
my mistake
>>
d/egg/
>>
in what sense?
>>
>>555345613
kek
I'm intrigued as to how it was contained
>>
>>555372580
I only have my memory of the greentext to go off of, the most trustworthy of sources, but if it was real then my best guess is it probably contained some infected files (whether executable, or infected documents or something), maybe even a full user's home folder that might have been infected initially, and the computer-illiterate boomers thought gathering all the affected files it into a folder and forbidding access was the best way to lock it down
>>
>>555372580
don't execute it or use software that reads the file and pipes it into an eval() equivalent?
>>
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>>555373179
>>
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>70% of the space platform must be solar panels so it won't shit itself
i hate it
this is a high speed hauler mind you, not a cardboard cuckbox to drop my ass off quickly to another planet
>>
>>555377632
how retarded are you
>>
>>555377632
bro your elf modules?
>>
>>555348380
Before Factorio 2.0 implemented train stop priorities, I created my own priority system within a vanilla train system using combinators and bit-shifting signals into 4 groups of 7 bits each - allowing up to 127 stations per product per priority level to indicate they wanted to send out or receive one or more train loads, pre-empting other stations set to lower priority levels by temporarily forcing those stations' train limits to 0.
>>
>>555377957
go back to sucking your own dick

>>555378053
already using them
>>
>>555378186
then what the fuck is on your ship
post the whole thing because I can't believe anyone would need this big of a panel block for just a quick transport ship
>>
>>555377632
I have only ever fielded nuclear ships and I don't see any reason to change my ways. The only purpose of solar panels is to bootstrap the initial bit of ice melting to feed the initial burst of water to the turbines once the reactor is up to temperature.
One reactor, one-two heat exchangers and 2-4 turbines takes up very little space and is basically enough for any power needs for any reasonably sized ship in the inner solar system.
>>
>>555378703
based nukechad
space travel without atomics is retarded
>>
>>555378186
bold claims. Enjoy yourself.
>>
>>555379065
solar panels are powered by nuclear fusion
>>
Maybe the real fusion was the solar panels we made along the way
>>
>>555379065
I use all my uranium for nukes, because I hate biters and low UPS just that much.
>>
>>555379759
>biters and low UPS
Afaik the only solution then is artillery, if you go out there personally with nukes (or send spidertrons) you're just creating more biters whenever you walk near the edge of the map
>>
>>555381039
Worth it. I want to look them in the eyes as they fry to death.
>>
>>555381481
idk man it sounds like you're just feeding more UPS to biters
>>
>>555381558
https://mods.factorio.com/mod/True-Nukes_Continued
>>
>>555348703
brainlet
>>
>>555348380
yes I created a system for pyanodons where products have a price based on supply and demand and production blocks stop and start working based on how "profitable" they are
>>
>>555383430
>exponentiate one binary int by another binary int
>wow so different so unique, totally different thing now
>>
This is what being permanently located at Mount Stupid looks like: >>555383659
>>
i don't really care about what you posted, i just call you a retard and then watch you write essays lol
>>
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>xhe is subtweeting
>>
>>555381739
trvke
>>
And this is what having no inner monologue looks like: >>555386201
>>
>>555167076
didnt add - formerly /svgg/

kill yourself

took me more than a second to find the thread because retarded people like you don't know how to create it, respect the space voxel games. never make a thread again, leave it to people that are capable
>>
>>555359103
that's a very strong mouse
>>
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>>555391421
>>
>>555391421
it's some faglord that must always ruin the OP for no fucking reason
>>
>>555377632
show whole space platform
>>
>>555391538
for good reason mate

but funnily enough, OP added Starmade "for Ctrl F" yet that space voxel game has been dead since this thread was /svgg/. it never gets mentioned here anymore, so i respect OP for that.
>>
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>>555174924
>>555176004
>>555391421
>>555391538
>another episode of the hackmd svigger tranny losing his mind and samefagging the thread
>>
>>555383615
Sounds neat, but I always just produce at 100% continuously for everything.
>>
File: 1769551492068420.png (1.75 MB, 2048x1152)
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