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File: YouSpinMeRightRound.webm (2.98 MB, 768x572)
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Previous thread: >>557188376

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

Someone keeps whining so no OP pad for new thread
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.

Current and recent /egg/ hosted servers:
>Factorio
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
>>
I fucked up the op sorry my bad.
>>
>>557795407
nigger /svgg/ger
>>
I do. I have a lot of inserting to do, into your mom
>>
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Do you guys like belts?
>>
>>557795870
What what? Are people harping on that again? I just came back from a vidya hiatus.
>>
>>557797042
No you're just a nigger for messing up the op
>>
>>557787874
The only 'forced soul' here is the sole of my shoe forcing its way up your ass
>>
>>557797093
Oh, okay. That's coo.
>>
Man. I should boot up my old Space Age save and just finish it. I was basically on my way to Aquilo (for the second time in a whole new playthrough) when I stopped it
>>
I really don't think aquilo should have existed
It should have been space platforms only at that point to progress with more asteroid types or something else for resources but tied more to your platforms speed
>>
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I like trains.
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>>557798067
>>
I hope they add a way to transfer items to other platforms in 2.1
I want a giant station above every planet that spits out cargo as soon as another ship arrives. That would look awesome with all of it launching and landing.
>>
> play a fresh start of Factorio
> tired of dealing with burner startup Nauvis again
> edit the freeplay lua file found in /steamapps/common/Factorio/data/base/script/freeplay
> give myself a bunch of items from the item lua found in Factorio/data/base/prototypes
> rocket-launcher
> atomic-bomb

> steam achievement unlocked after nuking the nearest biter base in the first minute
huh? wait, i thought i had that one already...
>>
>>557804391
Maybe you unlocked it while a mod was loaded and it logged it in the game, but not through Steam.
Also,
>tired of dealing with burner startup Nauvis again
Maybe consider making a quickstart save. Like, play the game up to a certain point and then freeze it, keep it handy, load it up if you ever want to restart but don't want to do all the gay and retarded shit that restarting entails. Easier for Space Age since you can cleanly cut it off at the rocket, but for vanilla I'd say to at least get to the point of unlocking blue science.

To make it more fair, you could also deconstruct most of your factory so that you just start in a little outpost with all your bare necessities. Maybe install Factorissimo 3 so you can put that starting base in a factory building instead.
>>
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Once again i am asking you guys to check out Mars first logistics and add that game to the list
>>
>>557805704
I'll pirate it when they add sex.
>>
>>557805704
I might would have checked it out if I randomly saw it somewhere, but since the only reason I know about this game is your constantly shilling I just won't play it, sorry.
>>
>>557805704
Also why don't you just talk about your game and show us some cool stuff you built there?
>>
>>557805679
But then every game plays the same as resources and terrain is all the same
>>
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>>557780237
>>
>>557805679
>Maybe you unlocked it while a mod was loaded and it logged it in the game, but not through Steam.
Logged in with steam, connected account with Factorio, steam achievement on user page indicates *today* was when i unlocked it.

If you modify the baseline files, it doesn't count as modded, so the achievements are all still possible.

> Quickstart
but i want a different seed each game
but i will setup default blueprints
>>
>>557796152
not empty ones
>>
>>557799423
IPL mod
>>
>>557780237
looks like a bra-
>filename
oh well, it was pretty obvious.
>>
>>557806945
>>557808674
Not Recommendations, but just thoughts on how you could have do it with mods. Lotta extra work compared to just giving yourself armor with personal roboports.

>Space Age
https://mods.factorio.com/mod/EditMapSettings
https://mods.factorio.com/mod/Delete-Chunk-Tool
>Research up to Space Science. Build a platform (no thrusters, no planetary research)
>Shoot any necessities for your future runs up there. How much or little you fire up there is up to you
>Edit the map settings to reset evolution, increment the seed's number by 1
>Reset the surface with the Delete Chunk Tool mod (shift+drag to delete player buildings)
>Repeat the above two whenever you use the save as a new base

>Base
https://mods.factorio.com/mod/factorissimo-2-notnotmelon
>Do the above, but instead of a space platform, it's a factory building. Make the cutoff blue science instead of space science

I dunno. I haven't made a quickstart for base and doing it with a Factorissimo building could be fun.
>>
My robots are taking the repair kits out of my roboport and putting it in the request chest that feeds it with reoairs kits, in loop, how do I solve this?
>>
*smart sounding wube voice* The robots are actually dumb on purpose, for reasons. Hope this helps :)
>>
>>557818029
If they're available to you, use buffer chests (green) instead of requester chests (blue).
>>
>>557820282
He doesnt know
>>
>>557818029
unless you are using some retarded mod that is impossible
logibots don't take robots/repairkits out of roboports, only an inserter or manual order construction bot can
>>
Is much going to be changing in Timberborn when it leaves early access soon?
Been itching to play it for years now, but i can hold off longer if bigger changes will happen after
>>
>>557781530
You don't need kovarex for a small ship reactor
In fact I fuelled my nauvis base with like a 2x12 nuclear reactor until fusion, and I had two kovarex centrifuges with quality modules on them, no speed anywhere, for the entire game

>>557794701
1200 in the game or 1200 in 2.0 specifically? It only came out a year ago, there's still features in it that I'm not aware of because I either missed an FFF or missed the forum thread where they discussed adding it, so it's excusable IMO. For example the fact that you can connect stuff to logistics networks wirelessly and use that for circuit conditions without needing to wire them to a roboport, I only learned a couple of weeks ago.
>>
>>557821434
It already felt finished when I played it a year ago. The concept just wasn't that interesting, a plain old city builder with a water gimmick.
>>
>>557822563
they should add tips entries for all those small things
the list would be huge, but we'd avoid such cases
>>
>>557822701
There are too many tips as-is, I wouldn't be surprised if players just skip them. Especially already experienced players. I install the game and I get like 100 tips about "belts have two lanes!", "you can click and drag power poles!", and I tune them out or turn them off or whatever
>>
>>557820282
Whats the range on the rocket turret?
>>
>>557822563
>kovarex with quality modules
you lie
>>
>>557828182
What for, I wanted quality u235
Also I set it up in the relatively early game before I had any idea what I was doing and that quality was mostly useless until the late game
>>
>>557828345
Isn't quality u-235 "mostly useless"? Gives what, more damage on nukes and train speed.
>>
>>557828903
Faster labs and faster biter spawners
>>
>>557829076
Wasnt the best way recycling abombs though
>>
My Songs of Syx map looks like a Factorio map
>>
>>557830221
Yes but like I said when I started space age I still naively believed the lies they had said in the FFFs that "oh you can just put a few quality modules in things and over time you'll get a trickle of quality stuff!". So I just put in the quality modules for later.
>>
>>557831241
Epic post friend
>>
>>557831340
Thank you anon
>>
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>>557828345
>>
>space platform that I spent hours designing doesn't work like I hoped
its over
>>
>>557831707
>catalyst would also be bumped on quality
holy fucking no fun allowed
>>
>>557831707
based notepad++ user
>>
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>>557831707
Oh huh fuck, I must have forgotten. I guess I had quality in my uranium processing and no modules in my enrichment then

Actually fuck it I just loaded my save out of curiosity, that's exactly what it was. Here's my pre-gleba save
>>
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Any anon playing or with a link for upalu mundi? Looks interesting.
>>
>>557832992
And here's my reactor around when I went to Aquilo. It was 2x10 not 2x12, I forgor.
>>
>>557833316
fascinating
>>
>>557833316
looka like 3x9 to me
>>
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>>557833539
>>557833609
fuck
>>
>>557833708
let me guess, you never tested it at full load?
>>
>>557838053
Not rigorously, but it served me well until I got fusion, and I tiled it several times over time. Why, does it look like it has issues?
>>
>>557761521
iirc Bob's mods had silver and gold heat pipes with a faster heat transfer rate. But last I played it was before 1.0.
>>
>>557838447
needs double-width heat pipes, or quality heat exchangers
>>
>>557838661
>quality exchangers
surely you're not serious
they are only worth considering once you have a good source of legendary iron and copper, and by that point you have fusion
doing the casino for something so expensive and needed in huge numbers but only very rarely sounds completely deranged
>>
>>557838661
>double-width heat pipes
Does that do anything? I thought heat loss was based on distance.
I know for a fact the tip of the heat pipes does get to 500*C, but I haven't observed it closely under full load with all heat exchangers are making steam.
>>
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>>557839297
>sounds completely deranged
And?
>>
>>557839297
I said quality, not legendary
it's 30% space compression per quality level, greens already help a lot
>>
>>557839316
Transfer rate depends on the temperature difference between neighboring pipes. And the longer the pipe is, the less difference there is between each pair of pipe segments. You'll only see it if heat exchangers are drawing power.
>>
>>557842067
Yeah but how does having double-width heatpipes help
>>
>>557843169
doubles the transfer rate
>>
Is there some mod that makes aquilo more interesting? Like restoring the enemies they planned and didnt add? I know theres a mod that merges aquilo and gleba but having gleba production tied to ice and heat pipes sounds like some special kind of hell
>>
>>557844095
No. If you want a more interesting experience then just install one of the hundred planet mods that use Aquilo's gimmick.
>>
>>557844095
>Is there some mod that makes aquilo more interesting?
Aquilo is already interesting.
>>
If I ad 2 productivity modules to the centrifugi does it affect the kovarex process?

for example 41 (base) + 121% > 49.61%
>>
>>557856149
Afaik productivity just adds a free crafting cycle with the same chance to output as the original.
>>
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y no work
>>
>>557844095
Furry mentioned they might add the enemies back at a later time or as a mod.
Inb4 it's locked to his mod
>>
>>557856345
Wrong truck maybe? It needs to have log capacity listed, usually they're special wood hauling ones.
>>
>>557833708
Too clean, I hate it. We need to go back to the days of needing 1000 pumps for nuclear
>>
>>557821434
The current experimental build is 1.0 so you can just play that if you want. I kinda doubt they're holding anything back and even if they are I don't think it will break saves.
>>
>>557856598
it's getting the logs (I never swapped trucks), for some reason it's not exporting to the storage for the sawmill to use it
>>
>>557856149
Productivity performs an extra crafting cycle when the purple bar in the machines is filled to completion, but ignores any catalysts when generating the extra outputs. Kovarex uses 40 u235 as a catalyst for a standard output of 41 u235 (the 40 catalyst + 1 net output) while productivity would produce 42 u235 instead (the 40 catalyst + 1 net output + 1 bonus). It also consistently outputs 2 u238, so I don't exactly know (or deeply care) about how the numbers work with that.
>>
>>557857606
I'm guessing the u238 is also a catalyst.

