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Not Even The Dead edition
Previous thread: >>560456062

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, Timberborn, Trailmakers

Aerospace
>Chode - Children of a Dead Earth, Flyout, Kerbal Space Program, Highfleet

Logistics and factory management
>Autonauts, Captain of Industry, Dyson Sphere Program, Factorio, Factory town, Infinifactory, Oxygen not Included, Satisfactory, Shapez, Workers and Resources: Soviet Republic

Programming puzzles (or most of Zachtronics)
>Exapunks, Last Call BBS, Nandgame, Opus Magnum + De Re Metallica, 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
>Endfield

(bad) OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.

Current and recent /egg/ hosted servers:
>Factorio (pyserb)
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
>>
i like eggs
>>
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>>561027125
any /egg/'s where you have a companions?
>>
basted egg
>>
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I miss corneroids
>>
>>560996640
no, pop dropped so hard even buildings with prio 1 were out of workers
>>
>>561030142
I know a guy from Ur who could sell you a lot of good copper
>>
>>561030273
>>>/leddit/
>>
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>went to bed
>slept great
>thread died
you fucking muppets
where are your FACTORIES
>>
>>561030142
I meant before things got out of hand, guess if you don't notice it's too late.

I recommend having storage buffers set up with notifications for all the critical resources. Most do not notify you on their own until they start having negative efffects, only maintenance and food have advance warnings.
>>
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Fuck, I did the calculations early when I checked what was most coal efficient: burn coal in blast furnaces or burn the same amount of coal to produce power for arc furnaces. Turns out the blast furnace was better. I just realized that the extra efficiency of the arc furnace tier 2 and power generator tier 2 changes this and makes the Arc Furnace more efficient.
And here I was thinking I had to wait for nuclear power before I switched away from blast furnacing.
>>
>>561031367
I did, just not on the maintenance path since that's the first thing I did. And compound failure meant fixing a thing, letting the game run to see if it resolves the problems, then getting two more problems in the meanwhile as it cascades through everything
>>
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wait is this shit
>>
Babby's first plastic setup
Surely nothing could deadlock
>>
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It's finally happening
My first T4 construction parts
>>
>>561032581
Why would you be planting shit?
>>
>>561033842
it's for fertility, but I checked and just doing taters and veggies on loop is better than the manure
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Now that the time has come, copper demand is suddenly A LOT higher
My shitty old copper mine isn't going to cut it and my T1 copper smelter needs an upgrade.
I have T2 maintenance now but it currently has no consumers.
The road to T3 vehicles is long still.
>>
>>561031490
Even if they weren't more efficient, they save you coal shipping costs and a bunch of health points from pollution.
>>
>>561031308
Mind you I was out wage slaving,
Will now go back to overthinking my rail stations
Here is a question though, if a route has multiple possible stations to deliver from, with mixed cargo, how does it choose where to go?

>>561031490
So did removing the redundant pillars improve anything at all?
>arc furnaces on coal power
nahh, fuck that, just imagine the insane amount of coal through output that would require
also how the fuck you rely solely on coal up to that stage?
>>
>>561039369
>just imagine the insane amount of coal through output that would require
Less than feeding the coal into mk2 blast furnaces. And you can centralize burning it all for power near the coal mine, as long as there's water.
>>
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>landscaping project taking ages because the trucks only have access to small ore sorters, one of which is plugged with sand
why the fuck is there no medium ore sorter
how can you have a large and a small if there is no MEDIUM?
>>561039369
No idea, my trains are all me just winging it. I have one mixed cargo train but it only goes between two stations.
>>
>>561037651
Whats the point of those midlanes in your station?
>>
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>>561039973
there isn't a practical reason, though perhaps you could park a train there if you wanted.
I put them there to remind me to use such things in the future where appropriate. Basically a proof of concept.
It won't be long before I will be in a situation where having pass through tracks through the middle of a station would be helpful.
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Any game for the architect? I can only think of ftd besides actual CAD or game mapping.
>>
>>561041541
Who's the architect?
>>
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SCIENCE
>>
>>561033147
>Pump hooked up to outflow for caustic solution
Was the 75% overflow valve too high or too low? Or is this back in 1.1 where stone/iron pipes can't reach pressures high enough to actually use an overflow valve?
>>
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>>561027125
>sudden power spike
>realize the singular centrifuge I'm using to make albumin from blood is drawing 250 MW
>>
>>561047910
yeah centrifuges don't fuck around, try to minimize using them until you've got gigawatts of extra capacity. centrifuges alone would make nuclear power largely non-viable because of how many you need for a good power plant and how much that'd eat off the output power, but the output's also shit compared to much, much cheaper and simpler alternatives.
>>
>>561041541
https://store.steampowered.com/app/1902940/Snacktorio/
>>
Factorio? More like FAGtorio!
>>
>>561041541
I assume you've already beaten Gain Factory
>>
>>561047910
>>561048059
50MW, actually
this is why we efficiency modules exist
>>
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Food production area be looking a little insane these days.
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>>561048889
It's telling me two fiddy
>modules
lol.
lmao.
>>
>>561046372
oh my heckin
>>
>>560974182
>roody2d
a bit similar yeah but different enough i think.
i think sandustry is more following the roody2d footsteps
>>
>>561049571
why are the graphics cut off?
>>
>>561053913
if the game does not respect the hitboxes I will make it do so
>>
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forgot to chop down this stupid tree and now my harvester can't get to it and it will be there forever
>>
Well shit, looks like my multi cargo station setup didn't work as intended,
The train doesn't pick a suited station to its cargo in the route,
It was quite cool while it did though, it could work if you have suitable unload station for all possible cargo
not too hard to fix tho
>>
>>561057003
what were you trying to do?
>>
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this aircraft mod is fun

i need to unlock the other planes to use with napalm, and nukes.
>>
>>561057959
>NATO doctrine.webm
>>
>>561047910
just wait until you set up uranium processing in another tech tier or two
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>>561059110
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the ship that will take me to gleba
i dont know if my favorite part is the splitter that doesnt do anything, the fact that some asteroid chunks can go in the cargo bay but dont actually have to, or the unnecessary arithmatic combinator when i should be able to just use a constant combinator for that purpose.
it moves at about 100-120 km/s for the majority of the flight, with a short time at the beginning where it can go close to 200. The rate at which i make fuel is roughly equal to the most efficient ratio the thrusters accept it at.
It uses about 200-300 magazines per trip, at physical projectile damage 6 (SIX). I have this thing fully up and operational at 6.5 hours into the game so i think that's pretty ok.
Havent unlocked quality, might keep it that way as a bit of a "challenge" or whatever for this speedrun cheevo, i mostly only miss it in personal equipment and asteroid collectors. Also trying to get away without any base defense, just using efficiency modules in everything, nuclear power, and clearing out biters way out, and exploring large areas to promote expansion away from me. I've never had the evolution split be like 90% pollution and 5% time / 5% spawner kills before haha.
>>
>>561063202
why are your gun turrets purple
>>
>>561065212
` /color purple
:3
>>
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BIG
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Now that I can produce T3 vehicles, they necessitated having a way to get them to the mines. So this centralized area was born.
One train imports fuel and rubber from the refinery, another exports the finished parts and other required materials to the receiving stations at the mines.
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BIG SCOOP
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It's lonely in here, but at least big scoop and big dumpy have finally found each other.
>>
>>561048605
>Devlog in hieroglyphs
Will this result in guided bombs landing in my garage?
>>
>>561069682
I wonder if big scoop is actually worth the fuel and maintenance cost. Seems like a lot of the time it scoops up half loads because there isn't enough ore in that one tile, and it moves slower than the medium one.
>>
>>561031308
you asked for this.
>>
>>561031308
main busses are meant to come in from both sides and meet in the middle
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>>561078162
sir that's not a factory that's a coke binge
>>
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Behold the infinite train fuel device.

Holy shit I forgot just how bad T1 trains and bots are in this mod. I think I could outrun a T1 train fueled by hydrogen canisters on refined concrete
>>
oh yes
Atom: split
Water: desalinated

All this vacuum desalination everywhere is getting out of control. I have excess of fresh water now but I cannot allow myself to dump it because I consider it to be a valuable resource. Gonna have to open more farms, just to have somewhere to splash that water.
>>
>>561039369
>So did removing the redundant pillars improve anything at all?
Not really, the game already ran fine. I put a lot of money into a new computer last year.
But it feels very efficient to remove the redundant ones.
>>
>>561075079
But it's BIG
>>
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>>561028428
>reverse image search
>made by a plush fucker
>>
>>561047564
I only have one way valves in the game, else I would have used the overflow valve. Playing on the 2.0 version from github.
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>>561079720
Vacuum desalination sucks ass.
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>mixer can't internally consume its own output to utilize two recipes
I am dissapoint
You can select multiple recipes for things but the actual use cases for such things is so unbelievably small it seems like. This will still work but I have to loop a belt around and move the biomess container because I blocked the exit with it.
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>>561082383
>Playing on the 2.0 version from github.
What version are you running?
>>
>>561084303
This one
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>>561085281
And here's my selection of valves
>>
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I can't believe I doubted the anon with a power plant in his oil refinery, I'm powering my whole island off the oil that I would usually flare at this stage
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>>561085281
>>561085458
Weird my version doesn't use configurable valves as a dependency.
I think this is the one I got
https://github.com/elvanaud/nullius/tree/update_dev
>>
>>561088807
why are you using another guy's third party fork of nullius instead of the original
https://github.com/GregorSamsanite/nullius/tree/dev
>>
>>561089087
I dunno. One of the others was giving me shit over missing graphics on my Steam deck when I tried to load it. Maybe it was that one
>>
>>561089196
>missing graphics on my Steam deck
>>
>>561089374
I play Factorio at work when there's no work to do, yes. I have a mouse and keyboard with buttons that switch channels and a USB to HDMI cable
>>
>>561089374
>>561089087
Hey man I'm not the one missing valves here
>>
>>561086280
Key point is the turbine needs an uninterrupted flow of steam. Otherwise efficiency goes down the drain as it has to spool up again before reaching 100% output.

>63 unread alerts
Isn't that how you death-spiraled last time?
>>
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>>561057959
and this tank from the tesla legacy mod, it kinda sucks.
>>
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It always amazes me how areas in this game tend to evolve over time. Once thought it would remain barren and unused, later completely infested with a mess of interconnected systems and factories.
>>561090283
Not him but messages are not alerts. If you have any alerts, you should probably read them.
>>
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>>561090283
>Isn't that how you death-spiraled last time?
>implying that was me
I think there are several of us starting new playthroughs.
I just unlocked bridges and am considering this for my first bridge. It will be tremendously expensive but will open up those huge iron, coal and copper deposits after taking the in-game 2 hours to make enough steel
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>>561031308
massively overbuilt ammonia + nitric acid
I'm aware this will be redundant once I get some biology research going but I want to finish my rail base first before starting biology research

>>561085458
>>561088807
the older version has top-up, overflow, one-way and auxiliary valves, and no configurable valve dependency. it's what I'm using
the new one removed them and has configurable valves on pumps and small pumps instead. default hotkey should be ctrl+R
>>
>>561094585
how do you plan to even get up there?
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>reforging system isn't keeping up with the amount of iron scrap coming in
oh no
>>
>>561095210
I already made a ramp up there to get to the water reserve
>>
>>561095783 (me)
but thinking about it now, do vehicles need to be able to access the base of every pillar to build them? Because if so, that will be a problem
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>>561095783
>a tiny ramp
I tunneled through the fucking mountain face over the course of AGES and ended up even not using the area
>>561095938
amphibious trucks are advised to build over water but the dynamics of where land based trucks can access the build sites are peculiar so I can't say they're 100% required. It probably has the most to do with where the base support pillar is but I don't think that's the whole equation. Land based trucks were able to build most of my cable-stayed bridge, even bits whose support was in the water.
>>
>>561096270
>didn't use that area up top
how did you get water early on?
>>
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God why did I save all this dirt. This shit is stupid.
>>561096382
copious amounts of desalination
these days the main factory area still gets its water from desalinators but they're much higher tech, not to mention all the water reclamation tech now integrated into everything.
The only area that uses ground water is the area that has my food production.
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First update 4 factory
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>>561100959
>>
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>>561101131
went for recycling instead of t2 vehicles first but the techs for t2 are almost done so I wont have to trade for glass at least.
>>
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I got a little irritated at how some machines in Nullius are hard to tell the tier of at a glance so I re-enabled Artisanal Reskins and...
>>
>>561057809
pic related is the other end, the crusher station
I have it set up that on the route that all stations in the same group so a train can choose between either of them,
it worked reasonably well before I got Coal mining into the mix,
because the delivery station had both all of the possible products to accept,
however separating the delivery stations between coal and iron broke that, the train apparently doesn't choose station by cargo, or at least it doesn't if the station is already occupied
I'm gonna test it a little bit more

>>561062328
welcome to the fold, beware, when you open your mind to these new possibilities you can't go back.