>ignores any catalysts when generating the extra outputs
It's insane that they were apparently incapable of using this exact same logic for quality, and had to turn off quality entirely for recipes with catalysts. Another gem from nu-wube.
>>
Man, DSP is just fucking cool to look at
Especially once you unlock the drones and get to see them flying all over
>>
>>557818029
holy spaget
>>
>>557818029
holy soul
>>
>>557818029
wut? turbines work with boilers?
>>
>>557867629
turbines work with any kind of steam from 165 to 500
it's just beyond retarded and ridiculously expensive to use them like this
>>
>>557854016
In what way?
Aquilo is such a boring planet
>>
>>557867629
same amount energy per unit of steam, but 2x space compression
>>
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>>557859693
I hope they get around to the next update sometime soon. I've been waiting to do another run.
>>
>>557858138
u238 is a catalyst, see >>557831707
when the productivity bar fills up you'll get 1 u235
>>
i like the vibes on aquilo
just an unsettlingly silent and barren place, even icebergs being pretty far apart from each other, feels more uncomfortable to be on than the other planets despite being the only one with no threats whatsoever
>>
>>557869013
One of the observations that I've made when people talk about Aquilo being a boring planet is that they are wholly unwilling to build in the middle of the ocean, wherein they're basically allowed to make whatever the fuck they want. It is what you put into it. There are two distinctly different experiences for people that want to build a smooth-running Aquilo, and people that just want the science packs and fusion cells.

>But you can do that on Fulgora
And to make that happen, you need to to make a shitton of Foundation, vs importing a few thousand concrete and generating some ice platforms.
>>
>>557870227
When it fills up you'll get one 0.7% chance at one
>>
>>557869013
it's seablock.
>>
>>557870487
Be able to build more freely on aquilo does not make it interesting when the planet itself is boring and way too tedious for no good reason
>>
>>557870769
seablock has resources and can grow into a full factory
aquilo is just extracting some gas and turning import plates into export plates
>>
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>>557870542 (You)
>>
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>mfw Gleba
>>
Happy wheels style game but it's just the editor and you're building a meat processing plant.
>>
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Now that the dust has settled we can finally admit that this sucked.
Moving between planets is pain in the ass.
Planets are too constraining taking away your freedom to build.
Ability to see your base in it's full glory is not there because the base is split between planets.
>>
yeah this post sucked
make a new one
>>
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>>557870438
Meh. I honestly think it was pretty lame. I was expecting harsh weather and most your production going towards keeping things warm. I stopped after reaching the systems edge because I couldn't be bothered getting the Line Go Up research. Having the railgun/fusion be the 'reward' from Aquilo feels really silly since you've basically beaten the game at that point.
>>
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>Planets are too constraining taking away your freedom to build
>>
>>557872272
Admit it, it was a disappointment.
Even the our guy youtuber stopped playing it almost immediately.
>>
>>557872174
You are brown
>>
>Admit it, it was a disappointment.
Well yes, I stopped reading after the first line, but I'm sure you can do better.
>>
Hiring e*rendel was the worst decision wube has ever made
>>
>>557874906
what were his contributions
>>
>>557875240
Basically every bad decision in space age, and that's after kovarex tard wrangled him.
>>
>>557872174
It was rushed, some choices are arbitrary and retarded, landfill should be planet specific after automating the planet's science instead of a global landfill after beating fucking aquilo, quality is a questionable way to improve buildings and many other things
But it still is a fantastic expansion that massively increases the amount of content, the player's capabilities, and its whole existence made wube optimize the game's performance even further somehow
It was very good
But it needs more polush from these czech dudes
>>
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>>557875240
Almost entirely graphical.
He did most of the environments for the planets, especially Aquilo, as well as the winter variants of all the buildings. He actually protested against the rocket delivery and landing pad system, as well as quality, but ultimately they went with what we have today. The only actual gameplay change he's responsible for are the diminishing beacons.
/egg/ just loves their scapegoats
>>
>>557872174
I haven't done many playthroughs of Factorio but I think my Space Age one was my least favourite that's for sure.
>>
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>>557876881
>>557877049
Doesn't this just support the idea that anything that's currently wrong with Space Age isn't Earendel's fault? Because his initial drafts were gutted as they went through everyone else, which is to say that it went through 12 programmers in addition to anyone else involved with the development process for the planets, and they all gave it the thumbs up.
>>
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There's also the furry's bucker shitlist for spex, any of these ring a bell?
Also, his notorious robot attrition shitting on bots
>>
Sorry m8, i blame Earendel (also Kovarex for hiring him) and youtubers.
Earendel was brought on because of his mod work and to say he didn't have any influence on design decsions is ignorant
Youtubers are also to blame because they were too busy sluprijg Wube cock to be more critical when they had early access to play test Spage towards the end
>>
>>557875539
>every bad decision in space age
so, none?
>>
>>557877896
the bots thing on aquilo feels more like another excuse for quality
legendary bots completely offset the 5x power drain, only spend more time charging
>>
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>>557878898
>>
>>557877875
No
Because it appears Earendel came up with core concepts for the planets but being high on his own farts and not realising that spage was to be for the general factorio crowd went over the top, so the rest of Wube had to cut away parts that are better fit for mods and get to the core of the planet on a more simple scale
>>
>>557879154
If nothing else it directly disproves this retard >>557875854
>>
>>557879154
But we didn't get any of the parts that they cut out. All we got was Wube-approved content that the majority of their team clearly agreed was up to their standards.
>>
>>557879154
Fuck forgot to add this
So instead of creating planets and their ideas from the ground up based on the idea of basically just factorio but longer with a few new additions so it is enjoyable to the wider factorio community
They had to work from those designs from the furfaggot whose ideas didn't have the general factorio community at mind
Ultimately it is a clash of a mod designer and game devs and is why i will always says good mod makers don't always equate to good game designers
>>
>>557879689
They had every opportunity to just stop working on it and telling Earendel to take that shit back to the drawing board. Based on the things you posted, they did precisely that and came back with something to their standards.

You didn't like Space Age and that's fine, but you can't pin everything on one person when the things he proposed had to go through so many other people before making it to the final skew.
>>
>>557879689
As much as Earandel over designs shit I have to wonder what the hell they cut from Vulcanus. There's no real puzzle to solve at all.
>>
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>>557879824
>you can't pin everything on one person
>>
he's out of line but he's right
>>
>samefagging
>>
>start playing star rupture
>it's actually fun
>alright time to rebuild my base and make it nice
>building is not connected to ground
>building is not stable
>building is not connected to ground
>building is not stable
>building is not connected to ground
>building is not stable
>building is not connected to ground
>building is not stable
>building is not connected to ground
>building is not stable
>building is not connected to ground
>building is not stable
>building is not connected to ground
>building is not stable
>building is not connected to ground
>building is not stable
>close game and uninstall
>>
>>557856785
You need forklifts for active transfer. You can also give a vehicle a load/unload order at the open storage to achieve a similar effect but faster.
>>
>>557893529
afaik that sawmill should be pushing logs to storage
...not sure that storage type takes logs. It does handle planks though.
>>
>>557873351
I am brown and love factorio.
>>
>>557895719
Open storage holds logs. The sawmill will only "push" when a vehicle is unloading at it. 50 tons of logs, stuck and unusable, is the price you pay for putting the producer and consumer more than one passive link apart.
>>
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>>557796152
oh no
>>
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>>557898512
>>
>>557881398
I feel like Vulcanus had little to do with Earendel and most likely it was moving cliff explosives to vulanus was the most he touched in regards to that planet
It feels very factorio and a good progession and enhancement to the traditional factorio game design. I forget at times that it is a part of spage, it is just that good
>>
Star Rupture is pretty fun, aside from some jank, what do you guys think of it?
>>
>>557898512
Battlecruiser unoperational
>>
>played star rupture for 10 hours
>had fun
>started to notice once you send a material to space you basically never interact with it again

The game was fun but I think I've had enough. Combat and movement feel like shit, there's no challenge in power either. I do really like that you don;t need power lines adn stuff goes through the rails of floor platforms. It was worth $20 but probably not worth putting more time into.,
>>
>>557900348
>First person
into the trash
>>
Playing Star Rupture has made me want to play Sastifactory again even though I only put 12 hours into it.

>just play factorio

After 350 hours I am beyond burned out and done with that game.
>>
>>557908495
Just play DSP.
>>
>>557908713
I played like 30 minutes and it didn't really click.
>>
>>557908827
DSP probably has the worst early game out of any of the autism games.
>>
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>>557898512
>laser damage up to 22, so start experimenting with lasers on my platforms instead of turrets
>take off a line of turrets, replace it with epic lasers
>forget to set filters
>power is devoured. ill-timed energy spike prevents a railgun from reloading because all of my lasers started firing at once
>picrel
Felt bad, man
>>
>>557875654
>some choices are arbitrary and retarded
why are there so many cases where they decided there was only one legal way to solve a problem
>>
>>557909917
They're fine for "small" asteroids to save one bullet each
>>
>>557909917
At least you saved.
Right?
>>
>>557910301
At laser damage 22, they're actually good for mediums and can start doing respectable damage to Big ones if they're in large groups. Not really so good when they're all trying to blow up Huge asteroids (or the big ones from a recently-destroyed one).
>>
>>557898512
that's why you should always add walls
>>
>>557876881
actually sounds like an extremely talented guy
>>
>>557872174
it's amazing
actually made me start megabasing and spending over 300 hours on a single save
>>
>>557910410
~50M science
that's 80K SPM for 10 hours
a pretty lategame base
or 800K SPM for 1 hour
a full-blown megabase
>>
>>557870105
do you think they'll go the dlc path like CoI?
>>
>>557911576
at that point in the game you generally want to avoid using bullets to save on resources as rebuilding outpost becomes a pain
>>
>>557911779
we're talking about space platforms, which have infinite resources from asteroids
not outposts which deal with biters
also, mining prod + big miners + damage upgrades = lmao
>>
>>557912051
>making 90% of your platform a bullet factory
or just ship bullets like god intended?
>>
>>557912279
yes, anon, that is what you're supposed to do
space factory
why did you think bullets have a rocket capacity of a single stack?
at least ship iron plates and craft them, only takes a few assemblers instead of many smelters
>>
will DSP work on my 3gb video card? I know the minimum requirements are 2gb, but I don't trust the chinese to be honest
>>
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just marathon oil for the first time ever, what do i think of this?
>>
>>557912726
I have a 4GB GPU and it's running nearly always at 60 FPS, I'd say just pirate it to check how well it goes for you
>>
>>557913213
>eh might as well make some sulfur here too
soul
>>
>>557911585
Before leaving EA? Fuck no. It's still baffling that COI decided to do that. I could have coped and excused another cosmetic supporter pack but not content DLC before 1.0.