>>561083376
yeah it can work but you need make good use of filter and priority balancers to make it work right
>>
>>561095938
>>561096270
Trucks can build over a fairly wide range, instead of tiny access area it needs for regular delivery

>>561097063
git autistic and do proper landscaping
(I land fill with stone and the two layers of dirt on top)
>>
>>561078162
ah, so that's where all the coke is going
it's so weird to see py buildings without them being cropped
>>
>>561097063
>God why did I save all this dirt.
Welcome to the first stage of being a dirtard. Do not fret, we've all been there.
Stage two will begin shortly, where you'll be a smarter dirtard that, rather than keeping it in storage, simply dumps it over a flat-ish area with the new stacker tower.
You'll store vastly more this way and need only to dig it up again once you need it. You can also trade it for fuel gas, apparently.

>>561105659
>two layers of dirt on top
One layer is enough, I'd rather add an extra rock layer, doubles as emergency reserve too.
You can make dirt, if need be. Whereas the rock can only be obtained once you start bringing down asteroids.
>>
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hmm hmmm yes hmmm
I have forgotten how to balance


(Specifically, there's a 3 input 1 output balancer which only functions when input exceeds output at all times, which would be the case for this project. It doesn't require the little loop bullshit which I'm refusing to use, and uses far far less space than a real balancer would here.)
>>
Finally dabbled in Offices, with a nice plaza area, from an old obsolete factory since the beginning of the game
>>
>>561112510
>Welcome to the first stage of being a dirtard
I'd say I'm several stages advanced, used the old stacker in the most dumb way

>Whereas the rock can only be obtained
hence why leave the top two layers for dirt, and not for storage but for land claiming
>You can make dirt, if need be
Can you? I though it was the other way around, any way, you just get way too much dirt initially, and then so much rock from the deeper layers of mining

also for extra autism, one layer of regular dirt and then another one of compost for extra prettiness
>>
>>561118461
Cursed pic.
>Can you?
IIRC you used to be able to dump compost, which then turns into dirt over time.
Now I can see a recipe for dirt, although it used gravel, which is a rock product.
I don't remember if the compost to dirt transition was removed, though.
>>
>>561120978
I think you still can, I remember doing this not long ago, current save, but maybe one or two updates back (almost a year ago, fuck me)
>>
Can someone help gaslight me into liking Satisfactory. I'm having problems feeling immersed. In factorio, Captain of Industry, or Workers&Resources I feel like the productino of stuff is "real". I look at everything and say to myself "oh yes, this is manufacturing". But in Satisfactory there is something with the generic sci-fi look of the buildings that make it feel sterile and "fake"
>>
>>561125083
>Satisfactory
>fps addicts first factory
id rather fine tune my py for 6 hours instead of progressing than jump back into that thinly veiled self hating game.
>>
>>561125238
forgot to attach
>>
>>561082565
How so? I burn coal for my main desalination plats but I feel like when I do have depleted steam I might as well use it to desalinate even more water.
>>
what's a good universal solution to screenshots? using the snapping tool doesn't work on certain older programs and sometimes these programs don't have a built-in screenshot key
>>
>>561127941
https://github.com/ShareX/ShareX
>>
>>561127941
use the actual printscreen key and paste into mspaint to crop?
>>
>>561125616
The desalination plant takes a lot of power and work to have it running at 1/3 output with that poor recipe.
nta but I use it to reclaim water for my nuclear plant, because it doesn't produce any extra steam over what the turbines consume.
>>
>>561103416
yes those reskins are quite artisanal
>>
>>561125545
>tier 3 array of diesel gen instead of biomass
cobalt enriched moondrops? They seem like a decent enough option
>efficiency beacons AND in the plants

I thought they removed modules from gens or was that just planned
>>
>>561125545
Alright so back of the napkin calculations tells me those should create around 10.4 GW for each set of 4 with two diet beacons, with 400 MW lost to the beacons, so let's round it up to 10 GW for each 4 plants, using 24 diesel a second
1 enriched moondrop a second gives 80 diesel
that's a single tier 1 rennea plantation with a tier 2 biomass with chelators

that means that with that setup a single rennea plantation into a moondrop greenhouse into a HP furnace should provide 40 GW of power
How far off am I
>>
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>>561132408
and here's the same setup with biomass using 2 dried biomass a second to create 7 GW instead by mulching wood
>>
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let's go circuit
>>
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A new steel mill has finally been built. This one's main feature is its direct connection to the train station so trucks no longer need to do anything with it except remove slag and export steel.
It is also far more compact than the previous design, taking up a little more footprint than the last design but having twice the output.
I really like how it's minibus came out through the middle. Such a clean stack of belts feeding the whole thing.
Took about 3 passes troubleshooting to make sure the whole thing was working.
>>
>>561127941
I use scrot
>>
>>561128142
Win overrides the printscreen key to open snapping tool
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are we the bad guys?
>>
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>Highly customisable settings for starting, including number of beavers
>Hmm, I wonder
>Yep, starting with 500 instantly gives you the achievement
kek

Might as well see if I can use this save to get the 1000, I already put the settings to serious easymode while I was changing starting pop
>>
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>steel mill sucked the train station dry
powerful
>>
>>561103416
that's a big undeground pipe
>>
>>561137050
is this for electronic target practice?
>>
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Man fertilizer II really makes a universe of difference. Some of the greenhouses have been switched to full on land rape mode too; no rest for the soil, just endless crops.
As a result I am able to bring back the chicken population I lost after initially overbuilding.
My settlers will be fat. That is certain. It's a shame this place's output can't all be shipped by train. A problem for another day.
>>
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I'm gonna nook !!... IM GONNA NOOK
>>
>>561137594
Now you need something to suck the steel storage dry
>>
any stationeers bros want to help me test if the serb setup works?
is anyone still interested in continuing the vulcan save?
>>
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I'm here for the dude who posts constant updates on his CoI factory. They are /egg/cellent
>>
>>561140438
>french
pottery
>>
>>561140261
it's for the carbine target illumination
>>
>>561130845
1.110
>>561132408
apparently i dinked off some steam production since the ratio is borked.
but, its just a naphtha dump to prevent nat gas from halting production.
also, infinite kerosene with diesel as byproduct.
>>
>>561141404
Oh wow, you're on 1.1? Makes sense, it takes biblical times to go through the mod, but the ratios are still the same it seems

I was gonna ask if it was either the other options with aromatics with chromium or naptha, but that explains it, yes
I'm barely at py2 right now and I'm still using tier 1 coal
That said that, or the moondrop idea on its own, which could still work in a different setup, does look very enticing overall compared to tier 3 biomass all things considered: the numbers seem to be equal to my testing in any case, and also 2.0 does still allow modules in plants, it's a future change. Tier 3 biomass does eat exponentially less, but it also gives 70% of the power overall with the same footprint
>>
>>561142908
>it takes biblical times to go through the mod
yup, started on a whim a month before 2.0.
paused to update and check it out. got a case of the fuck-its while building my final ship to get to the frozen shit-hole and found the update leaving a foul aftertaste and went back to having fun tinkering and tuning.
>only one item away from building the last item for production science.
>>
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Rennea mk2s are probably the only upmarked animal/plant anything that needs large-scale industrialization complete with training shit around. In fact it's better for dingrits because it replaces the need for meat and scrotum feeding, instead producing a dingrit and piles of shit that get turned into more Rennea mk2s or, more importantly, used as a prerequisite for Deluxe worker food. It's probably the only higher tier plant that has a major use in anything else.
>>
Hear me out eggs. Py, but with quality.
>dies of old age before reaching modules
>>
>>561146896
>dies of old age before reaching modules
That's the problem, pyserb could have had quality enabled this whole time and it wouldn't have made any difference whatsoever because recyclers are behind production science.
>>
>>561146987
You can use quality without recycling. Though I guess in Py the impact of any one lucky pull is diluted by having to build dozens of everything.
>>
you guys didn't finish py on the serb yet? weak
>>
>>561147659
if you're so good why don't you play on pyserb, eh, tough guy
>>
>>561147701
I'm not that good, but I imagine a bunch of average players should have completed the mod by this time
>>
>>561147965
>a bunch of average players
you assume too much
>>
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don't mind me, just bringing freedom to some biters
>>
>>561148031
you guys seem pretty smart :3
>>
>>561148197
>you guys
>plural
again, assuming too much
>>
>>561146896
>Hear me out eggs. Py, but with quality.
It already exists, but shit breaks so much it's not even funny.
Also, py has tiered buildings and mk x modules already.
>>
>>561148135
needs 10 drops just to kill 3 spawners
>>
>>561148289
Yeah but now you can have a legendary mk4 moondrop for even more speed
>>
>>561149112
given how much it costs to roll them, you're better off having two of them
>>
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>>561148321
I don't think its really needed, but the smoke makes hard to see, and whatever.

I also, sadly explosive biters are immune to fire, so I still need to use rockets, after wiping out the regular nests and worms with fire.
>>
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>>561148135
>>
>>561147965
you have to remember that most of the people here are below average in the first place
in mp half or more of my time was devoted to fixing shit other people broke or set up incorrectly in the first place
>>
>satisfactory finally get the ability to dasiy chain
>power cables clip throuhg everything but the most basic machines
>still can't copy/paste
>>
>>561149332
There's no point in throwing away all the "failed" ones, just use them like normal.
>>
first robotic assembly online, not a more fitting purpose than the research line
>>
Also found it funny, soon after I plugged in electrics for my pop, I had a spike in recyclables, specially copper.
Which in turn showed a fault in my recycling plant and soon caused a massive backlog
>>
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>>561027125
After 7 hours of Satisfactory I'm uninstalling it
Good game
Nice funny dialogues
Not for me
>>
>>561157591
>good game
incorrect
>nice funny dialogues
incorrect
>not for me
incorrect
>>
>>561147965
do not ask me how many days i spent unfucking the oilsands power plant because power demand got too high and it shut down or something used up all the chromium so it ran out of catalysts or one pump had the wrong priority so everything got turned into syngas.
and the thing was not built to cold start
>>
how long is nullius 2.0
>>
>>561158875
three fiddy
>>
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>>561140438
almost there
>>
What's the verdict on Plan B Terraform? I am intrigued by the climatechanging aspects and want high levels of autism.
>>
>>561158875
in py terms around logi-py2 probably
>>
>>561161548
nta but even having played py that tells me nothing
wish he'd used a proper naming scheme instead of naming half the packs Py-smething and leaving the other half with vanilla names, when they're nothing like the vanilla ones in recipe or unlocks
>>
Is programming behaviors in desynced fun and/or necessary? I started the game and one hour in it does seem that bots are doing great on their own.
>>
I deleted my save so I can start again. I have no intention of buying the DLC or perfecting anything I make and am content to get through levels any way I can. I'm tempted to buy Shenzhen I/O but it looks incredibly autistic. Exapunks looks kinda neat just because I can LARP as a hacker.
>>
>>561162939
could be fun if you figure out how, not needed though
>>559921717
>>
>>561163506
Seems to be a worse RTS-like factorio then.
>>
>put like 130 hours into Satisfactory in little over a month
>everything keeps getting more and more tedious
>just hit alumium
>planning out the chain is satisfactory modeler
>motivation to keep playing is quickly evaporating
>>
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>>561163303
>I'm tempted to buy Shenzhen I/O but it looks incredibly autistic
nah, it's easy
>>
>>561089087
NTA- but it's effectively the same thing:
https://github.com/GregorSamsanite/nullius/pull/37
>>
>>561164846
> it's effectively the same thing
It's a dev copy but it's outdated
It doesn't really have the latest bleeding edge commits, last commit was at the very beginning of february, almost two months ago, meanwhile samsa's last commit was last week and there's two whole github pages of commits for a critically endangered dev version of a mod you're playing with
>>
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>>561159753
I am not looking forward to once again discovering how to set up my nucular industry with this playthrough.
I never save any blueprints I just make spaghetti each and every time, it's awful
>>
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I liked this level
>>
>can no longer disable short on youtube
i hate this world
>>
>>561167078
There's a way to do it with ubo, just search google.
>>
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Since more anons are playing CoI, wondered what protips you guys have come across. Also not sure what the ratio/number of flywheels to use on a given shaft.
>>
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is there some way to see a pipe's actual monthly throughput? if it's running constantly at minimal units it's still a 100%
>>
>can't design shit for myself
>don't wanna copy people's blueprints
>look at images of their blue prints adn build it myself

It's not the same as if I had just imported it myself because it just isn't.
>>
>>561170782
The better way of doing this is to look at a bunch of blueprints and take bits and pieces from each, or start off with a blueprint and iterate on it to fit your specific needs better. Assuming you're talking factorio, not many things really need a super complex blueprint except for space ships and maybe some portions of gleba/aquillo. if you're blueprinting everything including a simple red chip build, i really think you'd have a lot more fun learning some of the fundamentals and designing things yourself.
>>
>>561171020
I'm talking about Satisfactory
>>
>>561171473
Oh, you're hopeless then, sorry for bothering.
>>
>>561171529
I'm not talking about factories, I mean the design elements: stuff like picrel. There's no way I could ever think of something like that. I can look at the picture though, build it and add my own stuff to it.
>>
uppity
>>
>>561171710
Problems and solutions pretend to have a start middle and end. There is a correct product which should result from your efforts, and you have the opportunity to use that problem and solution in order to calibrate your methods of grappling with reality.

Aesthetics don't have a right answer. Style is a feeling summoned from the associations between appearances and moods.Those associations exist because of culture, interaction with the environment, and base instinct. That an appearance is meaningful is therefore a subjective argument which perpetually alters itself and exists within the audience. The only way to develop this meaning is through prototypes, which are then used by others people to make more prototypes, forever.