I have no idea what the DSP team is doing but I hope it's all worth it in the end.
>>
>>557914151
do you have your graphics set to low?
>>
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>>557912726
Once you build big enough you'll get slowdown when you're in system. Something you can do to circumvent that is to spread out builds between systems so none of them get too overloaded. The moment you leave your fps should go back to whatever normal for you is.
Also there's a button to stop the rendering of solar sails and the sphere itself which normally is where a bunch of your GPU usage comes from if it's being rendered.

I just noticed they recommend 32GB or ram. I think that's new.
>>
>>557915413
ok, i see
maybe i'll just wait a few years for when i upgrade my pc
>>
>>557909330
Why would you say so?
>>
>>557909330
>>557916589
I guess if you mismanage your burner reactor
but you start with construction bots, and blueprint research is available from the first science pack

worst one is COI because it takes over an hour before you can build any belts
>>
>>557917310
you have to be truly deranged by beltslop to think that time to belts is the only thing that matters
newsflash: real logistics and automation barely ever uses belts except in very specific places and for very specific purposes, like short-distance continuous feeding between stations, where they're good in CoI.
>>
>>557919195
BELTS BELTS BELTS BELTS BELTS
>>
>>557919195
We love beltslop here actually
>>
>>557919195
factories irl are full of belts
>>
>>557919195
imagine not being beltchad
lmao
>>
>>557917310
>>557919195
Well I mainly ask cause I never found DSP to be slow when I started. I guess manually feeding fuel is kind of tedious at the start.
>>
>>557919712
it is definitely a lot faster than Shartyfecaltory with its manual feeding of shrubbery for the first 5 hours
>>
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>>557920002
>>
>>557919195
>you have to be truly deranged by beltslop to think thblahblah
What a weird thing to read in the Factorio General.
>>
>>557871524
lmao
>>
>>557920162
The Knights who say Ni were Satisfactory players all along. Who knew.
>>
>>557897349
I guess the storage jew always gets it's dues
>>
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>>557913213
>oil
you almost certainly have them researched by now
use em
>>
>>557921043
at first I thought you meant lasers, and I was gonna say that those require blue science (or more? been a second), and are somewhat complicated and very expensive to make
then I realized you meant lamps
I use a brightness mod
>>
>>557921043
why is the research for lamps "optics"
>>
>>557921043
looks like a tire
>>
>>557922296
>he doesn't know
I am sorry
>>
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>>557913213
I copied this from the factorio sulfur belt menu. this game is parkour
>>
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why can't a train reach this depot?
>>
parkour games general?
>>
>>557923809
Minecraft already has a thread
>>
>>557925601
but factorio is parkour as well
i think we should combine the two generals
>>
>>557923731
because communism doesn't work
>>
>>557925724
I think you should combine bleach and vinegar.
>>
>>557926010
not my words, it's this guy's idea >>557923539
i don't even play factorio, i'm a satisfactory chad
>>
>>557925814
just one more revolution bro and it will work I swear
>>
>>557923809
>>557925724
>here in factorio civilization, no one chooses to go for the trains
>as a factorio noob, it's better to be safe and belt your way across the world than risk having your train signals go haywire
>>
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Did I mess up somewhere or do planets in this game just sometimes have a circumference where it doesn't match up perfectly?
>>
>>557913213
These chemplants will way oversaturate the single red lane, no?
>>
>>557927185
>the OCD autist has a conniption
>>
>>557927224
my esl is gonna show but a what?
>>
>>557927282
, what in the butt?
>>
>>557927185
Yeah, planets are different sized. Is that a solar hulahoop? They will often be off by just a tile or two.
>>
>>557927408
>solar hulahoop
Yup, my first one
>>
>>557927009
is this a reference to something?
>>
>>557856785
Zoom real close to the building, select the storage connection tool, and check that the line is actually connected. Sometimes, and I have no idea how or why this happens, the game shits itself and gives you a connection that isn't actually connected on one end.
>>557893529
Only if you build a fancy storage connection with forks. If it's single point, the logs should just passively spill over to the connected storage, if it can accept them.
>>557895719
That's another thing to check, you might have disabled logs at some point.
>>
>>557927679
if you don't know, then it's better that you don't
unless you're into zoomerslop
>>
>>557927185
In general depending on your latitude, the full circumference will very rarely match up exactly to the size of any given building. Some planets are different sized but even if they weren't, the circle around it is going to be different sized as you move from the poles to the equator.
>>
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What's with this random circle? in the galaxy map?
>>
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>>557810974
ok, here they are not empty just ignore my other post showing my platform getting obliterated
>>
>>557934140
why are your belts black
>>
>>557934981
you can't just ask that!
>>
>>557934981
they run faster
>>
>>557934981
I just wanted to feel represented
>>
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what should i expect
>>
>>557936806
Do they get more length i dont remember
>>
>>557936806
i wouldn't bother
>>557936995
yes, one tile per level
>>
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this.. changes everything.
>>
>>557937119
Medium quals are good
>>
>>557937119
It changes nothing, because congrats, you now have one (1) better power pole. Where are you gonna put it? Where is the keystone power pole location in your factory, where the ability to put a single pole with longer reach is going to meaningfully change your game?
>inb4 I will just keep producing them
At a trickle, yes. Maybe after some hours you'll have enough to build small assembly lines with quality poles. Inextensible and hard-capped by the amount of poles you have on hand, if you run out then you have to stop and redesign it for commons. And you can't copy-paste that design until you stock up more quality poles.

The latter is the killer for me. Even quality on space platforms means you can't copy-paste an extra hauler platform, e.g. when unlocking a new planet or realising you want a new delivery route, unless your little RNG roulette has managed to stock up sufficient quality resources to build a new one. Factorio is a game of throughput, not buffering, if your production of quality stuff is unsustainable then building anything from them is suboptimal.
And building sustainable production of quality mats pre-endgame is highly annoying, for relatively minor rewards in tiny quantities. It's just not worth the payoff until you're in the endgame and can build a massive mega-quality factory and can then afford to build your entire factory out of high quality buildings henceforth.
>>
>>557936806
put those modules in an assembler creating medium electric poles instead
>>
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IMF please
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>>557934981
They look like green and blue belts.
>>
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>>557938994
The actual belt parts aren't that black by default.
>>
>>557937631
Medium poles and substation quals are good in large quantities though and the amount you need to build isnt that big
>>
>>557916589
Because you move at such a painfully slow and pathetic pace for several hours, even though you start with construction bots they move almost as slow as you do. It just felt awful to me, felt fine once you could move faster than a glacier.
>>
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>>557937631
skill issue
>>
>>557937103
>one tile per level
That hardly seems worth it. Quality substations would be a better use of time and resources.
>>
>>557940539
>were you a skilled player, you'd be cheating like me!
>>
>>557940539
>legendary asteroid upcycling
Thanks for agreeing with me that quality is worthwhile at the endgame when you can mass-produce an entire legendary factory. How is your screenshot related to mass-producing medium quality mats BEFORE the endgame?

>>557940138
Meh, mass-producing quality with tier 1 modules is just painful to me.
And if you wait until after fulgora, getting quality qual3s is still very difficult, so you'll mostly be using normal qual3s which are still not that great.
And then once you unlock gleba all your quality production will suddenly start shitting out higher tiers out of nowhere, so hope this doesn't cause any deadlocks in your design.
>>
>>557941098
I never ran into issues with qual modules in big miners and qual modules in recyclers you upscale your modules on your qual pipeline until everything scales up. You don't need some endgame asteroid casino to get qual building materials out of fulgora. That said qual early is only good for materials to build your first ship out of and swapping blueprinted qual shit for lower qual shit is a minor hindrance that lasts under a minute
>>
>>557941670
>and swapping blueprinted qual shit for lower qual shit is a minor hindrance that lasts under a minute
Not if your ship is built with qual assumptions, and suddenly the damage is not enough, you're short on fragments, your ship is super slow or whatever.
If you're gonna blueprint it later then why even bother making your first ship qual? If it works fine as common then just build it as common. If it relies on qual to work properly then you can't blueprint it. If it works fine as common but you build it as qual just because then it seems kind of pointless.

The one ship I might see the point of building qual is if you make a super fast ship specifically for personal travel or one-off deliveries, so e.g. if you go to gleba or whatever then realise "darn I didn't bring enough red inserters" or "I actually want blue undergrounds to belt weave here", you can send your ship and only have to wait a minute rather than 2-3 minutes to bring it back. That's one ship that you won't need more than a single one of, and which can really benefit from quality components even in the early/mid game.
>>
>>557942253
>Not if your ship is built with qual assumptions
If you're making the effort to blueprint all of your platforms, you should have a basic one that doesn't require quality.
>>
>>557942253
Qual assumptions are fucking awful I had that for energy and I just had to allocate more solar panels. Qual asteroid collectors are the best qual item in the game. Qual turrets are actually worse than normals with them shooting at shit thats not a threat. You gotta do some interesting shit to make it not work because of qual
>>
>>557942409
My point exactly.
It's not even hard because inner solar system ships are so piss easy to make decent that qual really isn't necessary.
>>
>>557944421
Its a little harder when you do a fulgora start and have no mili tech. You can technically get mili tech off ship carbon but its unlikely thats worth it over going 50 over to vulcanus or nauvis
>>
>>557915296
1080p with everything on default, actually.
>>
>>557944520
Okay yeah fair if you're doing modded runs then the balance will obviously be different, and planet starts are simple mods but impactful enough to definitely affect balance. Among other things fulgora start also makes quality a lot easier.

Also I think for fulgora start the main impact will probably be qual solars, since you can't do nuclear and fulgora orbit solar is pretty weak. Qual turrets will just shoot off to the sides like the other anon said so are barely helpful, except maybe one or two really central ones. Qual thrusters will be actively detrimental by making you go faster.
>>
>>557945310
I think the mod makes it pussy mode and theres no hostile asteroids in fulgora orbit but im sure that can be reverted
>>
>>557937631
>huge rant just because someone learned that quality poles = more coverage

>>557937119
It's pretty neat. Power poles are one of those few things I'd strongly recommend upcycling to at least Rare quality, alongside Grabbers for your space platform and equipment. Easier if you do it after you get to Fulgora thanks to the recyclers, but if you do vulc starts you can chuck all the invalids into lava.
>>
>>557947376
There's no hostile asteroids over Fulgora because they're over Nauvis' orbit instead. Same applies to whatever other planets you start with.
>>
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IMF didnt come in clutch and I debt spiraled so Im trying the second campaign again, turns out other general secretaries were right, it's all about them fossil fuels
>>
I'm a big newbie to these kinds of games, but is it normal to feel like hitting a dead end? I'm playing Dyson Sphere, and i feel like i've reached the end of production, as my energy levels just can't keep up, and the advanced recipes feel impossible to make without a sulfic lake.
>>
>>557954515
the factory must grow to meet the needs of the growing factory
>>
>>557954515
In some games like Captain of Industry, yeah. But in DSP definitely not. You can almost always build more power.
What colour cubes are you making right now, and what power generators do you have available?
>>
>>557954871
Whats the coi death spiral exactly
>>
>>557954871
I'm doing yellow cubes, but still have to manually do the travels between planets to grab titanium plates. I railroaded straight to interstellar shipping tech, only to realize i don't even have half the mats for it to automate it all. Without sulfuric oceans in my system, i suspect i'm gonna have bad time
>>
>>557955016
If you run out of diesel you can't mine coal that's needed to make diesel.
f you run out of maintenance machines start shutting down and you can't mine+refine the iron needed for maintenance. You also can't make diesel.
If you run out of food you can't run anything, including farms, mines, smelters or diesel production.
If you run out of power you can't mine coal or make diesel to burn, can't refine uranium and all of the above shuts down as well.
etc.
>>
>>557955016
I've never played it but from what I heard it has a ton. AFAIK you need population to do anything and you need maintenance supplies to keep the factory running. So if you start running low on food or whatever, population goes down, your logistics and machines slow down, pop does down more and you spiral. Or if you're short on maintenance supplies, your factory slows down, maintenance supply production slows down, logistics start breaking down, and you spiral.

Basically in Factorio and DSP you have your character who can always go around and do stuff, so if you have a power brownout your factory shuts down but you can just go and fix it by manually refuelling your generators, expanding production by hand, etc.
But in CoI and W&R as far as I know you can't do anything manually, so if your factory shuts down and your population dies out then that's it, you cannot do anything anymore.

>>557955197
Not having a sulfur ocean in your starting system is normal. Beelining interstellar shipping is also normal, it's how you automate titanium as you have probably realised, so in theory you only need to bring in titanium a couple of times until you get the big towers.
I haven't played DSP in a minute, why do you want sulfur so badly again? From everything I remember, at that point in the game I'd be using a mix of coal power, oil power, and solar. You almost always have a bunch of oil wells you aren't fully using on your starter planet, and you can always cover a large area in solar panels if needed. You will soon unlock solar sails, and some people actually say they're worth skipping until you unlock proper stabilised dyson spheres, but they can be pretty helpful as a stopgap power generation measure in the midgame.

DSP is indeed somewhat power-limited but that just means you have to expand your power generation regularly. In comparison in Factorio you only need to expand power a few times in the entire game.
>>
>>557956020
>why do you want sulfur so badly again
It's a requirement for that alloy thing, which is needed for ships and drones. I mean i can still make sulfur acid, but the cost is pretty damn high, requiring all that oil.
>>
How do you guys empty warehouses and shit anyway? In DPS, i keep having to add liquid silos because i just have no way of burning all the hydrogen
>>
>>557956373
You don't need thousands of ships or tens of thousands of drones, at least not right away. Making a few dozen ships for your first towers and a few hundred drones, or a couple thousands, shouldn't noticeably dent your supplies on your starter planet. Are you actually short on oil or just scared of using it? If you have it available then use it, that's what it's there for. If you find cheaper ways to do it later then great, DSP has a few things like that, but in all cases you have to be able to reach those special resources first and that means using the normal recipe that doesn't require extraterrestial ores and oceans.
>>
>>557956736
Just keep building storage. Once you unlock fusion power you will need every drop of hydrogen you can produce and then even more than that.
>>
>>557956736
>no way of burning all the hydrogen
Bro your thermal power plants?
>>
>>557956736
Sure you do. Just feed it all into your generators.
>>
>>557956960
Actually, my planet is blessed with a lot of oil, it's just the process of getting crude oil to make the alloy that is tiring, since i can't burn the hydrogen fast enough. I make far enough red cubes
>>
>>557956020
Am I the only one who goes from wind/solar straight to fusion? I play 7% resource richness and even like this coal always runs out first. Need to have warp dive by then because it's very sparse on non-organic planets.
>>
>>557957383
I've never really used fusion. For my part I go wind -> coal in the early game, then solar, then oil to supplement, then dyson power.
>>
>>557953673
You can use small oil tanks as junctions as long as there's a pump between each tank
>>
>>557954515
It's time for you to go interplanetary with shipping accumulators
>>
aquilo is so fucking stupid
>requires tons of extraplanetary logistical support
>very far away and an inordinate amount of asteroids getting in the way
>can't produce enough ammo to keep up with how many fucking asteroids there are
>can't limit turret range so they piss away ammo at asteroids that pose zero threat
>using only 1 thruster slows it down enough to survive the trip out but it's super slow
>and the return trip becomes a war of attrition bc ammo still can't be churned out fast enough
>ship gets into port with heavy damage
>requiring repairs before it can even think about resupplying ammo
>which takes ages itself
what de fugg
>>
>>557958456
Skill issue. You're at the point where you can build a better platform.
Also upgrade your damage. Also don't use red ammo.
>>
playing exapunks right now
pretty fun
>>
>>557958456
PEBKAC
>>
>>557957762
I see, this is perfect for my right side I think but too late now, it's meant to make money
>>
>>557958456
>>can't produce enough ammo to keep up with how many fucking asteroids there are
Yeah you can, the more asteroids there are to capture the more ammo you can make. It's always a net positive
>>
>>557958456
If your ship cant constant travel in between aquilo and the other planets without both never running lower on ammo shot than production and never having fuel consumption during movement higher than production it's a literal skill issue
>>
>>557959071
>it's meant to make money
Pipelines and pumping station construction is obscenely expensive. You can cut down on both with tank junctions. (And you save on the power bill from having fewer pumps)
>>
>>557958625
ok maybe I'm retarded, I'll try reconfiguring things
>>
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>>557958456
I can already guess that you're running all your ships at max speed if you're having ammo issues. Throttle that shit, not only will it give your turrets more time to shoot down asteroids but it's also more fuel efficient.
>>
Oh my god, you guys are actually worse than gacha niggers. At least they know how to budget
>>
>>557958456
>ugh why can't I beat endgame with a shitbox?
Quite literally git gud.
>>
>>557960307
>Throttle
maybe I'm a retard but I didn't know that was even possible wtf
>>
>>557960950
Easiest solution that I used to beat the game was wire pumps controlling both thruster fuels to the platform's hub. You can then set the pumps to be disabled whenever the platform goes over a certain speed. They'll oscillate between on and off but it's quick to set up and gets the job done. The correct speed value varies depending on your platform so you might have to save scum a little to test them out properly.
>>
>>557958456
what level dmg upgrades? don’t sleep on them. one level is what it took for me to go from running dry to infinite ammo
>>
>>557961348
genius idea, ty anon
>>
>>557961396
I throttle all my ships, ship fuel allowed to run at 100% use is far less efficient than 66%
>>
>>557961396
Hovering over thrusters will show you their fuel efficiency graph (and in the factoriopedia entry too I think).
>>
>>557961356
like level 8 going on 9 bullets and level 5 explosions, maybe level 6
big asteroids take like 4 rockets to explode, which isn't that much of an issue, I don't think I've run out of rockets yet
it's more running out of bullets to shoot down the medium and small steroids.i might shuffle around the turret placement to minimize superfluous ammo expenditure
>>
>>557961348
>The correct speed value varies depending on your platform
what about speed based on current amount of ammo
>>
>>557961823
Are you not setting filters on your turrets or something? Just keep them shooting at smalls and mediums since they do negligible damage to big asteroids at damage 9
>>
>>557962324
yes what I meant by that is your platform's ammo production and how fast your turrets can shoot down asteroids
>>
>>557962547
I mean like what if you set the speed based on the amount of ammo available, so the ship slows down as ammo depletes
>>
>>557962708
Ah I gotcha. I guess that would work too but you're probably better off using speed because it's more consistent to maintain for a target thruster efficiency.
>>
>>557962708
You could do that, but it would be more practical to just have it shut off the pumps to your thrusters when the amount of ammo you have in reserve dips below a certain threshold. Keep it going max speed until you're *approaching* dangerously low amounts of ammo so that your ship comes to a stop and has some time to digest the asteroids it's collected.
>>
>>557962708
Sounds neat. But just overproducing is easier.
>>
I wish factorio had programmable combinators so I could make pid controllers
>>
start of the base game soviet republic I feel like the best diesel locomotive is the G16 because it has a good top speed with high power, for electric GG1 clears because of the very high top speed
am I analyzing trains right?
>>
>>557958456
bro, your god modules?
>>
>>557958456
hol up so you be saying... spaceship check planet... do be a space ship planet? you gotta be cappin nigga aint no way
>>
>>557965284
>am I analyzing trains right?
Will the train have a full load ready to load when it returns to the station? If not, get a slower cheaper one.
>>
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>A new campaign for the award-winning Opus Magnum awaits!

https://x.com/zachtronics/status/2024590159401144334
>>
>>557968727
huh? didn't they shut down and started making board games instead?
>>
>>557966704
is that for dedicated lines? Im playing on a map with premade railways and they very rarely have an overtake lane so a slower train will block all others behind it

oh and can non-passenger train stations unload workers
>>
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>>557969180
this is sort of an exception looks like
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>>557971889
>it sparked his creativity
>Whoops Another Codex Of Alchemical Engineering
>>
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Total bitter death
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>>557960307
Nobody cares about fuel it's literally infinite
Aquilo defense is also easy lmao
>>
>>557976246
>200 hours to make barely 6k legendary eggs
This is why you upcycle modules rather than raw eggs
>>
>>557976246
What are you having, jaegermeister?
>>
>>557977245
personally I prefer fernet-branca, jäger is too sweet
>>
>>557979005
brr
>>
>>557957383
Fusion is great because you'll need the fuel rods later anyway so there's little reason not to make them asap. Once my sphere is big enough to satisy power demands I switch them over to making more rockets.
>>
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two fucking million just to mine some coal and make some power
>>
>>557981186
>two fucking million
You did go for the most expensive versions of every building...
>>
>>557981423
I dont think I did? the passenger and cargo stations are not the most expensive, there are no cheaper mines, coal processing plants or power plants
>>
>>557981186
Yeah do you think industry is cheap or something
>>
>>557981817
yea it's done by a bunch of lazybones who dont even know how to center a div
>>
>played a bunch of star rupture
>decided to try out sastifactory again (only played 12 hours before)
>make new save
>load into world
>pretty sure material placement is exactly the same atleast for copper and iron, I don't remember limestone
>early game is kinda a slog