In other words, art is theft. The choice to steal one thing instead of another is a meaningful and personal decision. The choice, even, to fully plagiarize by pretending to be the creator of the art of another is, itself, a performance art in which you represent the idea of that other person. It's generally also a lie, but I'm sure there's some marginal situation where it would be excused. For instance, colonel sanders impersonators pretend to have invented good chicken, and that's fine.

In simpler terms, you're decorating, and that's art too.
>>
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shloop shlooop
>>
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IT BEGINS
>>
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HAAAAAAAAAAAAAAAAA IMMMMM NOOOOOKIIINNGG
>>
>>561181136
one pipe is reversed
>>
>>561185793
thank you anon
>>
>>561184249
>cheat mods

May as well enable god mode
>>
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I fucking hate wind power. That peak at the right of the graph is half the actual maximum

>>561188324
>cheat mods
What am I missing here?
>>
>>561188574
Those windmills aint vanilla
>>
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>you have more then enough food!
can I somehow disable these fucking alerts?
>>
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>>561188695
...yes. Yes they aren't
>>
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Can't be bothered to fill up this old limestone quarry, also cannot be bothered to mine all of it completely since there's a entire little island that is pure limestone right next to it (on Curland).
Just gonna slam down a pharmaceutical factory there instead. With everything needed being belted/piped up/down so trucks never actually have to go down there
>>
>>561188982
Turn it into diesel
>>
>>561188574
>What am I missing here?
mod = cheat to some peoples eyes
>>
any good CoI calculator?
>>
>>561188695
Correct, windmills are part of nullius
>>
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>>561161258
Finished it somewhat recently. It's pretty basic as far as logistic autism games go. You just place depos near production buildings and link more distant areas with roads/trains, which are essentially just a fixed throughput based on length and number of vehicles you put in (trains will just phase through each other rather than blocking or colliding).
My biggest complaint about the game was the fact that despite being a terraforming game you barely do anything for the terraforming. You just set some greenhouse gas production fairly early on and can coast from there, the vast vast bulk of the game is dedicated to building up your cities. Rather than terraforming a planet feeling like a collosal project which you dedicate everything towards it's mostly just a side thing.
With all that said I wouldn't call it a terrible game, it's got a nice atmosphere and watching your planet go from red to blue and green is satisfying, but if you're looking for "high levels of autism" than even vanilla factorio is leagues above it.
Incidentally the most fun part of the game was fucking around with the fluid simulation trying to do weird unnecesary shit like keep a mine running in the middle of the ocean or create a fuck huge dam out of a crater. Which funnily enough is also what I'd say for the dev's previous game, dude likes his fluid simulations.
>>
>>561189048
are you buffering steam anywhere? if you're using solar thermal already it's incredibly easy and incredibly cheap to just throw up a grid of fluid tanks as a battery
>>
thoughts on the fert 2 to sugar cane contract?
>>
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DLSS5
>>
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>>561199869
>>
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I finally did something about my floating rail platform. Added pillars and a hypertube in side. Still to do it terminate the hypertube at each station and add some lights(signs). This is my first time trying something like this and I'm quite happy with the way it turned out. Sadly my photo mode is still bugged.
>>
>>561195416
I thought a buffer next to each heat exchanger was enough (and I didn't have space for another) but I think the real issue is not having priority power to the seawater pumps. Even that bigassbutt 480000 tank wasn't enough and now I'm in a power crisis because I don't get enough seawater to the heat exchangers anymore
>>
>>561199869
>>561200112
>>
>>561159753
You left some french in there, also beware to not overbuild, one reactor is usually good enough to keep for a long time

>>561166565
>I never save any blueprints
tell me about it brother, though I find planning and redesigning shit in a specific way everytime to be satisfying
>>
>>561169408
>wondered what protips you guys have come across
I think the biggest thing from people coming from other games, just don't overbuild,
you just need to get a initial surplus to get a steady supply over time

>flywheels
up to you really, the more you have the more weight it has speeding up or winding down, for a small setup like that 1 is more than enough
>>
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I love these fuel hungry bastards so much it's unreal
>>
>Arc Furnace II now requires water and outputs steam
fuuuuu, this is gonna take some planning
>>
>>561208096
I was bamboozled by this earlier today lel
>>
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literally unplayable
also I'm considering the furniture for coal contract rather than try to build a bridge to a new coal mine, and time is running out
>>
>>561163303
if you can beat all levels in Shenzhen I/O you can beat every Zachtronics game
>>
>>561208535
>>561205905
are those different game versions?
>>
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>>561164670
>not making your own calculator in excel
ngmi
>>
>the great pillar genocide

>>561217004
Why you ask?
you can see the date on the screenshot, so pretty much yeah
but not only that, last year I got pretty beefy new PC
>>
Anyone else getting these annoying warning on waypoints?
started since the last update
>>
>>561083376
>You can select multiple recipes for things but the actual use cases for such things is so unbelievably small it seems like
I wonder if it'd be feasible to run a beltless factory. Just the one assembler with every single recipe turned on, a a truck standing next to it loading outputs into inputs, multiplied a couple dozen times
>>
>>561199869
the future of gaming is here
>>
>>561221797
When I first started playing this game I did exactly that, at least until demand was too much to keep up
I think the problem is the internal buffer is probably too small so trucks will end up carrying half loads most of the time
so definitely not feasible for everything, mainly because of trucks, but no problem using for a few things you not gonna need regularly

>>561083376
There are such a few use cases where not only it is feasible, but actually be optimal
soon you will find the delights of microchip processing
but some building that have separate input/output it can be quite useful
>>
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>>561205905
I remember from last playthrough I needed like 2 reactor, so I'm just keeping some big space
>>561166565
I never save blue print either, look at pic rel
>>
>>561163303
Shenzhen I/O is probably the overall best zachlike. It's not the hardest, but it is on the harder end of the spectrum. For reference Opus Magnum is probably the easiest zachlike.
>>
>>561223640
>2 reactors
inb4, after building nuclear and fully using naphtha gets clogged up and I need to redo my whole refinery
>>
>>561169408
The contracts are good, especially those that trade advanced stuff for basic stuff
>>
>>561208535
For power? Wood for corn is easy early
>>
>>561190382
since nobody answered I did the legwork myself, this one is IMO the best and pretty new (so hard to find), made post update 4
https://joshrp.github.io/sextant/
>>
>>561230252
Sex.
>>
>>561230252
Sex.
>>
do you centralize your exhaust processing? I wanted to start doing train-supplied blocks and don't know if I should make one centralized exhaust scrubbing plant or a blueprint to insert into others. On one hand reprocessing immediately really compresses the products, on the other, adding exhaust component to every build will make it much bigger, especially the train stations
>>
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haven't played in a while, what the fuck is this shit? why are the default streets overlaid atop my beautiful custom paving? shit's butt-ugly
>>
>>561235918
Why no gold paving? Are you poor?
>>
Playing ultracube
Finally ran out of ore
set up my ingot plant to accept train loads
pick out new ore patch
go to craft train

Needs "steel ingot"
Game has no iron
I can't find the research which gives me steel
Check every crafter
finally use mystery furnace, which doesn't help
see that the car also requires steel ingot, which I have already been driving around

start new game
get back to tier 2 science
unlock car recipe
it doesn't want steel anymore

load up original game
train no longer requires steel
>>
>>561238363
is this a haiku
>>
>>561236619
rude
>>
>having multiple recipes is not useful in game
get on my level
>>
And the first chips have come along

>>561235918
>beautiful paving
>stone paving
yeah of the buildings have like a surface layer
>>
>>561199869
>>561200112
Can't wait to play Factorio for the first time ever with the upgraded ground texture.
>>
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>>561249582
>yeah of the buildings have like a surface layer
it wasn't like that before, you could cover it up, draw your own paths (which I did)
>>
Does Space Age affect any part of the game before rocket goes up?
If I start a new factorio run now, can I buy Space Age later and go to space with my old savegame?
>>
>>561238363
but who was cube
>>
>>561256079
this isn't a faq page
>>
>>561256079
>Does Space Age affect any part of the game before rocket goes up?
higher tier modules and robot logistics chests are locked behind space science now with spage
>>
>>561256079
>If I start a new factorio run now, can I buy Space Age later and go to space with my old savegame?
I don't think so.
>>
>>561256079
yes, yes
>>
I just raw-dogged the beginning of Factorio by only sticking to a single burner miner and not building a single wooden power pole. I don't know why I am like this.

It wasn't that bad, because for hours my only gameplay was alt-tabbing back to Factorio and grabbing a bunch of plates, while watching youtube videos.
>>
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>you don't need 2 reactor
I desperately need it right now
>>
>>561258092
Why not watch youtube videos instead?
>>
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>>561258516
I concede I shouldn't have turned all my blast furnace into arc furnace.
>>
>>561258092
I play COI like this sometimes. Evolution factor punishes you for idling
>>
>>561256079
It has a conversion button but it recommends making a new save. Try it!
>>
why is this general so dead nowadays? were you guys bots all along?
>>
What's the most /egg/ anime?
>>
Btw, is The Planet Crafter /egg/? I keep having it recommended on steam because it has the automation tag
>>
>>561262737
no, it's unity asset flip trash for thirdies, you'd have a better experience with spacebuild
>>
>>561199869
>>561200112
Looks soulless. No charm.
>>
>>561263095
But it's rated Overwhelmingly Positive
From my experience that mens it's at least high quality
>>
>>561263682
lol, lmao
>>
>>561262187
everyone's playing Crimson Desert
>>
>>561263682
lol, lmao
>>
>>561262737
This reminded me that Planet Crafters exists
>>
>>561262737
>>561263682
It's an extremely casual Subnautica with no enemies
>>
>>561258676
Because I want to play Factorio and beat it finally, instead of restarting over and over again.

>>561260348
It's fine really. It barely has an impact in the beginning.
>>
>>561271168
>beat it finally
anon, how long have you been playing?
>>
>>561258092
Maybe you would enjoy idle games.
>>
>>561271383#
steam says 160 hours, but in reality like 80 hours probably, since I often just pause the game and alt-tab, instead of quitting

>>561271397
>want to progress at my own pace, depending on how I feel
>recommends me a genre of games, which prohibit you from progressing at your own pace
>>
still more progress than you get in 160 hours of py
>>
>>561271168
Yes, the impact will show itself when you get big biters before purple science
I guess it's not a big deal anyway without mods that make progression harder
>>
>>561271992
oh, thats it? lol, not terrible.
be retarded at peace zoomy.
>>
>>561219024
That warning is because you have a fork in your track right at the end of your station. You know when a locomotive will stick out past the station while it's unloading/loading cargo? Avoid having forks in that "stick out" zone to avoid this warning. Its because the train doesn't determine it's pathing until it "departs" and it doesn't know how to choose a path on the fork while it's still in "pull forward to dock" mode.

This is why its sometimes useful to put a blank section or two between the station gantry itself and your cargo sections, so your locomotive has a place to park and pull past the station gantry. Basically make your stations the same length of your train including the locomotives/tenders.
>>
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>>561262404
You can't get more /egg/ than this.
>>
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>>561276927
Technically correct.
>>
>>561262404
Mister Mineral or whatever.
>>
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Is this a good uranium build?
>>
>>561262404
Planetes? I didn't watch it but the manga is great
Dungeon Meshi also has some kind of autistic energy to it.
>>
>>561279868
no, but it's yours, and it works so it's fine.
>>
>>561279868
it looks remarkably silly
i think prod mods in the initial centrifuges are a little redundant, uranium patches even on default are extremely rich so all you care about is processing all of it, but it really doesnt matter
i like it, it has charm, and you'll probably get way more uranium than you'll ever need from it just because it has working kovarex.
>>
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>>561262404
COCOLORS is post-Factorio
>>
>>561262404
Cannon Fodder
>>
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>>561279868
clean it up jannie
>>
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>>561262404
Planetes for spess realism
That short film about a guy trying to close a dysfunctional automated construction site, Shut-down Order or something (pic related, just use saucenao on it)
Patlabor for cool 'realistic' mechs (as in fairly small and not zippy crazy bullshit fast)
>>
>>561283603
Sorry not saucenao, trace.moe, mixing up my reverse searches. It didn't work anyway so have fun lol
>>
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https://mods.factorio.com/mod/administratorio
This is a human rights violation
>>
>>561285294
disgustingly ai. absolutely fucking disgraceful display holy shit.
>>
>>561275619
*its pathing
>>
>>561283603
>>561262404
Construction Cancellation Order
>>
>>561276927
I hated that movie, but it was pretty at least
>>561279667
wut
>>561280118
>planetes
Will try
>Dungeon meshi
Snoozefest
>>561281320
will try too, tho it has bad ratings
>>561282782
liked this one
>>
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>Dungeon meshi
>Snoozefest
>>
>thinking dwarfs eating moss is fun
>>
you wouldn't know fun if it hit you in the teeth with a tire iron
>>
>>561289716
>wut
Professor Rock.
>>
>>561295293
I know him and Phun would never do that
>>
>>561290953
it has elves and they don't get massacred and turned into biofuel cubes
therefore it isn't /egg/ certified
>>
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BIG
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>finally getting around to run big power towers further into map in satisfactory so I can set up those radar towers
>trying to keep them as high up as feasibly possible
>also trying to keep the cables as staright as possible while building them on foundations
>mfw