I'm having fun but I forgot how much procgen makes a difference. On a better note the devs aid in 1.2 rain will be coming back/added which I look forward too....assuming I stick with the game.
>>
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Gentlemen, I present you my magnum opus: The 4 balls intersection, also know as the gay sex intersection or the 4chan intersection.
>>
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>>557983164
and this is the regular balls intersection
>>
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>>557983164
>>557983358
and of course, we couldn't forget tradition and miss the classic, the beyblade intersection
>>
>>557910258
you put things into the machine and craft the thing
why are we pretending like it's a choose your own adventure process in vanilla
>>
>>557983164
Bro your raised rails?
>>
>>557983164
>>557983358
>>557983529
Terrible blueprint size for suck miniscule output.
>>
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>>557983776
>>557984118
you guys are really dense

>>557983529
I just realized there is not way for the trains to leave the inner circle
>>
yay I made a ship that can make it to aquilo and back relatively unscathed
just needs some touching up and then I can finally get to aquilo
>>
You've failed as factory designer if you train needs to do a U-turn at speed.
>>
Is no one going to point out that his 69 junction doesn't even work
>>
>>557985459
>you guys are really dense
Nobody's gonna use your fucking benis and balls if the throughput is shit. 2.0 raised the standard so you have to work harder now
>>
>>557986004
I believe you're misgendering that autist
>>
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>>557986004
>>557986106
these posts are jokes, couldn't have made it more clear >>557983164
>>
>>557987108
And mine aren't
>>
It's not as funny if it doesn't actually work
>>
>>557985626
These ships are very different to mine that I made with an omnicrafter next to the hub which happened to be very useful for building shit on aquilo itself
>>
>>557969180
kinda
he did make kaizen recently
i think it was a jerma-style retirement, where he's just freeing himself of his own expectations and going back to just doing whatever he wants to do
i backed his scratcher puzzles and got my copy but haven't done them yet, gonna do a couple with my mom when i see her next. lucky seven is tight tho
>>
>>557987825
good point, but it was a minor oversight in the 69 one, although the roundabout one was worse. Really curious though, how someone wanted to serious argue about throughput against a post like that. The only point is that it was supposed to be ridiculous.

Anyway, I give up. You can go back to talking about serious factory output in videogames.
>>
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>biters just attack defense and polluting structures and will barely touch your base unless stuck on something
>30 seconds of a breach on Gleba
>>
>>557989215
>1 (ONE) tesla per chunk
You kinda asked for this one.
How would a Nauvis base fare against big biters when all you have is 10 turrets defending your perimeter?
>>
>>557989392
I had like 7 tesla turrets from the side they came from. I was off planet and it was just attrition. Happens when they nest too closely.
>b-but artillery
I know.
>>
I'm at the point where I have multiple promethium ships. How the hell do I make it so eggs are sent to specific ships instead of it all being scattered and allowing partial shipments?
>>
>>557990629
I was wondering similar stuff. Unlike Space Exploration, there's no way to communicate between ships, or between ships and planets other than the requests to the cargo pad. And to make things worse you can't use inserters to fill the cargo landing pads on circuit conditions, it is bots only. IDK why the fuck they chose that way.
>>
>>557983164
>Right hand driving trains
Fucking disgusting.
>>
>>557991673
QUIET, britbong.
>>
>finally make it to aquilo
>with a ship that can go there and back
>realize I need a fuck ton of concrete
>can only send up 100 concrete per launch
>need a ton of heat things
>can only send up 50 per launch
I am going to kill myself, this shit is so tedious
>>
>>557993465
>finally unlock oil
>with a factory that can feed my labs
>realize I need a fuck ton of blue science
>can only craft 2 bottles per 24 seconds
>need a ton of engine units
>can only craft 1 per 10 seconds
I am going to kill myself, this shit is so tedious
>>
>>557993465
>finally craft a science lab
>with an assembler I can even make red science
>realize I need a fuck ton of copper and iron
>can only craft 1 science at a time
>need a ton of steam engine things
>can only craft 1 every 8 seconds
I am going to kill myself, this shit is so tedious
>>
>>557993935
>>557994140
those two things are trivial to increase though, you NIGGERS
>>
>finally make it to /egg/
>with a keyboard I can make shitposts
>realize I need to make 100 shitposts a day or else nobody cares
>can only make 10 shitposts a day
>need a ton of captchas filled out
>can only post once per minute
I am going to kill myself, this shit is so tedious
>>
Tungsten should have required lava input to mine
>>
>>557994448
You can literally just place down silos with requester chests for LDS/chips/fuel, it's very easy to scale up.
>>
>>557994837
What would that have done? Most Tungsten is right next to lava already

>>557993465
How in the McFuck did you get to Aquilo when you can't afford to launch stacks of concrete in a timely manner?
>>
>>557995740
define timely
I can launch one rocket almost right after another, but that still feels tedious

>>557994981
I always shy away from robots, I feel like they're more trouble than they're worth
>>
>>557994837
Tungsten should have come from ranching Demolishers.
>>
>>557995903
>I can launch one rocket almost right after another
build more silos you fucking retard
>>
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>>557995903
>I can launch one rocket almost right after another
>>
>>557991937
It has nothing to do with bongs and everything to do with tidy rails. Nerd.
>>
>>557993465
FYI make heat pipes on your space platform
Speeds up aquilo slightly
Typically I make a platform and keep it on aquilo forever making heat pipes and dropping them as needed alongside a few other things that can be made on a space platform
>>
>>557995903
Man, I have 15 silos each on Nauvis and Fulgora, 30 on Vulacanus and I haven't even went to Gleba yet I really need to stop restarting my save.

The point is, if something is slow just build more of it. Factorio is all about scaling up. That includes rockets.
>>
>>557998201
Speeding up doesnt make aqiilo magically not tedious though
Spage needed another half year to a year to fully flesh it out alongside Kovarex firing Earendel
>>
>>557994448
Bro, your silos? Your beacons? YOUR HAIR?!?!!
>>
>>557981186
I'm sure most of that is in conveyors, you made the most absurd layout imaginable.
>>
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my fucking huge ass base on vulcanus is running out of sulfur/ water. how the fuck god fucking damnit i dont want to redo my fucking oil setup god fucking damnit
>>
>>557999447
Bandaid it by sending a space platform to skim and reprocess asteroids into ice and sulfur
>>
Factorio but the game has an extremely small chance to switch the position of belts and inserters, randomly teleport an item from one belt to another, switch similar recipe or move your modules around.
>>
>>558000039
That's the sort of crap the Aquilo jellybrains where supposed to do to your base
>>
>>557999813
I honestly think Im going to. Aquillo already has a platform like that, so ill just build another. i just feel retarded that I need that
>>
>>558000660
I like the ability in Space Age for you to just say "fuck it" and build a space platform to compensate for other planet's lack of resources

Yet another reason that Slipstack production on Gleba is nice because to compensate for Gleba's lack of reliable stone you need to just ship it from Vulcanus. Or ship all the stone products from elsewhere since space doesn't have stone. I understand why it doesn't but it's still a bit odd. Maybe they SHOULD have had asteroids produce stone regardless of type so you had to compensate for a useless byproduct
>>
>>558000992
>compensate for a useless byproduct
>haha dumping inserter goes brrrrrr
A simple filter is enough to "compensate" for the stone byproduct. Not that I oppose getting stone from asteroids, mind you.
Having to ship stone from elsewhere despite blasting through space rocks on the way is beyond retarded.
>>
>>558000660
I have a carbon skimmer for both Gleba and Vulcanus because fuck doing extra work when a ship does it all for free.
>>
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>Set up a constant combinator with a negative number and wire it to the trash chute so it automatically throws spare harvestables overboard
>God I'm so fucking smart
>Set up an outpost
>Check space platform again
>The auto trash threw literally everything overboard except for the 3 things I set up
Ah. Right.
>>
>>558001769
I don't know if I'm unlucky but Vulcanus seems bizarrely stingy with coal patches. Less frequent and FAR less rich than the other patches.

I basically always set up a carbon platform for it since they're basically free you just have to bother to design one
>>
>>558002290
I've found that I need to start expanding towards medium/big territory to find good coal patches, but also that I don't need to as soon as I do. Either quality big drills or mining productivity (if not both) usually solve that problem.

I make a pointed effort to automate RGBP science on Vulcanus early on, and high-quality labs. That way I can have them feeding mining prod research as soon as possible and get rid of Vulcanus' faults (it also makes Sulfur basically infinite after a while).
>>
>>558002290
It also doesn't help that the patches blend in with the ground on the map and you need to ctrl-f to find them.
>>
>>558003262
At least you CAN now
>>
>Get Captcha
>You can now request a captcha
>Get Captcha
>Get Captcha
>check log
>Please unblock <i>spur.us</i> and <i>mcl.io</i> to proceed.
>one of those hosts isn't actually listed in uBlock; just deactivate it
-------
Okay great news Stationeers multiplayer is allegedly even less buggy now. I'll believe it when I see it.
>respawn points allegedly fixed, that's great
>>Removed Respawn point kit from Autolathe. Going forward these will be considered for creative use only. Existing respawn points in saves will remain functional.
>combustion deep miner (allegedly)
>tanks now integrate into pipe network; old tanks must be converted by rebuilding them
>mining memory leak allegedly fixed
>mining on high-pressure atmospheres allegedly less awful
>wrong password crash allegedly fixed
>printf was apparently a real RCE vulnerability
>angle grinding body bags for lungs was apparently a bug
>>
>Have a good time with DPS
>Suddenly have to micromanage drones between planets
Yeah this ain't funny anymore. Why can't these games just make it easy?
>>
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My Gleba base has color
>>
>>558005018
Micromanaging the smallest drones to make a mall was the most irritating part for me
>>
>>558005261
I don't know. It could be 4chanx, but this seems unlikely to me.
>>
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>>558005003
>printf
https://learn.microsoft.com/en-us/cpp/c-runtime-library/security-features-in-the-crt?view=msvc-170
It's oooooooooooooooooold
>>
>>558005261
>>558005980
I don't use any 4chan extensions and I'm having it, though I also exclude cookies after closing the browser + using ublock origin. Apparently they are some type of tracker to protect against spam. Or just more glowie bullshit.
>>
>>558005003
>tanks now integrate into pipe network
Fucking finally, holy shit. Now if only more stuff would follow suit. Like radiators, for instance.
Also, it always pissed me the fuck off that you couldn't do a "clean" purge to canisters and portable tanks - you always had gas left over in the pipe leading to the port.
I'd love me a port that works like the landing pad portables connector, with a built-in pump. Same goes for the canister ports.
Being able to empty the pipes into portable storage would save a lot of headache when dealing with early gas logistics, as well as disconnected pipe sections.
>>
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Imagine being in a little command pod, for the interplanetary mission, you spend 18 days in deep space with nothing, and then for 27 days you get your prize to look at this from this distance.
>>
>>558009364
Kinda fuck this gay timeline where I dont get to go to other populated planets in space I wish freezing were viable
>>
>>558009364
I'd ask for a refund.
>>
In vanilla factorio is there a way to click a blueprints content into a requester chest? Like how it works with assemblers.
>>
>>558005472
you posted this like half a year ago lol
>>
>>557957241
Fuck I opened the game to double check and tell you there's a recipe to get slightly better oil that only needs some coal in addition to what you get from each refinery and the process is 1:1 from refinery to refinery, and then 12 hours disappeared.
>>
>>558005003
>tanks now integrate into pipe network
Thank god. Now I can stop spamming those ugly in-line tanks everywhere.
>>
So what do I do after blue science?
>>
>>558014616
Same thing you did after every previous science, you start making the next science.
>>
>>558012580
Like putting a request for everything required in a blueprint? Blueprint in hand>Click "add section". Also works on your personal logistics.
>>
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AAIIEE
>>
>>558014616
automate construction bots
>>
>>558014616
launch rockets
>>
>>558014616
Unlock Construction Robots and Personal Roboports so you can actually start playing the game.
>>
>>558014616
nothing, you basically beat the game
>>
>>557999431
alll the buildings (except conveyors) had to be reachable from the station
>>
>>557996020
There's mods for that
>>
>>558014616
I always beeline for construction bots, automate them (and roboports), and then deal with all of the bottlenecks that it creates (normally power first, and then iron/copper second). That generally leads to making a rail network, which is easy to set up since I have said bots (although I often have to create some standalone power first)
>>
>>557988854
>look haha I draw benis with tiles :DDD
is a lot less funny than
>here's a highly optimised benis you can use in your megafactory. it's high throughput benis and you can put it as the central junction of your rail network. the benis can cum at 140 trains/minute
>>
>>557989215
>biters just attack defense and polluting structures
>and will barely touch your base
Anon what the fuck are you building your base out of, if most of it is neither defense nor polluting?
A biter breach on nauvis in a normal base will very much eat everything in its way. The only difference is that biters slow down when eating buildings so a single breach won't just flood your entire base (until more waves get in), while a stomper can just walk in a straight line and instakill everything nearby so the destruction happens faster.
>>
>>557990629
>>557991632
I may be retarded but why doesn't a simple request on the platform work to ship exactly the number of eggs required?

Also the guy doing the UPS ultra-autism on youtube has a base tour video and he shows off a system where he sends a barrel of crude oil back and forth between prometheum ships, nauvis and aquilo, as a "ticket". I didn't understand why he's doing it, but maybe it can be useful if you're having similar problems.
>>
>>557998539
>Speeding up doesnt make aqiilo magically not tedious though
It literally does though.
Yeah you need a slightly larger factory to be able to make Aquilo convenient. It's an infrastructure check. In 1.0, yellow and purple science were infrastructure checks, since they required like 3x-4x the raw resources that the previous four sciences did, and then launching rockets at scale was an even more massive infrastructure check.
Space age makes everything a LOT cheaper and easier, and Aquilo is your infrastructure check. After you've completed gleba, nauvis and fulgora, getting 5-10 silos automated on nauvis is absolutely trivial, and 5-10 silos is more than enough to easily supply an aquilo ship in just a few minutes.
>>
>>557999447
You don't need to redo it you just need to connect more sulfur vents
IIRC they're like oil on nauvis, they slow down over time but they're infinite and at some point they reach a minimum that they won't go below. So just connect more and eventually you'll have infinite sulfur
>>
>>558005003
>one of those hosts isn't actually listed in uBlock
But the other is? I'm 99% sure the error message is generic and just means "make sure both of these are unblocked".
If you made sure neither of them are blocked and it's still failing then fine, but check that first before deactivating ublock
>>
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its over
>>
>>558005261
>>558005980
>>558007028
According to kuroba dev:
>I have no idea wtf this cancer is. Seems like something similar to CloudFlare. uBlock blocks this shit by default in the desktop browser, so maybe it's some spyware.
>4chan now forces you to pass it to access the captcha, so there is no way around it. You also can't create a thread on /g/ regarding this shit, it will be deleted instantly.
>Idk, maybe start thinking about moving to other chans if you care about stuff like this. The only thing I can do here is to add support to it, whether to use it or not depends on you.
https://github.com/K1rakishou/Kuroba-Experimental/releases/tag/v1.3.37-release
>>
>>558028173
time for substation
>>
>>558028451
>called substation
>can't schedule trains for it
make it make sense
>>
>>558031871
>called substation
>no marine logistics in game
shaking my head
>>
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how am I getting workers without a job, if the city only has utilities and one train station, the station is never full, the trains never fill completely up and they never leave the industrial dropoff with anybody left on them
>>
>>558031951
>called substation
>can't order sub sandwiches
i'll take a meatball marinara on an italian please
>>
>>558032067
>called substation
>there's no parent station
>>
>>558034108
>called substation
>there's no domstation
>>
>>558034181
Do you know what's the sub to dom ratio
>>
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why ARE they called substations anyway
>>
>>558037231
they take care of your electrical loads without any questions asked
>>
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>>558037379
>>
>>558038307
I know. I'm sorry.
>>
>>558027585
I saw that, but I didn't understand why he was doing it or how it actually controlled what platforms the eggs went to.
>>
>>558041689
But my question is why do you need to control that anyway? Why do the platforms need to "take turns"?
>>
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I cannot for the life of me figure out how to use ISP. Why isn't the logicist bots collecting the goods? Why isn't it sending the items to the planet that needs the items?
>>
https://www.youtube.com/watch?v=LeUZmojH7p8
I want agrofactorio
>>
Heh, this is cool
https://i.imgur.com/yTKEC1h.jpeg
I want more games to give you the option to take oversized screenshots
>>
>>558046510
oh fuck imgur, the original is 12288*8192.
>>
>>558046510
>>558046725
>>
>>558043818
The tower has two independent settings: local and remote. Local controls the local bots which can then distribute it to other ILS or planetary towers, OR request it from them. Remote controls supply to/from ILS on other planets.
It's common to set a material to Remote Receiver + Local Provider, so the materials get shipped in from off-world and then are available for the local small drones to then distribute to other places, and conversely Local Receiver + Remote Provider for the opposite. Local Depot is the default for when you just use belts for input/output and don't want the local drones bothering.
IIRC if you set it to Remote Depot then it's basically like a planetary tower for that material and doesn't participate in inteprlanetary logistics, and obviously if you set both to Depot then it just acts like a giant chest and nothing else for that item. I don't remember that 100% for sure but I think that's how it works.

You need an ILS on another planet somewhere else that's set to supply or receive the same item, and then the big interplanetary drones will go from a supplier to a receiver. I don't remember if you need interplanetary drones available specifically in the suppler, or if the receiver is able to send empty drones to go fetch it, I think it might be the former.
>>
>>558048005
I figured it out. Turns out i have to transport the goods to the tower, when i expected the bots to carry it.

But then what is the point of logistic bots??
>>
>>558048754
You can have the bots carry it if you set the tower to Local Receiver.
>>
>>558046725
Use catbox
>>
>>558048754
bots only carry stuff from the little storage box addon into your inventory
drones carry stuff between towers on one planet
vessels carry stuff between planets
>>
>>558049541
Doesn't work
https://files.catbox.moe/q32djo.jpg
>>
>can't insert rocket components into the rocket
>even if it has logistics requests for them
>can't insert into or take out of cargo bays
>no underground heat pipes
>need to wait ages for the heat tower to heat up on aquilo after landing
>can't move the heat exchanger and turbines without losing a ton of energy
>not to mention the tower itself
aquilo fatigue is setting in
it's like the anti-fun planet
>>
>>558050752
/hr/ then
Fuck the coomers
>>
>>558051523
It's just the same image of my starter planet at double the resolution. It's really not that big of a deal
>>
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>>558032021
Use the info overlays to find the slackers and their excuses for not riding a bike to the train
>>
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>>557968727
Holy shit, I did not see this coming. This is actually kind of hype.
>>
>>558028451
whats that
>>
https://www.youtube.com/watch?v=lXBESbHKiUc
How do civil engineers measure block efficiency?
Can you apply that to factorio?
>>
>>558055952
>How do civil engineers measure block efficiency?
Civil engineers are meant to be bullied
>>
>>558055952
>DOOD
>HEXAGONS
>LMAO
>>
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>>558057256
Looks like it would work but I'm not a fan
>>
>>558055952
I get it's burger hours but are city blocks a good idea in the first place?
>>
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>>557968727
>de re metallica
>MC isn't named georgious
>not even Bauer for a slightly more obscure reference
I am ever so slightly disappointed

also, medieval mining egg WHEN?
>>
>>558055703
fucking GOTTEM
>>
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>>558055952
>>558058409
For me it's european old city centre layout
>>
>>558043818
>>558048754
The point is that whatever you set as provider can send the items it has stocked (which you have to belt in as you realized) to whatever towers you have set as receiver, and for the interstellar big tower you're using in particular which has two settings, the local setting only sends and receives to the same planet, while the remote only sends and receives to other planets. You also only need drones and vessels on towers that are requesting things.
Just be careful about abusing these because they drain power like a motherfucker, I've been dealing with it the hard way. Time to finally get into nuclear power I guess...
>>
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>>558051102
>>can't insert rocket components into the rocket
>>even if it has logistics requests for them
>>can't insert into or take out of cargo bays
These issues have nothing to do with Aquilo. As a general tip for the landing pad though, you should consider the kind of arrangement in picrel for maximum I/O. You can move the cargo bay in the middle to one of the corners for more i/o, but on Aquilo that shouldn't really be necessary (it's good for big space platforms though).