This shit fucking sucks, future me will be glad they're there though and I can zip line out
>>
>>561300859
Damn, I remember back when Algodoo used to be caled Phun and it confused me when they changed the name
Thanks for the sudden feeling of being old
>>
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The enbiggening continues

It's cromulent
>>
>>561307398
>squares
>cheat mods

Why even bother playing?
>>
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>>561307495
Squares

Are the future
>>
>>561307398
sexy squares. hope you enjoy getting bigger
the giant windmill models always looked a little silly to me, but i know its not really possible to expect factorio level graphics from mods when the gameplay part of the mod is already high quality like nullius
>>561307674
lovely checkerboard
>>
>>561307674
i'll move a spidertron to d4
>>
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>>561307674
>>
>>561307986
You sunk my scrabbleship

>>561308590
A NEW AGE
>>
>>561258516
>>561258729
hence the reason, according to anon its more efficient to burn coal for power on the arc-furnace2 than on the blast furnaces, so just make a backup coal power plant

I used Arc furnaces for recycling only and got raped with power requirements as soon as electrics for my pop, and then starting the electronics
>>
>>561303037
I had a realization:

>all my towers are hooked up to power
>use hover pack to hover pack above current tower
>build another tower off it at max distance
>use zipline to get over there
>build foundation right next to current tower
>put another tower on it
>connect that tower to the previous one
>deconstruct the one not on a foundation
>>
>>561311271
blueprint a dozen hypertubes open ended and yeet yourself at mach speed half way across the map controlled bursts of the jet pack to land.
zipping is for plebs.
>>
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>decide to play captain of industry after year or two of not playing it
>always make the starting setup look like this
>it always shits up any future production and i am too lazy to deconstruct anything
>>
>>561312868
I'm just zipping between towers to make building them easier
>>
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>didn't put down that new portapotty that lets you res at it
>die super far from base because I'm a retard
>it's fine since I needed to craft ammo
>crafted a ton of the wrong ammo using all the iron rods I had (I've been hand feeding a storage container that fed a dimmensional depot for some time)
>craft the right ammo
>head all the way back to where I was
>go to set some stuff up
>no iron rods
>no matter I'll just drop a craftin...
>NO.IRON.RODS
>MOTHER FUCKER
>respawn at base AGAIN
>redirect my iron rod crafter into the container that's feeding the dimmensional depot (they were only being used to make rotors which i have so many of they're going into a sink)
>save and close game for the night
>>
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>>561294493
He's a culinary engineer with no sense of right and wrong, as clearly demonstrated by their half-elf companion on multiple occasions.
Also, said helf is no tee-humping hippie herself, so that's at least one saving grace she's got going for her.
And Laios is definitely /ourguy/ and would be one hell of a bioclang engineer if he's ever taught biomancy, or whatever's the local equivalent.
Guy's definitely the fun kind of weirdo, his sister seem to be one as well, must be a family thing or something.
>>
>if you put it too close the train complains about split
>still stops before it
I don't get it

>>561313991
>decide to play rise of industry
lol I got that
>>
How did these silly fuckers got stuck there?
>>
That being said, the ziggurat is coming along nicely,
Wondering what I should build on top of it though, I was thinking about the rocket launcher stuff, but then again, I may need more space for related factories.
Maybe I'm go straight for the tomb of captains, and maybe extend a little bit off that mountain so it goes directly to the ocean
>>
>>561323015
For reference, this is what I was trying to accomplish, somewhat of a waiting point before the station
but if the waypoint enough behind the switch to not complain, the back portion gets blocked

annoying that I will have to redesign the whole station to get push slightly back, just so they don't block the exit,
that way trains can go directly to the station and just wait to be filled up
>>
>>561323015
nooo you were not supposed to see that!
well thats wat i get for posting while sleep deprived
>>
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>>561324115
Go to sleep anon.
>>
>>561325020
as soon as i go to sleep it'll be tomorrow
i don't want that
>>
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>>561262404
>>
>>561321424
naruhodo
still, i don't see the point of watching an anime with no harem elements
>>
Is Scrapyard Survival very eggy?
>>
>>561327351
>with no harem elements
Depending on how you look at it, it might have them, to an extent.
Would recommend either way, but you do you anon.
>>
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I wanted to build this out of just belts so bad

never used circuits for anything like this before
>>
>>561327351
I remember being your age, but even back then I didn't have those shit opinions
>>
>>561328993
what kind of shitass mint version has that big ass popup while playing in fullscreen like you were getting the activate windows overlay
>>
>>561330623
linux mint
>>
>>561330780
>grandma's first linux distro
lmao
>>
>>561330780
I'm asking what version
I'm gonna guess 22
they really screwed the pooch on that one
>>
>>561330940
feels the more 11 is getting shittier everyone's moving
mint is easy and stable, so it works
Better to start out with mint than start with nobara/cachy
>>
>>561331108
>nobara/cachy
never even heard of those
why would anyone use anything besides debian/ubuntu(?)/arch/manjaro
>>
>>561330982
OS: Linux Mint 22.1 x86_64

der u go

clap clap, very well done. You can now correctly identify specific linux versions which you've never personally seen.
>>
>>561331108
I'm on mint because when I bought my PC it was the only option the store had for not coming pre-installed with Windows 11.
Aside from a few teething issues, it does everything I need it to (internet and vidya).
>>
>>561331430
cachy is arch
nobara is fedora
ubuntu is worse than mint under any circumstance
>>561331493
>I'm on mint because when I bought my PC it was the only option the store had for not coming pre-installed with Windows 11.
...They have computers sold in stores with linux mint installed? That's novel.
Usually all you do is use windows to download linux and slap it on a shitty ass usb you had lying around for the last 10 years
kind of like how people used explorer to download firefox
and yeah it just werks, that's the thing
it's got a few drawbacks but it does the job
>>
>>561331432
update to 22.3
>>
>>561331108
I've been on Cachy for six months now and I'd honestly recommend it for beginners. It's about as easy as Bazzite is to get gaming up and running, and much freer to muck about with.
>>
>>561332306
I'm liking cachy so far, and there's a reason why people have been shilling it, but the sheer choice option alone is going to make a newcomer ask what he wants and stick to the default preset while asking himself if he's doing the right thing, and then there's the fact it's arch so it's a rolling distro compared to mint

I still think mint's a good "enough" option to get the ball rolling, and steam's backing me up on that
the bigger the linux player marketshare the better proton will get and windows' monopoly will be challenged overall
>>
>>561332496
>the more normies we have consoooming this software the better it gets!
>how? well it just does ok? line go up means proton more gooder
>>
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>>561332963
Kindly be silent.
>>
>>561333027
No I mean everyone knows that more marketshare = better product
Windows 11 must be the best OS in existence, since it has the most users ever. Linux needs at least as many people using it to become better.
>>
>>561332496
>there's a reason why people have been shilling it
loonies always jump to the latest fashion distro like the crackwhores that pretend to be.
>>
>>561331664
(all of this is pre-2026 hardware price spikes)
A lot of the larger PC stores also build to order and it's more convenient than buying a normal prebuilt.
For Australia, depending on the store and choice of OEM or retail, you can save up to $150 by not installing Windows 11.
I used the money saved during last christmas' steam sale and bought a few games I couldn't play on my old PC
>>
It all comes down to oil at the end. I played around with that fancy COI matrix solver someone posted and to me this seems like the best way to produce power, other than solar panels. Yes, it's better than end game FBRs in any configuration I tried, in almost every metric. Workers used, maintenance, materials for the contracts, tiles used. On top of that diesel generators are inherently superior because they load follow perfectly with no efficiency losses and can be overprovisioned to satisfy peak loads without overbuilding diesel production.
There's absolutely no point in using anything but oil and solar in this game, except for producing specific resources like plutonium, change my mind.
>>
What does the other h2o thingy mean?
>>
>>561333229
I think he meant that more games are going to run natively on linux
>>
>>561334217
It's SSS-rank water
>>
>>561334217
Liquid and gaseous H2O

>>561334184
Another setup worth mentioning is biodiesel, it's surprisingly good and synergizes well with the regular diesel. Growing canola + something else in every greenhouse used for food production and then combining that with ethanol from hydrogen uses just 1worker/MW more than the oil setup but gives the island a nice buffer against death spiraling, since it only uses water and a little bit of fertilizer. Basically a good way to use excess greenhouse capacity and reduce fertilizer consumption overall due to easier crop rotation.
>>
>>561334184
you can pick what you're solving for in top left, graph out both nuke and oil and see which one is better
>>
>>561334184
Doesn't this ignore the production cost of all the input resources for your oil contract?
>>
>>561335919
>>561336287
I've compared it with coal, fuel gas and uranium contracts. In every case oil was better. I didn't ignore the input resources, but the program gets too slow solving the full production chain for endgame products so I estimated their costs. Buying uranium with lab equipment for example has a similar electronics III cost per MW, but it also uses tons of other materials on top of that. Meanwhile the plastic and aluminum cost to trade for oil are negligible.
>>
>>561334094
neato
>>
>>561336585
Here's the 750MW FBR setup I compared it to. For the same ~120MW it would use 50% more workers, more building space, tons of t2/t3 maintenance and computing, half as much t1 maintenance, 66% of the electronics III for the contract and a lot more raw ore, if we assume all ore is equal. Building costs for those FBRs will also be huge compared to distillation columns and cracking units. It also gives no useful byproducts when going full power, while oil provides sulfur, ammonia, water, brine, H2 and CO2.
>>
>>561337302
Here's a scaled up version of the diesel power plant for easier comparison. I think even if they were equal in workers and resources going in, diesel would be better. You could run all your greenhouses on the output of that thing, just add more water and nitrogen.
>>
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>>561337829
anon nukes are 1.2k workers for net +721MW, oil is 760 workers for net +217MW (same digits, weird coincidence)
>>
>>561338116
The program has some weird thing where it counts the diesel gens for 5MW only, instead of 15MW, no idea why. 52 diesel gens produce 780MW.
>>
>>561338315
It also has the electric boilers only for half their correct power usage, so net power should be 780MW - 65MW for the boilers - ~5MW for everything else, so ~710MW net production, compared to the nukes getting 720MW.
>>
>>561338315
hmm, you are right, the diesel is bugged, but only in some spaces, I think it's because it's cycle is 20time units and that does make 5MW
the same problem is probably present elsewhere, but I can't debug where else
>>
>>561337829
well, shit, I think you are right anon
or the program is bugged
>>
you forgot the more important metric
having fun
if you don't have fun setting up a new factory why the fuck are you playing a factory game?
>>
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>>561339352
forgot image
>>
>>561339508
Adding the biodiesel right into the setup makes it even better.
>>
>>561340310
your manifolds are fucked by the way because it is overproducing water, add an exporter balancer to the output of the water balancer, then clicking that lock on water manifold should make the lines solid
>>
>>561340753
I don't really see the point of doing that, it's a byproduct either way. Not sure why the dev decided on doing these weird export import things.
>>
>>561341045
(Im not the dev) It's to explicitly mark "this product on this line can over/under produce"
>>
I don't care. Still doing nuke.
t. Grenouille
>>
>>561341180
But unlocking the manifold does the same thing
>>
>>561334769
what if you make hydrogen from diesel via cracking?
>>
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I am baffled
I genuinely cannot get nuclear to be better than oil for computers. Not even factoring in the higher maint 2 and 3 costs and compute
what the fuck
>>
>>
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Captain of Col, post your island NOW
>>
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>>561350460
>>
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>>561350460
>>
>>561347498
Add in the toxic slurry waste treatment and use the 500 hydrogen for something productive and nuclear is looking really grim
>>
Sane AAI loaders got a nerf again with the prices being reverted to normal in py
>>
Should I play the new CoI update or Timberborn 1.0? I will let a random anon here decide.
>>
>>561351512
Captain of timber
>>
>>561352085
Wrong answer. I will play slay the spire 2 instead.
>>
>>561352217
>slop the spire 2

That garbage isn't even worth pirating.
>>
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>>561350460
my base is just ugly shit every time and spread all over the island

feels like there's no room to build, every flat area has some ore nearby and any stuff there would have to be moved later once mining collapses it
>>
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>>561289539
My fucking nigger
>>
>>561353485
>you do not enjoy [game you enjoy]
it's not /egg/, should be the actual criticism
>>
>>561354038
I think he's expressing his own criticism
>>
>>561351512
Why not neither
>>
>>561353551
I just dig everything
This is my save file from update 3, I'm going to switch power over to diesel and see how it goes
>>
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>>561351410
>>
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>>561351410
wait! it doesn't calculate ship cost
>>
>>561357150
uranium bros...
>>
>>561358643
Wait, you said 300MW, not 800MW. It's so joever for nukes
No funny business either, I took out the biodiesel requiring canola for this screenshot
>>
>>561357150
also unity cost, part of it is pair per-trip
>>
>>561359105
*is paid
>>
>>561359057
I missed a 0 on both. Does anyone have a 3GW base?
>>
does anyone have a link to this planner for COI?
>>
>>561359105
>>561360921
You're right then
For 3 jiggawatts oil needs ~2.4k imported and FBRs need ~720
That's 2/7th of a ship per month for oil and 1/10th for nukes, nukes use 35% shipping capacity
Uranium ships are also cheaper in unity cost per ship compared to oil, at 5.4 unity for a shipload of uranium vs 12.6 for oil
In total oil uses 10x unity
We're so fucking back nukers
>>
Might be a good time to look at trains though
I have two of these belts going to the coast
>>
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150 hours in and still no train, It' seems they are a pain in the ass to set up
>>
>>561364913
God I wish what was me
>>
>>561365224
You wish you were playing py?
What a loser.
>>
>I can't build trains yet, I have to first breed squigglmogs and extract their teeth for calcium to produce 37.5 degree slanted windshields
>>
Thoughts on Oxygen Not Included? Thinking of buying the full version for 25 eurobucks
>>
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>>561027125
Tips on getting out of an r-selection state of mind? I'm starting factorio again (only played some of the tutorial in the past) and I'm playing it a bit more retarded this time, and I think it's because I'm opertating like an r-strategist rather than a K-strategist.
>>
coi

Approximately how long will this game be in Early Access?
“Our timeline is still uncertain, but we expect 2-4 more years in EA (as of 2026).