>>no underground heat pipes
What would be the point of the planet's gimmick if they existed? Just use underground pipes and belts.
>>need to wait ages for the heat tower to heat up on aquilo after landing
Bring a reactor or nuclear fuel (for heating towers) to jumpstart the planet. It's completely self-sustaining without the fission reactor, it's just nice to have it around for jumpstarts.

Additional tip: burner equipment just works. You can stockpile a chest of rocket fuel and keep

>>can't move the heat exchanger and turbines without losing a ton of energy
Store your steam in tanks. Deconstructing pipes and tanks distributes them to the rest of the pipeline instantly.

>>not to mention the tower itself
It sucks when you have to move them, but they will heat up faster near hot pipes. You also don't really have to heat any of them besides the ones boiling steam above ~200C.
>>
>>558063026
Insane people will look at this image and say "This makes sense"
>>
>>557983529
what is the point of the middle loop
>>
>>558063610
I cant even guess what the purpose is. Max throughput for transferring between landing pad and rocket silo, okay but what's the use case?
>>
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>>558063026
>Additional tip: burner equipment just works. You can stockpile a chest of rocket fuel and keep
Fucking mormon rang my doorbell and I forgot to finish typing this part out

You can stockpile a chest of rocket fuel and keep a heating tower fed through brownouts, since you don't have to worry about a burner inserter freezing.

>>558063610
Well yeah. It's just a block of cargo bays so that your landing pad can act as a huge amount of storage. In the context of Aquilo, you can put a heating tower or fission reactor inside of it so you can DI fuel directly into the respective buildings and ensure that you always at least have roboports alive. The only thing that doesn't make sense there is the number of beacons I have next to the silos.
>>
>>558063987
If you ever wonder why women avoid you, please refer to your images.
>>
>>558064108
I think that the fact that I'm fat and gay contributes to that more, handsome.
>>
>>558064189
No you're not.
>>
>>558064326
It is a provable fact that the more autistic yet efficient your engineer layouts are, the fatter and uglier you are.
I'm practically a brad pit kind of guy
>>
>>558063026
>picrel for maximum I/O
This is very, very, very far from maximum I/O.

Maximum I/O is when the pad is surrounded by stack inserters (legendary, in the endgame) and has a thin snake of cargo storage extending to a large storage area a good distance away, meanwhile the entire immediate area around the pad has a ring of logistics chests and is absolutely stuffed with roboports. You are taking up a shitton of roboport space with rocket silos and the odd ring of storage bays right where you need to be doing your high throughput I/O.
>>
>>558064580
>uh ackshually it's not maximum I/O... where are your inserters? Hello?
I am referring to the arrangement of the cargo bays, not the things within it. Obviously you're not going to have fucking rockets and roboports in the same space if you're looking at manual I/O.
>>
>>558065142
>this is maximum I/O except I didn't actually add any I/O
The ring of cargo bays is utterly and completely irrelevant to I/O, and again if you wanted maximum I/O you would make a long line of 1-wide cargo bays leading to a large blob of them far offsite, not put them anywhere near this close to the landing pad (in a ring or otherwise). So your picture shows absolutely nothing related to high I/O.
It's a landing pad with a bunch of cargo bays and rocket silos right next to it for some reason, neither of which are in any way related to high I/O speed from the landing pad.
>>
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>>558065478
>It's a landing pad with a bunch of cargo bays and rocket silos right next to it for some reason, neither of which are in any way related to high I/O speed from the landing pad.
That's right you dumb fucking son of a bitch. Because like I mentioned in the post you're replying to, in addition to this post (>>558063987), the arrangement is for the purpose of maximizing the number of spots you can pull items out of the bay from so that you can chuck them onto belts. Or more prudently in Aquilo's case, keep a heating tower and reactor inside of it while still having spots for your inserters to pull shit out of your landing pad as you need it.
>>
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>>558063987
not optimal
>>
>>558065910
>>558063026
>You can move the cargo bay in the middle to one of the corners for more i/o, but on Aquilo that shouldn't really be necessary (it's good for big space platforms though).

Do people in this thread not actually read the posts they're replying to?
>>
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>>558065839
So this arrangement is already better in terms of the attachment to the landing pad, you're saving two extra inserter spots, while your previous one wasn't.
My issue is with the ring of cargo bays, why the fuck are they not all the way off to the side somewhere?

Basically your initial two posts >>558063026 >>558063987 are completely unrelated to maximising throughput. Pic related is the only thing in all three of your posts so far which is actually good for throughput, everything else is a weird elaborate arrangement that is completely irrelevant.
>>
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>>558066041
I only look at the images
>>
>>558066142
>>558063026
>You can move the cargo bay in the middle to one of the corners for more i/o, but on Aquilo that shouldn't really be necessary (it's good for big space platforms though).
Yeah, fuck me for taking a screenshot of a part of my base instead of opening the sandbox mod's surface, I guess. Maybe if something were written down somewhere... perhaps in the same post that I posted that image in, it could've cleared up some of this confusion.
>>
>>558064580
>Maximum I/O is when the pad is surrounded by stack inserters
I think it's actually when the pad is surrounded by roboports, and when bots can carry the items directly from it, because it's a giant provider chest.
>>
>windows, chrome and edge, anime girls as wallpaper
gay gay homosexual gay
>>
>>558064456
I meant you're not gay.
>>
>>558068250
That is up to debate
>>
>>558032021
They wait 1 hour at station then fuck off. If your train doesnt get them in that time they'll slack off.

I fucking had it with the captchas and random ip range bans, unironically just go to fucking reddit chin is ded
>>
>>558005003
unless they remove this glownigger shit i might stop posting here entirely
the vidya altchans seem dead as shit, for nonvidya the KC offshoots seem the best to me
>>
>>558066216
>kana key
good idea
>>
>>558066636
Legendary stack inserters are VERY fast, and the only thing you lose is a few tiles of robot travel. I'm fairly certain that a hybrid approach is better than pure bots.
>>
>>558052957
thing is, they're unemployed even if living right next to the station
>>
>>558072364
I should've read this before i made the other reply, yep, you're right, that was it
>>
>started playing satisfactory
>put litertally everything in buffer chests
>put all the chests together
>wanna limit the storage space on them
>everyone says "why would you want to do that" and "using buffers is stupid"
>just unlocked coal power
>need to expand production of some materials
>can't expand it in a way that makes snese becasue there's fucking containers everywhere
>useless materials are constantly getting produced wasting power

Learned a valuable lesson. Luckily I'm not too deep so "fixing" everything will be as simple as consoladating everything into another container and tearing all the old ones down
>>
>>558082914
whoever told you using buffers in satisfactory is stupid is retarded
>>
>>558082914
Don't worry about"wasting" power in satisfactory when resources are infinite. Just expand power production and get gas generators asap. The various gas recipes are better than nuclear because of how simple they are to to set up and expand
>>
>>558082914
This might shock you, but not every game is Factorio.
>>
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NO FUCKING WAAAAAAY
AWESOME. I ONCE FANTASIZED ABOUT AN OPUS DLC.
It actually feels like I reached through the ether and made this happen. Holy shit I'm so happy right now.
>>
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>>558013053
But...but I just made that one

You might be thinking of my regular Space Age Gleba base
>>
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SOON
>>
I HATE THE AQUILOCHRIST
>>
>>558091787
what's making the 238 input lane block?
>>
>>558055952
>How do civil engineers measure block efficiency?
They don't. Not really. Generally speaking they are there to spend as little money as possible. I'm sure you've heard the phrase "Anyone can build a bridge that will last forever but only an engineer can make a bridge that barely stands." And 90% of the reason infrastructure is built like that is to minimize cost. An engineer isn't trying to plot out maximum efficiency and ease of driving. They are trying to build roads as cheap as they can then working backwards from there to add safety features, accessibility, comfort, stuff like that. That stuff is considered but there usually isn't a perfect math equation to figure out that kind of stuff. Humans are random and lazy which doesn't fit too well into math. When they try to figure that extra stuff out they mostly lean on historic data because there usually isn't formulas for that. Just gotta see how something similar worked and go from there. Building codes are written in blood.
>>
>>558092509
That what now?
>>
>>558093518
the lane of u238 coming in from top right
>>
>>558094490
Oh. That's from the actual uranium processing. The U235 is backing up cause I didn't design it right but I'm too busy to bother fucking it when I have 4k+ U235 already and uranium processing dumps out into a warehouse anyway
>>
Am I stupid or is the Holmium Ingot recipe for Industrial Furnaces rather than Casting Machines extremely retarded?

In exchange for not needing to use Pyroflux or Casting Machines you need a decent amount of coal (10 per ingot) and over 7 times as many Holmium products for every step that isn't Molten Holmium. Meaning more machines to process all of those products and more Anion Ion Exchange Beads and Copper Wire
>>
>>558098015
The mod author wants you to play a certain way.
>>
>picked up satisfactory
>played almost 12 hours over the past 2 days
>start looking into replacing belts
>"why would you ever want to do that if the current ones work fine?"
>alrighty then
>start looking into when to rebuild the starter factory
>"why would you ever do that just go build new factories all over the place"
>never mind the fact you basically have to walk and getting better power delivery (towers and such) is behind multiple tiers of other shit
>......
>lose all motivation to play

It was fun while it lasted
>>
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Against my better judgment, I'm starting up a satisfactory++ run
>>
>>558103198
Oh please, if this was a "Do it the way I want you to" situation he wouldn't have even bothered having an alternate recipe.

I'm just wondering why it exists when it's this fucking awful. The amount of coal you need on hand to make it without the use of pyroflux is nuts and the insane increase in raw materials is similarly ridiculous. Let alone the extra machines and power that are also required. It feels like something vestigial
>>
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>>558063987
>>558065839
>>558065910
>>558066142
>>558087249
>>558091787
>>558092368
where's your quality items
>>
>>558109318
I haven't researched quality yet, I'm saving that for after I reach the solar system edge
>>
>>558087249
>regular
how is the other one not regular?
>>
Damn, oil in DSP sucks. Refining it is way too slow even with the recipe that adds one extra refined oil, and oil wells slow down way too much over time, and also it's used in a lot of recipes. At the very least you can find a planet with sulfur oceans after you can warp to reduce the usage of oil a bit but that still doesn't seem to solve the issue of needing too much refined oil.
>>
>>558086953
>second worst zach game is getting a dlc
could have been better
>>
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>>558092791
So when I only use square blocks for my ease of use and not for optimal TPM I fit in that category. Nice
>>
>page 9
/egg/ is dead
>>
>>558086953
wish they'd name it tsun de re metallica
>>
>>558059489
The man who directs the machine looks like he hates his job
>>
Factorio, is there an easier way to cheat-research a technology but not its prerequisites? For now I'm using a mod I hacked together to remove all the prereq researches.
>>
>>558098015
>pyroflux makes smelting stuff much more efficient
shocker
>>
>>558114516
infinifactory is getting a DLC?
>>
>>558103293
I built my first shitty factory on the ground in near the lake in the Rocky Desert. Once I had coal power automated, I built a second layer above with a proper iron/steel and copper factory, disconnecting the miners when a production line was completed. Constructors on the ground still unloaded their remaining materials into containers and were successively demolished.

Though if you started in the Grass Fields, just abandoning your old base and building a new one in a better biome is also an option. Load enough building materials in a tractor in that case.
>>
new thread
kohlchan dot net/int/res/27766357.html
>>
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Ach Helmut
>>
>>558120904
infinifactory is better
>>
>>558114513
Oil makes a couple loops in that game for balancing your needs. What are you spending it all on? If I remember right if you find fire ice it way eases up on your oil needs. Also if you skim hydrogen from a gas giant and mix it with coal you can make more. Maybe. I might not be getting my recipes right. It's been a bit. All I remember is finding fire ice pretty much solved my oil issue and let the other recipes for it make up the rest.
>>
>>558109318
I literally screenshotted another anon's picture retard. My quality items are in my own base
>>
>>558103293
You should get the tractor or running boots and just go somewhere else
the idea is you leave your base producing one of the next elevator tier items, and when you come back X hours later you'll have enough to turn in. meanwhile you automate the other stuff you need
>>
>>
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>>558125019
>>
>>558125019
the took lots of acid in the 60'
>>
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Does artillery aggro all biters or will they go for the closer walls?
>>
>>558126359
the get mad at what shoots at them
>>
hot take: the hydrogen to deuterium loop in DSP is beans and retarded and shouldn't be a thing
>>
is satisfactory actually playable on steam deck
>>
>spitters are attacking X mining place
<go to X mining place
>spitters start attacking Y processing place

fucking annoying, will possibly lost the world due the constant blackouts too.
>>
>>558128694
>is satisfactory actually playable
No.
>>
is satisfactory actually
>>
>>558128694
Used to get like 5fps, but they supposedly optimized it. Even got the "verified on steamdack" checkmark now.
>>
>>558128694
>is satisfactory
the game's name is extremely ironic
>>
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How do I quit the casino addiction?
>>
>>558132562
It's funny because "satisfactory" usually means something like grade C in school, but video game reviewers rate it as an A.
>>
>>558133505
Realize that gambling before Q3 modules and legendary tier is dumb and go play the game.
>>
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>>558133505
Why contain it?
>>
>>558125019
Any of these real? I wouldn't put it past them.
>>
>>558133790
quality asteroid catchers though
>>
>>558135282
are irrelevant until post-aquilo REEEEEEEEEEEEEEEEEEEEEEEE
>>
>tired of replacing used up patches
>install infinite resources mod
>play for several hours
>notice plastic production is fucked
>oil is fucked
>water is fucked
>all liquids are fucked
>build more, but im only getting a tenth of what I had
>finally realize the mod gutted liquids base rate
god fucking damnit, punished by god for the sin of using m*ds
>>
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>>
>>558133505
I modded all the quality tiers to unlock right away

But unlikely to get any of >>558135282. I basically just start doing a lazy bastard and craft all final products using quality modules. Quality bullets and tank shells are nice against the first few demolishers; assemblers, furnaces, solars and modules are nice for the first few ships. Power lines and inserters are mostly useless.
>>
>>558137048
Weird. I expected something like Angel's infinite ores which require liquids to mine. iirc that also worked with vanilla ores.
>>
>>558137048
should've read what the mod does desu
anyways the one I recommend for infinite mineable resources is Jeen Infinite Ores if you just want patches to be constant without fucking with anything else
>>
Would it be effective to throttle thruster fuel by using a tick clock then calculating (clock%60)<10 to limit fuel input to 1/6 per second or any other arbitrary measurement and then disabling upon reaching a sustainable top speed?
>>
>>558137907
Surely there must be a mod to set target speed through circuits like in SEx
>>
Are there any overhaul mods for DSP? Most of what I see are just minor tweaks or cheats.
Closest I could find was https://thunderstore.io/c/dyson-sphere-program/p/jinxOAO/MoreMegaStructure/
which is too chinese to trust, and also just an end-game thing.
>>
>>558137907
That's how I do it.
>>
>>558122203
It's more that you need it for sulfuric acid, plastic and organic crystals and they're all slow as hell in addition to the whole refining process also being slow, but checking the wiki I noticed you can find those crystals in other planets so that should help a lot once I can explore deep enough.
>>
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>centrifuge set to read content + include in crafting
>enable u235 inserter if u235 < 40
>enable u238 inserter if u238 < 5
Making a lean kovarex setup is so much easier now, it's crazy.
>>
>>558147609
but it's going to stop between cycles to load and you'll get annoyed once you have enough u235 to run it constantly and have to rebuild it
>>
>>558137907
>>tired of replacing used up patches
>>install infinite resources mod
>>play for several hours
>>notice plastic production is fucked
>>oil is fucked
>>water is fucked
>>all liquids are fucked
>>build more, but im only getting a tenth of what I had
>>finally realize the mod gutted liquids base rate
Yeah that works. Conveniently a pump moves 20 fluid per tick (unless your tank is low).
The other way to do it is to restrict input to a tank so it only gets filled up to some percent of a fifth full. That will scale down the speed of the output pump proportionally.
>>
>>558103293
>>558121610
>>558123472

After playing a bit more I realize that rebuilding somewhere else is much easier than trying to rebuild where you're at. Just shove shit in containers and move on (I don't know why some people said not to do this). I'm also going to start work on a frame factory and then making another coal plant. Thanks to the various factory planners I don't have to worry about math at all and I just need to make the design
>>
>>558150660
Before you abandon your base, make sure you have smart splitters researched and build an awesome sink. Send overflow into to keep the factory running when your containers are full and generate points to unlock some optional buildables. Most importantly ladders and wall outlets.
>>
>>558151610
smart splitters are lategame, he's not even making frames yet
>>
>>558151738
You can unlock them in the MAM as soon as tier 2. You might be thinking of programmable splitters.
>>
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>>558150417
You expect it , i deliver it.
>>
>>558153650
I mean you need electronics to actually build them, so the unlock won't help you.
>>
>>558155184
The AI Limiters it uses just need copper sheets and quickwire, with the recipes unlocked in the MAM. Though he might need to handcraft a bit with resources from deposits if he hasn't found a minable node at this point.
>>
>>558133782
The name is an in-joke referring to the entire corpo-culture meme-ing the game has going on. "Satisfactory" is usually one of the midpoints on employee performance review forms that use scoring on a 1 to n scale, e.g. , "insufficient", "(barely) sufficient", "satisfactory", "good", "excellent".
>>
>>558159750
npc post
>>
>>558159750
It's even funnier than before now.
>>
>>558141372
That mod sounds kind of fun. At least it would give you some end game goals beyond a single sphere.
>>
>>558147609
It was never hard. All you need is priority splitters yet somehow everyone manages to massively overcomplicate it.
>>
>>558161521
Yeah maybe. Just not sure it's worth another playthrough when 90% of it will be the same.
>>
I gotta say, this is pretty damn cool
>>
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why won't the right train go forward to the end station
>>
>time to build iron frames
>find 3 pure iron node close to base
>decide 10 per minute is a good starting point
>plug everything into satisfactory calcuator to get a schmetic
>build my factory as 3 tiers (smelter on bottom, constructors on mid level and assemblers on top)
>already looks like shit
>start trying to follow the diagram to see how to run all the belts and set up the equipement
>brain shuts down

I feel absoultely retarded trying to follow this shit so I just closed the game and will come back later. Hopefully it gets easier the more I play but I fear I'm simply too stupid to do anything more than unga bunga shit everywhere.


pic rel is what I got so far. The odd colored machine is a direct line from a miner that was running at like 25% adn the power cables are for zipline since I don't have jetpack yet. Once I manage to get all the belts done I'll dress everything up nice (probably).
>>
>>558165668
kinda looks like there's a train in the way anon
>>
>>558165031
>>
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>>558168269
oh yea? then answer why it wont got forward HERE then
>>
>>558167962
I talked it out with claude and came to the realization I can just follow one small thing at a time. like belts from mioners>belts into smelters>belts out of smelters>etc etc and just do it small bit by bit instead of trying to trace everything all at once. The schematic gives me the big picture but the best method here is to looka t the small picture and build it into the big picture
>>
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is it just me, or is this game really hard?
>>
>>558169298
What do people like you do when you actually have to answer a question on your own
>>
Why does this look so weird?. The letters above the big ones are just nonsense.
>>
>>558167962
>I feel absoultely retarded trying to follow this shit
That's because you've been relying on external tools from the start instead of figuring things out.
>>
>>558169658
>when you actually have to answer a question on your own
No longer happens in the age of AI
>>
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>>558169298
do you ask claude how to take a shit when sitting at the bowl?
>>
>>558169697
The unintelligible words are just what standard nigger graffiti looks like
>>
>>558169658
What kind of question? I've never played a 3D factory game and I only have 300 hours in factorio and it was jujst "use buffers and add more shit". AI is good to bounce ideas off of and such.
>>
>>558169885
So the artist went out of their way to put bullshit letters all over?
>>
>>558169658
why are you asking him, did you run out of claude tokens to get the answer directly from the source
>>
>>558170013
it's look unnatural without it
>>
>>558169056
Can you add more blocks so the long blue sections are broken up? Maybe it's pathing the wrong lane first or something weird.
>>
>>558170013
Yes. I'm serious, go on google street view near a train yard and you'll see.
>>
>>558170153
it was actually just bugged, the middle rail was perma "occupied", flipping that red regular and back fixed it
>>
I saw a reversing piston engine design (from a steam train diagram) and tried replicating it
The reversing part will be a pain in the ass but the linkage looks very nice in motion. Got the timing right in a very roundabout way, the bottom piston is activated by an AND taking in both sensor inputs, while the top one only uses the top sensor. I really didn't need to do all that.
>>
>>558133505
>gambling with tier1 quality modules in tier2 assemblers

You're silly.
You know you're silly, right?
You're being very silly.
>>
https://www.youtube.com/watch?v=OC7sNfNuTNU
I fucking love batteries
>>
>>558171508
You'll be making a mall anyway, it's no extra effort to put in quality modules and enjoy the occasional blue. Though I would not do it for power poles.
>>
>>558169697
the only odd thing is graffiti on locomotives, rail operators usually keep at least those clean



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