2030 wtf?
>>
Looking to buy a good engineering game at 25-30 euros, i already have Satisfactory, Factorio, Captain of Industry and Dyson Sphere Program
>>
>>561367594
I bought ONI :)
>>
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>2wood turd is so fast it shits out 40 wood/s, on a single half of the belt
>even with belt stacking, that's gonna fill even a red belt
>and using loaders means you lose on stacking priviledges as well
Are you shrimply supposed to put these on trains or a caravan when playing without loaders I wonder because this is ridiculous

>>561366053
Trains
>>
>>561366053
Trains technically only need fish oil but you're not that far off
>>
>>561367594
stationeers, besiege, oxygen not included
>>
>>561368109
>using loaders means you lose on stacking priviledges as well
Last I played with those in your pic they stacked their output automatically, once I researched the tech
although in the Py tree it seems far enough as to be unreachable
>>
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>>561368580
>Last I played with those in your pic they stacked their output automatically, once I researched the tech
I thought stacked loaders were a whole separate thing?
But it does seem like that's the case when testing. interesting, I can cut it to two loaders each and merge them in 4 belts instead of the 9 I was planning on.
>>
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tips on how to make a ship that is both very functional but also doesnt look like total garbage?
>>
>>561367594
timber is comfy
>>
Ah yeah, first sever rack in place
>>
I just wasted a couple of hours in a sleepy haze trying to improve this station and couldn't come up with anything
>>
>>561365746
i mean the guy in the pic
>>
>>561369189
>tips on how to skip the only original part of the game?
>>
>>561369189
Just embrace the cube
Or steal designs from other space games
>>
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Preliminary testing shows the wood block seems to work.
Fairly compact.
11.2 logs a second out of 8 moss/s delivered by caravan. Everything else is free as in freedom. And the moss is already farmed with a giant array of nothing-but-c02-from-moondrops, so that's free too.
Net gain of 110 wood/s, negligible cost, can easily be pasted as it creates everything else on site.
Only annoyance will be setting the 75 wood processing units to get 1 yellow belt of fiber out of this, and an extra 45 wood/s for everything else.

>>561371697
I know. That's me trying to make a joke.
>>
>>561367594
all the assembly-based zach games
>>
>>561368448
just bought it >>561367818

>>561369193
already have that but it is in my colony sim section of games
>>
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chat, what do we think about this exapunks review?
>>
So close, soon I'll be able to drive around the iron mine
>>
>>561368448
>stationeers
won't buy it until they fix the UI
>>
>>561372983
why are you looking at toddlers getting filtered
>>
>>561373782
it's funny in a weird way
plus it makes me feel more smarter
>>
did we get any news in the last year about the new game wube is/wants to develop?
>>
I CAN'T WAIT to play ONI
>>
>>561374714
jesus fucking christ, did they get bought out by paradox or what
>>
>>561374714
pay denbts first
>>
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>>561374835
I use german denbt money to buy vidya
>>
Now I'm second guessing everything about oil supremacy
How much power does a diesel gen even make? 5 or 15 MW?
>>
>>561375137
5 a cycle, one cycle is 20 seconds so 15 a minute?
>>
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>>561374835
til
>>
>>561367594
farmer was replaced
>>
>>561375232
It's not 5 per cycle then, it's 5 for a cycle. That also means 5 for one minute/month/year/whatever
It's not cumulative and that other anon at the very beginning of the discussion was right about them only producing one third of the power
>>
>>561374714
it's all worthless past the space dlc
>>
>>561375009
Based balkan leech. How many (you)s do you get from Germans, Turks and German Turks daily?
>>
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>>561363017
In the thread, called sextant
>>
>>561376504
I want to get the fullest possible experience

>>561377437
They seethe a lot
>>
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>>561375812
Wait you're fucking right. 5MW for 20s, times three is still just 5MW, but for a minute. Or it should be, this needs testing in-game
>>
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>>561323602
I don't understand why you need the X-crossing between the waypoint and the station. If you want parking areas you can do picrel
>>
>>561377745
thanks, guess I should have looked harder
>>
Look, I know what you're thinking, something like "damn this nigger retarded", but really, hear me out
>>
> https://www.youtube.com/watch?v=Ua3-YAPPoa8
> Nilaus publicly decrying CoI's use of quartered off DLC during early-access within the first 30 seconds of a new Update 4 centric playthough, calling it an unreasonable way to pull in additional money.

Holy shit, mister FRIES is based for once.
>>
>>561368109
>and using loaders means you lose on stacking priviledges as well
Anon...

> https://mods.factorio.com/mod/aai-loaders/changelog
>
> Version: 0.2.10
> Date: 02. 03. 2026
> Compatibility:
> - [Expansion] Added a startup setting to control loader belt stacking.
>>
>>561382893
>milhouse is a DLC whiner
do you want to be like milhouse?
>>
>>561368448
do not buy stationeers until it's good
>>
>>561368995
You don't even need Loader Utilities or other auxiliary mods anymore if you use AAI loaders with Py.

AAI loaders have stacking built-in now: >>561383074
>>
>>561383074
>>561383272
Very interesting
I was using loader utils for mixed lane sorting, it does feel a bit cheap to have them autostack given the circumstances, maybe I'll look into the configs
>>
>>561383229
in other words, don't buy stationeers
>>
>>561382893
did they really sell DLC during EA? is that allowed on steam?
>>
>>561384230
it is as allowed as selling incomplete games as finished products
>>
>rotors and pistons now added to spengiestwo
oh boy
>>
>>561378364
>Megajoules per second per second.
Isn't it just 5 MW all the time? The cycle may just be for the consumption of resources used to generate the power.
>>
>>561382893
>I don't think it's a reasonable way to charge more money for an EA game.
Well then what is a reasonable way? Tbh he's sounds kinda faggy about it. Its just blind principle and not contextualized in a case-by-case basis. "I don't like DLC in EA" is a fine rule of thumb, but I fail to see how CoIs train DLC even moves the moral needle when you break it down. The trains are just fluff and they're not even the most efficient. Hydrogen mogs electric, and Diesel mogs turbine, nuclear is a meme and the fireless loco and molten wagons are hilariously useless outside of odd circumstances.

If they charge for actual good shit that matters, then I'll get my pitchfork out. In today's AAA gaming MTX hellscape I just don't have the energy to care about this one.
>>
>>561389069
people being fine with paywalling normal content as DLC is what's wrong in modern monetization
even worse when the game is not even released that's literaly cutting parts of the content to sell it to idiots
>>
>>561389069
You're buying the promise of a finished product with EA, so there is an expectation that they will do their best to finish it. Not cut off chunks before it's done and sell them to you separately.

I can tolerate cosmetics if the graphics/3D team would've been idle anyways or pulled to another project. But they already crossed the line with the Tomb of Captains, it was meant to be a cosmetic and they gave it a gameplay effect. Only the effect was so negligible that most people didn't raise a stink about it. This time it's a batch of features that should've been in the base game. The fact that they're poorly balanced is a separate issue.
>>
since there is now a self extending stacker, do you think we will get a self extending bucket wheel excavator that works the same but removes terrain instead of placing it?
>>
>>561390845
D L C
L
C
>>
>>561386157
yes, that's what I'm saying, I said 5MW *for* 20s, not 5MW *in* 20s
>>
>>561389069
just make blueprints for noobs and waywall them on a patreon, duh
>>
>>561366682
You could try writing or typing down plans/notes to force yourself to have an organized thought process.
>>
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I'd like to share a very clever optimization from my base. You see, by building my oil refinery right into a corner against a cliff, it ensures that I can't expand without prolonged and expensive excavation work
>>
>>561392970
but anon, you can always quickly bulldoze the farm to expand there
>>
>>561390016
>You're buying the promise of a finished product with EA, so there is an expectation that they will do their best to finish it. Not cut off chunks before it's done and sell them to you separately.
Maybe I'm just more cynical, but I only buy early access games if what I see there is worth what they are charging. A promise from an unknown nobody or a corporate entity means nothing to me, and I'll evaluate any further offerings like dlc the same way. I never preorder or buy season/battle passes for similar reasons.

That and as far as I can tell, there wasn't really much promised in the early access launch or the kickstarter that hasn't been fulfilled, so if they want to scrap off some of the minor bits of a major free update for some extra cash to keep adding major unpromised stuff to the game, I couldn't care less.
>>
>>561390016
>You're buying the promise of a finished product with EA
You are buying the game as is, that's what you exchange the money for. You're gifting the promise of a finished product to yourself for free
>>
>>561393197
>bulldoze the farm
>>
>>561393396
manpower is just a number
>>
>>561393396
if hundreds of your workers are going to starve to death then that's a sacrifice i am willing to make
>>
>>561389069
Just add multiple supporter packs and beg people to buy it after each update
Works for stationeers
>>
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>Let's take the most replayable game of all time
>And make a DLC with zero replayability
What were they thinking?
>>
>>561395938
>modders will fix it
only they didn't this time, even overhauls barely touch the new planets' gameplay
>>
>>561395938
>Let's make Space Exploration but for a wider audience
>>
>>561396228
The problem is that SA is too long for a focused overhaul
And the gimmick of just adding a new planet is too alluring
>>
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>>561392970
cheeky
>>
>>561396228
Most I've seen changed was in ESI Rememberance
actually seems playable now after months of changes
>>
>>561395938
space age is fine.
>>
>>561395938
Quality should have been a seperate DLC.
>>
>>561398584
It should have been based on microtransactions, you could pay $1.99 irl to upgrade an item to rare, $2.99 to upgrade it to epic, etc
>>
>>561398584
It's so half-assed
"hey guys now you have to build a whole duplicate of your factory... for each quality level" brilliant stuff
>>
>>561395938
>What were they thinking?
ITS GONNA BE HECKEIN GREAT FELLOW NETIZEN!!1!
>>
Which one is the most accessible to start with? And which one is the most fun?
>>
>>561401750
I'd recommend starting with Satisfactory if you wanna explore and build stuff, since its pure "factory" gameplay is simpler and less advanced than Factorio or Dyson.
If you start with Factorio you'll be missing a lot of QoL features that are absent in the other games.
Dyson is closer to Factorio than Satisfactory.

Oxygen is the less fun of the bunch.
>>
>>561401750
Factorio
>>
>>561402121
>>561402127
I can't automate green science :(
>>
>>561402121
Also Satisfactory doesn't have enemies that attack your buildings.
>>
>>561164670
>hit aluminum
>motivation to keep playing evaporates
describes my last 5 playthroughs
>>
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Everything is fine...
>>
>>561402223
Make one thing and then feed it into another thing and then bam, science
>>
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>finished my ring of large power towers around the map
>placed down a bunch of radar towers
>collected a metric fuck ton of other collectables in the process (sloops, mercer spheres, hard drives)
>just need to place a few more tomorrow and most of the map will be covered

Anything but setting up aluminum.
>>
>>561332306
>>561332496
lmao mogged by the fucking glowies
>>
>>561409483
Isn't every OS going to implement age verification?
>>
>>561334769
which tool is this?
>>
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>>561334184
Of course Oil is the answer,
though I'm curious, what are you doing with all that naphtha?
I wonder running the generators is better than using boilers?
>>
>>561380142
It is supposed to be a parking space of sorts but the main point was having two stations with different cargo, from which the train can go to which has full cargo, one side has iron while the other has dirt and rock

it was cool while it worked, even with only a couple of trains it provided quite enough through output,
but it doesn't quite work if you don't have receiving stations with all the possible cargo
>>
>>561372885
If you don't have it yet, Besiege is getting another DLC soon and if it's as thorough as the sea one it'll be great
It's unironically a Besiege space expansion
>>
How does bridge cost works?
Is it more efficient if carefully plan out to minimize pillar heights?

>>561392970
Whats the optimization?

>>561409483
And how can they even verify it?
>>
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>>561402279
>>
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Hold still while I glass you
>>
coming to the conclusion that periodic madness has a lot of questionable designs going on
>>
https://www.youtube.com/watch?v=Uad6qDx7U-s
Starship EVO Survival update
>>
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>>561413135
no, a handful of them will not be issuing licenses in CA or CO or whichever fuck-ass country passes that law.

ironically it seems to be the ones who are rejecting the forced induction of rust code that will replace tried and true code that had been there for decades and therefore was "super debugged"
sounds like windowsification amirite?
>>
>>561169408
use the storage alerts
>>
I started a new Satisfactory random node northern forest start, and one of the big flat clearings meant for a starter base has: 2 pure iron, 2 pure copper, 2 pure limestone, 1 pure quartz, 1 pure caterium, 1 normal oil. Nearby is 1 pure SAM just sitting out in the open.

I'm pretty sure I ordered cointoss difficulty not giga babby mode. Maybe coal is just located really inconveniently and I haven't hit that wall yet.
>>
Can i join in an unmodded host with the carthograph mod?
>>
COI multiplayer mode when?
>>
Just Excavator doing silly excavator things
>>
I'm going mad with the ziggurat projects
>>
Though I think I've settled for a design
>>
may the egg fry again
>>
I've eaten eggs for breakfast, now time to play some egg
>>
>>561434965
how many eggs
>>
i can't believe they made vehicles amphibious. that kind of just ruins the whole neat terrain modification thing they had going on.
>>
>>561395938
factorio is not replayable
>>
>>561398924
wut
>>
>>561409483
just don't use systemd
>>
>>561435083
have you actually played with the amphibious vehicles?
>>
>>561435028
All of them.
>>
>>561435504
i haven't touched the game since update 2. waiting for it to get more done
>>
>>561436097
Bet you have your burgers well done too
>>
>>561436167
Well done? I like my burgers congratulations
>>
>>561436097
then shut the fuck up, nigger, they ruin nothing.
>>
>>561435028
five dozen eggs
>>
>>561436364
Devs are grade A retards for doing amphibious sloppa instead of adding smaller shipyards with boat vehicles.
>>
>>561437149
I like the amphibious vehicles, but I do see your point.
It'd be nice to have boats and barges for sea logistics.
Water feels more like a blocker than anything else atm.
>>
>>561437281
It was the path of least resistance for the devs, which is why I hate it so much
>people want water vehicles
>we have land vehicles
>so make them also drive on water
No creativity, no suspense of disbelief, here's some excavators on floating tracks, that'll be 1.89 DLCs now fuck you pay us for train reskins
>>
Is there some way to toggle the flying effect of Mech Armor? I find that it keeps jumping over small obstacles that Squeak Through would've dealt with, removing my concrete surface speed bonus in the process.
>>
who is the dosh doshington of stationeers?
>>
>>561382842
yea wood for corn is power positive
>>
>>561438489
Not sure which aspect of Dosh you're looking for. CowsAreEvil made some cool stuff, like his Mars Terraforming playthrough. Shame that mod is dead now.
>>
>>561438859
But how does it compare to growing wood instead of corn? You save a lot of water since saplings don't require irrigation and trees grow for free.
>>
>>561438884
Ah, I don't know about this guy. Clicked a random video just to check and he seems pretty mumbly with poor audio mixing. Not good second monitor content, let alone third monitor content.

That said, just about every Stationeers youtuber is a mumbler for some reason. Honestly can't think of any who put any stats into oration.
>>
>>561438953
That's what I mean. Growing wood and trading it for corn is better than growing corn directly, in terms of pure power it gives you slightly more, for massively less infra
>>
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>>561395938
They simplified it too much and there aren't any interesting alternate solutions to planetary logistics to play around with. SEx at least has rockets, space elevators and spaceships to solve the logistics in different ways.
>>
>>561442807
Having randomly generated planets is also nice, every run can be completely different depending on your solar system
Too bad that devs nowadays have that weird mental illness of balancing everything into tasteless mush. But I get it, someone rolling a more difficult save file than the other niggers on reddit would probably push someone over the edge of killing himself
>>
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>they simplifi-
>gacha factory game picture
>>
coi - does the angle of a turn impact train speed at all?
>>
>>561418074
unfortunately they don't attack your buildings
>>
>>561435308
You can't mix qualities in a recipe, like you can't make 1 normal thing with 1rare + 1normal ingredients
so you basically have to build a whole new factory for rare quality
and another whole factory for epic
etc for each quality
>>
>>561444348
yes, look at the reds and yellows and blues. there's a toggle at the bottom for maximum allowable turn angle/slope.
>>
>>561444714
build 1 factory for common
1 for legendary
and just quality recycle everything else
:^)
>>
I forgot to mention you can't dump batteries into the water when doing quality.
>>
>>561444973
>I forgot to mention you can't dump batteries into the water when doing quality.
someone should make a mod that gives a chance of fishies to spawn when you throw/dump batteries in bodies of water
>>
>>561444862
that's just like 0.00001% chance of getting a legendary ingredient from recycling a common
>>
>>561444973
>I forgot to mention you can't dump batteries into the water when doing quality.
someone should make a mod to dumb stuff into water like you can dump into lava
with some pollution generation drawback
>>
>>561445269
they did ages ago
>>
>>561445323
Is there one with pollution?
>>
>>561445681
no. But I really only used it for fulgora and aquilo to dump shit in the ocean.
>>
>>561445763
You can already destroy shit with the recycler though
>>
>>561446379
genuinely too much of a fuss to recycle solid fuel and ice so I just throw'em overboard
>>
>>561444714
only dummies do it that way
>>
Spage was fun.
>>
>>561413135
Not all of them, but a fair few
https://agelesslinux.org/distros.html
>>
>>561447437
see >>561445193
>>
>>561413135
all of them that use systemd will, in essence, even if poettering's shart only "allows" for the age verification property and doesn't outright implement it (YET)
>>
>>561448692
>ageless
i'm sure a distro hastily thrown together in protest has a bright and shining future ahead of it and won't be abandoned in six months
>>
>>561452206
it's about sending a message
>>
>>561027125
Why does the OP look this bad and unpleasant to read? Was this on purpose?
Also, what's Highfleet like? Are the /egg/ mechanics good?
>>
>>561435083
The amphibious vehicles are kind neat desu, they don't ruin anything, they instead do help with the terrain modification thing they have going on

>>561437149
tho I kinda agree, have small boats for delivery would be neat, even though incredibly pointless
>>
>>561452206
that's not what they mean by ageless
>>
>>561413135
>>561448692
>random JSON where I can put whatever I want
How is this a problem?
>>
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Let me guess - you need less
>>
>>561445269
1) Put trash in rocket
2) Send rocket to platform
3) Dump trash in space
it's a victimless crime
>>
>finally finished the necessary 3 hour detour you have to do every time you finished logistic science research, so you can do chemical science in piece without the biters fucking your shit up, because of your expanding pollution cloud or expanding into every single empty space you discovered until now
At least I my birthday seed had an easy-to-secure island. Time to hook up the iron patch, do oil and make mana potions!
>>
>he knows the names of the sciences
cringe
>>
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why aren't my dudes putting this stuff into a storage chest?
>>
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>>561462486
You need none.
>>
>>561464583
Even that seems unnecessarily complex. What's that silly loop in the top left, and why do yo have two loops around the centrifuge when one is enough?
>>
>>561464820
one loop for green, other for greener, outside loop prevents clog while keeping inside full, I did this 5 years ago, still works.
>>
>>561465101
Not saying it doesn't, it's just excessive.
>>
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>>561462486
and you were right.

the trick is to make the final inserter turn on whenever the kovarex centrifuge is working
>>
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Behold, unlimited handfeeding works.

So I've reached the last gasp of ultracube, and it's disappointing.

The final research, which simply ends the game, costs 9000 research points including a new research type. That's a lot, but it's a specific amount of a lot.

>modules
The tier 3 productivity modules cost, on average, 20 antimatter units, which are also used to create the final research units. Unlocking the t-3prods costs 650 of the highest research units. Tier 2 provides 8% productivity, and tier 3 provides 12%.
So, if I use t-2 to create the research and then to burn the research, that gives a boost of 1.32*1.16 = 1.5312 prod
For T3, that's 1.48*1.24 = 1.8352 prod

So, using T2, you need 5877 antimatter.
Using t3, you need (9000+650)/1.8352 = 5258 antimatter, and then + 20 antimatter per module.

This means you break even, or do worse.

>power
There are two interesting options for power. One involves creating a whole new waste material and the other involves splitting the cube into a form that has 1 "normal" cube and 32 "ghost" cubes. Both cost another 600 research each, which wouldn't be so bad if not for the fact that ghost-cubes make steam in boilers and you get 64 of them. A huge cube of large steam tanks is sufficient for all purposes. The energy density, I think, on a large steam tank is higher than the density on the large electrical batteries which the mod includes, meaning those were also a bit of a waste of time, sort of.

>one more
There's a research which vastly improves the rate at which you can produce quantum chips, which you need for the last research type.Taking full advantage of this would require redesigning a very complicated supply system so that it properly responds to semi random conditions, remembering information and preforming actual computations. It costs 2400 research, meaning it increases the amount of research you have to do by about 1.55 and then reduces one ingredient's cost by like half.
>>
>>561466698
In terms of time, it costs 2400 time-units, saves you vaubly 9000/3 time-units, and then makes you build a fucking computer while you make no progress. So, again, there's no point.

>the whole idea of the mod
It's about the cube. You want to minimize the amount of time that your factory stalls out by minimizing the amount of time any particular building or supply line is using your cube. This should eventually lead to you transporting your cube automatically using a series of programmed priorities, as time you spend carrying the cube and thinking is not productive time.

Or, you can just have massive storage. The cube doesn't spend time in transit if it is instead working a single building at 100% efficiency for a half hour.

Eventually, I imagined that I would have access to most of the tools in the game and be better able to design fully automated systems, which would indeed be interesting. Instead, I slow-walked the heavy cube from place to place for 300 hours, and have now found that there will never be a reason to do better.

I suppose that's not that different from normal factorio. In the x1000 science server, I learned hose to create setups which take the maximum hypothetical amount of input and shove it through the most productivity possible while maximizing energy per item crafted. This involved fully automating and anonymizing the supply lines for everything. Maybe this is just a game where you don't actually have to grapple with the mechanics meaningfully until the regular difficulty and tedium is inflated to proportions that nobody can withstand, and so must be solved.

Pic:rel moves the fragments of the cube in a circle until I'm satisfied with how much blue-juice I've made, just until I decide. Could have more buildings. Could have shorter conveyors or none. Saw no reason to bother. How sad.
>>
stumbled upon this game while browsing futa porn on Pixiv, some of you might like it
https://store.steampowered.com/app/1952740/Infinite_Turtles/
>>
>>561390845
Introducing the new excavators DLC.

As a bonus if you own both the excavators DLC and trains DLC you can unlock the rail bucket excavator that can automatically expand forward to keep mining. If you also own the supporters DLC you unlock the captains rail bucket excavator that costs 30% less maintenance but needs to be fueled with naphtha.
>>
>>561465620
>this mind cant comprehend the circuit less oil build with no overflow valves or pumps.
>>
who's spending 2 hours fixing his own dogshit factory ?
>>
>>561469887
I don't see the appeal, no
>>
>>561468310
Okay and what exact pic has led you to this game my fellow faggot
>>
>>561472586
the artist I was checking out made a short comic about the game, I thought it was interesting
https://www.pixiv.net/en/artworks/120933326
>>
>>561473021
lmao
>>
>>
Living on the edge
>>
>>561468310
this reminds me of a flash game where you had nodes connected by belts and the goal was to make a system that accepted/rejected strings according to a language
it wasn't formally a FSA like people through but a tag system
it might be http://pleasingfungus.com/Manufactoria/ but i don't have flash obviously
>>
>>561472370
(you)!
>>
Just launched my first crew to the space station, then I realize I suddenly have starvation lol. Time to slam down a few emergency potato farms, just like in the early game!
I guess this is it, I will finally unleash the power of contracts and start exporting wood for corn.
>>
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I got time off work tomorrow to play oni, what am i in for? I bought the complete edition and am prepared to fail a thousand times before making a decent factory/colony.
>>
>>561479304
Are you that Greek guy?
>>
What's Stationeers like these days?
What I'm really wondering is if I still have to dig for coal on every planet/moon/asteroid because there are fossil fuel everywhere in the universe and it's the best/only way to power your station.
>>
>>561448937
ok, seems you are dummier than expected so I'll give you a hint
>recyclers
>>
>>561480434
yes
>>
best coi difficulty settings?
>>
>>561479304
It's pretty decent, except I always get bogged down late game. I also feel like there are a million hacks that the devs have left in the game because long-term players would have a fit if they were ever removed, instead of implementing proper solutions for the problems.
>>
>>561468310
man, the sound the solutions make in this game is just so satisfying
just a bunch of blips and bloops that tell you shit is running
>>
>>561469413
I'd buy it
>>
>>561473021
長すぎっぴ
>>
>>561481396
>your previous solutions actually become components you can use
holy fuck what a kino game
>>
>>561435028
I always eat 4 in one meal, regardless what kind of eggs or their size.
Always 4. It's optimal (for me).
>>
>>561479271
Take a food loan instead
not like you'll ever use that mechanic otherwise
>>
>>561483390
i like two because it leaves room for addons
milk, cheese, leeks, smoked fish
also some kind of bread
>>
>>561479820
Yes

>>561481335
Let's reach late game first, and then i can tell you my opinion
>>
>>561425167
Should have messed with the purities. I truly random start would be nice. All random nodes, all random purities and you get dropped somewhere randomly on the map. Since it's all random you could get fucked an not have a single quartz node on the map or something. I would make for a fun challenge. The random stuff is a good start but this game would have really benefited from proc gen. Hopefully in the future we get more areas or another planet but considering the update speed it'll be years before there's even a hint of a new zone.
>>
Anyone play Spacer Engineers 2? The game looks interesting but from reading the reviews it seems to be heading in a bad direction.
>>
>>561484737
oh anon I only eat my FOUR eggs with many various addons too
bacon, wheat barn, milk, onion, bell pepper, sauerkraut, lots of sourdough rye bread, various meat other than bacon, lard, many different spices, you name it
sometimes there's more addons that those 4 eggs
and believe it or not I am merely 170cm short and weight 65 kilos with 15% body fat

this is because I optimize nutrition and energy expenditure just like my video games
>>
>>561488934
How's life in that 3rd world shithole you call home?
>>
>>561489027
I'm from /fit/
>>
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>>561489214
>>
>>561489027
central europe? nice, 99% white catholic and I'm paid in USD instead of PLN so actually living the dream as of recent
>>
>>561488934
>and believe it or not I am merely 170cm short and weight 65 kilos with 15% body fat
Is 15% body fat good or bad
I'm 65 for 180
>>
>>561474929
That game had a sequel/"full release" on steam a few years back.
>>561483027
Here's another game with that idea. I got filtered pretty early on, since it gets hard pretty fast.
https://logicbox.jahooma.com/
>>
>>561479304
Neat game but you're going to have to get used to tardwranging your duplicants, so I'd reccomend planning around that fact in advance.

>>561481335
Frankly I feel like the devs borderline encourage that playstyle rather than just tolerate it. I can't say I get the appeal myself.
>>
In avorion, do I need to consider weapon material or just the dps/slot?
>>
>>561499735
just dps/slot
weapons made of higher tier materials can only be placed on blocks of same or better material, but as far as damage is concerned, it's just dps/slot that matters
>>
>>561489484
>65% body fat
>>
>>561500792
65 kg you silly
>>
>>561499926
Alright thx. Wasnt sure if there were other factors to consider.
>>
>>561489484
hungry skellington
>>
>>561501805
nah, I'm /fit/
>>
>>561489484
I'm about the same, my diet's decent but just low in volume (plus I don't do enough activity that isn't walking so my legs are the most in-shape part of me)
If I ate like a normal person I'd probably be 'skinnyfat' at best
>>
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>trying to work out a fuel distribution train
>>first iteration
>the train follows a route to every fuel station
>simply unload until empty or after 30 days
>this is dumb because the train will visit full stations needlessly or potentially travel far to deliver a tiny amount
>train will also check every partition of every empty wagon for fuel to unload at each station because the receiving stations only have one unloading module for diesel and the train isn't smart enough to just leave immediately if it has no cargo
>>second iteration
>turn over train requests to the stations
>set each receiving station to only call the fuel train if a fuel module is empty
>works but if the first fueling station in the schedule is full, the train will wait until it's empty, regardless of the status of the other stations
>meaning the other stations will be left to sit until the first one can call a train
>one the station gets the fuel train, if the next station in the schedule isn't empty the train will block the station it's in until it's empty, once again ignoring every other station in the schedule
>>third iteration
>group all the receiving stations with the same rule
>only call train if a module is empty
>train prioritizes empty modules, leaves full ones
>hooray
>but old infrastructure leaves only one direction the train can enter the refinery station to collect diesel
>system fails when the train empties at the coal mine station or needs to go there first and gets stuck
This game is a prison of my own design.
>>
>>561481045
realism++
>>
>>561507136
damn bridges look cool. i just wish there was an actual incentive to use trains instead of just one big megabase containing everything. there's not much of a point of expanding if you can get everything through very profitable contracts.
somewhere around mid, late-mid game the drive to solve problems dissapears and you become fully self sustainable when you're not even beginning endgame tech like asteroids or nuclear.
>>
>>561511135
but with the option to use unity to get stuck trucks out forgot to add
>>
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first bridge soon, I'm so far behind everyone else. Then furniture trade for coal so I never have to mine it again.
>>
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Approaching the end of cube
you can see the giant chests where I dumped the ingredients for yellow science on the far right.

The beacon system was actually not that expensive to run. It uses a fluid in this. Could have been great for saving.... buildings? Or, Power? Too bad neither of those really matter in this mod. I guess I could have just upped the speed on every building that used the cube to the maximum. Probably would have been good to do.

Once the last science is crafted, I'll see if moving those speed becons into the middle of the science buildings provides significant benefit, and then I guess just wait an hour.

Also, the science ingredient which could have been vastly improved with an expensive research was not the bottleneck anyway, so it's a good thing I didn't bother.
>>
>Get internet back after 2 weeks at 7pm on monday
>Lost internet again by 2pm on tuesday
I hate the French so goddamn much...
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>>561513074
What did the French do?
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>>561480450
Are you dumb, he talks about recycling in his original 0.001% message.
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>>561512532
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>>561517110
CUBE
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>>561514768
Fuck with my connection, that's what.
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>>561448692
>brazil is in the middle
Of course, of all the things that require attention, this is the most important.
but what about the other laws anyway, whats their reason?

Also, from this site, it seems barely any distro is going to actually take it into effect, even if they have the background implement for it.
And in any regard, I doubt the lawmakers realize just how ineffective and pointless it is, most wont even know what a linux distro is, and not care to purse any of them.
>>
>>561507136
>group all the receiving stations with the same rule
Yeah this is what you're meant to do
>This game is a prison of my own design.
yeah, painfully carefully planning stuff only to realize you missed something crucial after you built it

speaking of which, kinda sad, seems like trains with two cargo possibilities, will not automatically load cargo on the remaining cars if they're empty.
>>
Ok lads it is 5:30am here, going to sleep. Which one do i play as soon as i wake up with a fresh mind? Leaning towards oni, but i want your opinions too.
>>
>>561525356
oni because I don't see too many people playing it here
name one of the duplicants Mort please
>>
emma w
>>
>>561526654
Who? You mean Hermie One?
>>
>planning aluminum set up
>have to run quartz far as fuck
>since there's 2 pure nodes reckon I'll do computers and crystal oscillators too
>have a ton of alt recipes
>do the mock set up in satisfactory modeler
>lines fucking everywhere
>actually look closer
>realize nothing will use more than 6 machines
>decided to redo the set up making computers and oscillators the main focus and aluminum the secondary focus

That's tomorrow though. I think the hardest part will be running all the belts since I plan to do a belt highway because I'm not fucking with running rails again. The water byproduct will go into wet concrete and get sunk. Any other pure ingots, if I decided to use them, will have water brought in from the nearby lake. I also plan to make plastic, rubber and petroleum coke for other alt recipes and it should all lay out nicely.
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>>561523326
wonder why they did this instead of "feel free to block access to our servers in your shithole"
>>
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So... how do I took it without dying?
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>>561533009
that would probably just get you DNS blocked or somehow filtered
serving people a "this software is ILLEGAL in your gay country. here is a list of non-gay countries [...]" would take a bit of effort but have much greater effect imo
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Fulgora finished. I really enjoyed this planet, managing scrap was fun.
It's a shame that the lightning rod appears to have zero use off planet, but I'd mainly want it for some form of bug zapping and the Tesla turret does that.
>>
>>561511929
Coal independence is huge since it's a huge time sink for you excavators. Iron/copper mining actually goes down when you start getting good returns with recycling from edicts. Having a bridge 100 years in isn't bad at all.
>>
>>561533502
Hazmat suit + iodine-infused filter (lots of them)
>>
>MineMogul updated
>sandbox mode, nothing else
come the fuck on
>>
>>561533009
>I wonder why
Read properly the note, systemd doesn't push access to anyone, its just implementing the compatibility if any distros so choose to implement it
>>
>>561474028
Mountain engulfed, almost getting there
>but sir, what about the new rocket technology?
nevermind that soldier
>>
>>561480434
>best/only way to power your station
You can do that with fuel gas, now has been expanded with different formulas
that being said, yes, I think coal is still a big part
>>
>>561480434
Was coal ever a big part? Early game you have no way to regulate the output and it burns through fuel extremely fast, later on it's clearly inferior to the gas generator in fuel efficiency and with similar output.

Solar got an indirect nerf last year with seasons, you are placed randomly on the planet and so might end up with polar nights/days. Wind was unlocked to provide even more than 10MW during a storm, now the best power source by far if you have enough batteries.
>>
>>561421453
This plus having storage buffers for every critical resource (which is most of them)
>>
Since we're dead I can share some snips of my Remembrance playthrough

a lot of early tech runs on either steam or heat, I have yet to replace them with electrics
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>>561517110
>200 hours for cube
>has the gall to say anything about "efficiency"

beyond embarrassing
>>
>>561546672
some you can't replace until much later on, I'm already making rocket fuel while still doing oil distillation with solar heat
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>>561546771
mixed power production
steam from solar is way too strong imo, very dense storage for the night and a single array makes over 100MW. I didn't even feel like setting up nuclear

on top of that nuclear fuel is a pain to make, and is used for space science
>>
>>561546672
>>561546771
>>561546882

exotic industries?
I've never seen anyone play it, the AI crap turned me off big time. And that's cheese's concentrated solar? I didn't know it was a modpack.
>>
>>561546882
neat
>>
>>561546882
early midgame spaghetti for processing units, before upgrading fully to EM plants

out of hydrofluoric acid again because fluorite ore is hard to get
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>>561546985
Rememberance was afaik some guy forking Exotic to work with SA. it was pretty awful at the start, just a vibecoded mess with a bunch of techs unusable due to research dependencies, and weird balance decisions. I came back to it months later and seems to be alright now.

Scale-wise it's a lot bigger than space K2 but not quite as much as SEXp. But I'm not even halfway, just setting up Fulgora as my first space location.
>>
>>561547385
Forgot to mention, yeah it's sort of a modpack. Adds dependencies on a lot of other mods that should have stayed optional imo.
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>>561547385
>it was pretty awful at the start, just a vibecoded mess with a bunch of techs unusable due to research dependencies, and weird balance decisions
yeah that's what I got off at the start

I do very much hate that setup
>2% [metal] beam and 2% [metal] ingot ad 7% [metal] mechanical part

that is beyond redundant
it's the same metal
imagine if mining for scrap gave you iron sticks, gears and pipes
it doesn't do that because they all fucking recycle into the same base material
that's just bloat for the sake of bloat
jesus it's not that complicated, how can modpack developers not understand this

Also SpaceK2 is beyond ass, SEKS is decent
>>
The unique thing about Exotic is whenever you finish a research topic it makes all others slightly more expensive permanently. So it kinda eases you into megabasing as you go along.

>>561547702
>SpaceK2 is beyond ass
It's also just a fork by someone who really wanted K2 in space, but had no idea how to balance it.
>>
>>561546750
But chasing the false god of efficiency is exactly how you get to 200 hour playthroughs. If you want to get things done in a timely manner then "good enough" is king.
>>
>>561489484
I look like a greek statue with that percentage, I'd say it's not just aesthetic, but also very rare and extremely healthy
a lot of it is me walking half-marathons 5 days a week and lucky genetics I'm grateful for, I imagine it would take lots and lots of work to maintain if I weren't this blessed after my father and mother
it's probably going to change dramatically as I reach 40, just like my dad. 7 more years
>>
What's everyone thoughts on how the early game of an egg should look like? It seems that there's one rather large group of devs/modders/players who believe it should be tedious, so that advancing in the game makes it more complex but less tedious to play. Like handcrafting/mining shit, not being able to void some garbage so it accumulates and so on.
Another anomaly is something like space exploration where the extended burner phase is actually more complex and more tedious than the electric counterparts that follow after some research. It's almost like a punishment for experienced players that has to be overcome, instead of an introduction to the game.
I think you should be able to build automated bases at almost any point in a good egg, even right at the beginning without researching anything. Having to keep up with base chores while also expanding the base sucks, yet some people really enjoy that carrot and stick approach, and I don't understand why.
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>>561550573
it should be tedious so that the automation that removes all (and I mean all) the tedium feels like a major improvement and gives the player reason to continue, expecting more improvements.
if you don't remove all the tedium via automation, your automation game has failed to automate. yes I am talking about satisfactory, how did you know.
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>>561551224
Satisfactory does exactly what you describe, which is why I can't stand playing it. You start out with collecting and hand feeding biomass to run your shit, then hours later you get coal to automate it away. You start with shitty recipes and go on a treasure hunt to gamba for better recipes that can be more easily automated.
What's the appeal of tedium? The most fun I have in a game is designing automated bases, not designing shitty bases to unlock some tech that gates the possibility of automated bases. Having tedium in an automation game means it's not an automation game in the first place, just a busywork simulator.
And the worst part is that such games make you expect tedium, the gameplay loop is automating it away. So once you automate all the tedium, there's no point in playing anymore, all the motivation is gone, and it turns out the game wasn't that interesting in the first place. Just tedious.
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>>561551646
but none of its mechanical tedium gets automated away. it always stays. that's the point. in Factorio you get blueprints, you get bots, you get to move faster, you get to edit parts of your base from across the map. in Shartisfaeces you get none of that. even the blueprints are unbelievably gimped. they remove the most surface-level tedium, only to replace it with more, while leaving everything that makes the game actually tedious and adds friction to how the player interacts with it.
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>>561551805
So if you got something like bots and unlimited blueprints 50 hours into the game it would suddenly make the first 50 hours of tedium more fun? I don't get it.
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>>561551930
you don't get bots or blueprints 50 hours into factorio either, faggot. there's more that factorio does to improve the player experience in the first few hours, but you don't want to hear that, so i ain't saying shit.
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>>561551646
Satisfactory doesn't remove it though. It needs a much better copy-paste blueprint system otherwise building at scale will always be a pain.
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>>561552048
That's my point nigger. Factorio rarely if ever feels tedious. You unlock electricity before you megabase with burner miners and lose your sanity, not after. You unlock bots when your base starts becoming big enough to need them, not after you beat aquilo. If all those things that remove tedium in factorio were unlocked 50 hours into the game it would suck, because it would be tedious.
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>>561550573
I like a bit of rote work at the start to make the automation feel satisfying, but enough quality of life that it doesn't keep bogging me for the rest of the game.
Though then again I'm a sicko who occasionally enjoys a bit of open world survival crafting sloppa, even if I always get annoyed with the lack of automation and drop it later on.
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>>561552393
Why does the automation feel more satisfying after doing it manually first?
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>>561552290
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>>561553323
Yeah and who even liked that change?
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>>561554059
I do
Cliffs on nauvis are already nonexistent, and it makes it a huge upgrade for vulcanus once you get science going (and also makes fulgora a bit easier if you go to vulcanus first).
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>>561546672
ok but is it good?
i don't really give a shit that it is ai slop but ai does end up resulting in a lot of shovelware
>>
guys. stationeers or spengies 2? just looking for something new that i haven't sunk 2k hours into
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>>561555961
Former just got an update with a bunch of different gasses.
A lot of the established stuff needs thorough review or a complete redesign to account for the changes.
There are now fluids for high-temp heat exchange, designated coolants, and burning gasses was reworked to be less arbitrary in what it produces.
Latter is spengies 2 electric boogaloo.
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>>561551224
no, fuck that
imagine if you made a movie and you purposefully made the first hour boring so that the second half was a relief
or you make a hamburger with the patty and toppings normal size but then make the bun twice as large so you have to eat a bunch of just plain bun to get to the real burger
it would be retarded
just like making the start of a game shit on purpose
retarded
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>>561555624
>cliffs on nauvis are already nonexistent
Then why not let the player demolish them if they're no big deal?
>makes a huge upgrade for vulcanus
Then have the research either give you new explosives for vulcanus/fulgora cliffs or upgrade the old ones
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>>561555676
Enjoying it so far. Not sure if that means it's good, or I'm just too starved for something new to play.
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Whenever I made anything in Minecraft when I was a kid it was always some ugly looking building. I have never developed an aesthetic sense for anything, I never cared about decoration or details, if it works it works.

Sometimes I feel kinda sad about it but there is no point in getting sad about something I know I cannot change.

Sent from my iPhone
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>>561556287
AI door.
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LIFT OFF
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>>561556981
If you are presented with no limitations at all, then you simply execute your intent and move on.

If you are presented with limitations so severe that you cannot affect anything at all, you disengage or else experiences insanity and extreme frustration. If the map is just cliffs with no explosives, you can't move or research underground belts or drones.

All things which can be considered "games" must exist between these two extremes. The occasional cliff provides a challenge which forces you to alter your build on occasion while still letting you build. However, there is so much open space that you can reliably find a perfectly shaped void in which to shove most reasonable builds. In other words, you only have to interface even with this minor inconvenience if you want to. The problem with cliffs, then, is that there aren't enough of them to provide a minimum achievable challenge.

Instead, as cliffs can be ignored, you as a player form an ideal based around the total non-existence of cliffs while maximizing the other limitations which the game provides, and then you stub your toe on cliffs occasionally and get mad they interrupt the challenge you were focused on.

So, in an ideal game, it would not be reasonable for me to tell you to just move your build 40 map-tiles to the side in order to avoid the cliffs, because there would be more cliffs there. However, it is reasonable. So, fucking move. Your complaint under these conditions amounts to "I am so very mad that I have to move to a larger plot of empty land." That's petty. Nobody can care unless they are equally petty and share your brain bug that requires maximaly dense buildings and belts.
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>>561557174
It's not that you lack aesthetic sense, it's that you have a strong natural inclination towards brutalist architecture.
That's what I tell myself when I compare my shit to things I see online.
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>>561560426
>>561557174
Take the schizoid pill anons.
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>>561559448
You explained how cliffs are a limitation, not how they're a fun limitation. If every 1000th mouse click in the game didn't register, would that be fun? It's just 0.1% of all your mouse clicks, just click again, right?
And if it's a fun limitation, then why remove it later on? There's no tech to have an inserter grab and place something at 90 degree angles, because inserters always doing full swings is a fun limitation. The brain starts shaping every solution around that limitation and that's fun. "occasionally stubbing your toe on cliffs" is not a fun limitation, it gets me out of the flow of designing factories because now this one singular design is a special needs child until a tech allows me to design what I actually wanted to place in the first place. And if I can just ignore that limitation by moving the whole thing 40 blocks to the east, why even bother? What's the point? Is drawing a belt for another 40 tiles more fun? I will have the option to delete that cliff in the future, but not now. Because someone decided now it's fun to have cliffs, and later on it's not?
Good limitations drive creativity. Bad limitations are frustrating. The human mind cannot exist in a void, but it needs a nice room to be in, not a torture chamber. Small annoyances with no purpose are frustrating and take away from a game.
I think cliffs are great in general, but the option to destroy them should come reasonably early, unless they're the main event, like on vulcanus.
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>>561552643
NTA, doing it manually first gives you perspective. if you just know the best version then it is what it is, but if you know the previous, worse version, then the upgraded one is nowa multiplier on it
for example, in factorio, yellow belts are slow as fuck, but if you compare it to satisfactory, they're equivalent to mk5 belts, which there feel really really fast

If you grab a shovel and have to dig up a ton of dirt it's going to feel like shit. If you have to do it by hand first it's going to be a lot less shit.
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>>561555961
both are dogshit and you will torture yourself playing either
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>>561551224
Satisfactory doesn't have ghost build. COI do. They are not the same.
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>>561489484
15% is pretty good. Body enthusiasts exist at like 5% for muscle visibility. You should be able to see your abs at 15% if you have any muscle there
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>>561560696
>Good limitations drive creativity.

As you cannot print the same build into all environments without alteration, you must create new builds, or alterations to old ones, which are different from normal.

>The occasional cliff provides a challenge which forces you to alter your build on occasion while still letting you build.
This was the part where I explained how the limitation forces creativity, unless you ignore it, in which case you just move your build.

If tempted to handwave this, imagine a perfect-grid city-block factory where you literally copy and paste roboport-sized builds and then try to tell me that it's still creative when you paste the 20th identical block of machines. You might say something like "oh, but I like my perfectly symmetrical tile city" and that's fair, which is why it is good that there is a part of the game dedicated to that, the late game. Because the juxtaposition between the early game and the late game is a changing of conditions which thus generates creativity.
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>>561560696
I suppose this wasn't clear.

You (general) form an ideal based around the total non-existence of cliffs, and so you (general) stub your toe on cliffs occasionally and get mad they interrupt the non-cliff ideal challenge you conceptualized into existance.

I did not form an ideal based around the total non-existence of cliffs, and so it does not annoy me to the point of frustration when I find a cliff in my way, because I build my build to function as it was supposed to, with the cliff in mind.
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>>561557174
>>561560426
My brutalist niggas.
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>>561566081
This is why I prefer soviet functionalism, same aesthetic but actually usable buildings.
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>>561559448
its nothing more than a weak design choice to incentivize your progression path. ie vulcanus' penny pinching metals vs glebas rotten shithole or fulgera the recyclers' vindication.
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>>561565456
>As you cannot print the same build into all environments without alteration, you must create new builds, or alterations to old ones, which are different from normal.
No you don't. As was already said, move it over a few tiles and it fits. It's just more tedious, if you want that cliff gone. Some people enjoy building around cliffs, and that's fine, again I'm not against cliffs. I'm against moving the option to spend resources to remove them into mid-late game, when they become an annoyance way before.
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>>561533009
I think it was California that forced their hand, a bunch of tech workers live there. If a half illiterate red state pushed the same law, no one would care, but California still is the heart of the US tech industry.
I really hoped that they just denied their services, but we live in the worst timeline.
>>
Is last caretaker and /egg/ or does it just look like one?
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>>561570201
Not really, those systems are much closer to a generic survival-craft. Most you do is connect a hose or a cable.

It is a cool experience though, especially going in blind. Learning to sail and manage the ship.
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>>561027125
>space age has been around for years now
>still no mods released with anything truly cool
is it over? there isn’t even any kinda-weird shit like hypercube, or seablock, or "just recolor it lmao" bobshit, much less actual involved stuff like py or space ex
i guess there’s planetorio but even that isn’t actually any different than the one from base game
>>
>>561570983
Neat, maybe I'll give it a shot when it's out of early access.
I've just heard someone call it a cross between Stationeers and Subnautica and I just posted in /indie/ a few threads ago about how much I would love someone to make a version of Subnautica with the autistic realism of Stationeers and that instantly raised some red flags, because that sounds like such an exaggeration.
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>>561573550
>most downloaded mods
>for space age
>planets, planets from space, planets, planets, planets, planets, planets, planets, planets, krastorio for space age, planets, planets, planets, planets, planets
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these MFs seem so good at the first sight: almost no coal burning, low exhaust, and same output as blast furnace 2. but once you build them, after having torn down your old iron+steel plants, you're fucking screwed! you're so fucking screwed because there's a catch hidden in the fineprint: 6MW of power for only one of these! so 4 of them eat 24MW which is more power than your entire factory ran on up to this point. turns out they not only sneakily move the coal burning to the power plant but they double it! they also double the exhaust pollution. and then, just for lulz, they also consume water and graphite which your old blast furnace 2 didn't need. all of that for the exact same output as blast furnace 2. am I missing something here? why the heck would anyone "upgrade" to these?


>>561562387
except you don't see shit especially when it's on rock ground. so almost useless. building shit in this game is cancer. it's laggy, slow, doesn't do what you want half the time, and has all the 3d related problems on top.

>>561573550
because it's garbage nobody wants to play. spage is boring garbage. why would anyone make a mod for a dlc mod you hate?
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>>561575587
6MW of power takes less coal than running a mk2 smelter, even after accounting for the coal in graphite and the power cost to produce graphite. And centralizing where coal is burned is supposed to be an advantage, you can put your power plant right next to the coal mine.
>they also consume water
Returned as steam which refunds some power.

plus it allows you to provide power in other ways, if you have any available. Burning wood, oil products, settlement waste, etc. Eeventually solar and nuclear. Carbon can later be produced out of exhaust CO2 for free.
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>>561576146
why would you build a dedicated power plant just for this building, with all the extra workers and extra space a power plant needs, when a blast furnace gets it for free?
>takes less coal
24MW is 6 turbines, 3 boilers burning 90 coal/m.
4 blast furnaces burn 60 coal/m, that's 66%. no water consumed, no graphite consumed, no dedicated power plant taking massive amounts of space.
>>
>>561573550
spage was just kind of an everlasting reminder that being a lua modder means you're a peasant who has to do insanely jank and retarded things to do replicate half of the shit spage pulled off
it was true before but I'd like to imply that the base game was a solid foundation and it felt really natural and fine to put weird jank shit ontop of it
>>
>>561576978
oh and did I say that 3 boilers also consume 144 (72 with cooling towers) water/m? yea that's on top.
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>>561576978
1 boiler produces 15 MW althoughbeitever
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>>561577183
True, also there's no point to programming jank lua shit when we're all waiting for the source code to drop at some point. Kovarex needs to stop kvetching and release it as he announced so modding can become great again
>>
>>561576978
power doesn't matter anymore after you unlock the nuclear reactor
the real downside is that you can't boost them with unity like mk2 blast furnaces
>>
rotting egg
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>>561585510
everyone is at the club picking up chicks
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>>561576978
I was assuming both high- and low-pressure turbines and mk2 generators. Since they are on the same tech level.
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>>561573550
All of the good modders quit playing ages ago.
>>
Satisfactory is fun.
>>
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Alright, where the FUCK was I a year ago?

Been wandering for a few hours. Still don't really know.

Picrel is a massive overproduction of molten glass. The upper part turns water into soil and soil into mud and sand for the glass. It's not clear how I'm going to get rid of 200 mud/second, other than the fact that this complex doesn't actually need to run at full speed currently. Looks like 6 electrolysis machines will have to handle the overflow mud, but later.

Real problem is that I'm running out of iron, but instead of handling that, I seem to be focused on providing fuel-fluids, which means using up my current tar overflow. I am starting to think that I should use a single "disposal" pipeline, which means setting up tanks and pumps such that, whenever any secondary fluid overflows, it instead gets pumped into the fuel line instead of syngas or gasoline.
>>
>>561588183
Said no one ever
>>
>>561587606
low pressure generators add 50% power so basically you go from 3 boilers to 2 boilers. but that's still 60 coal/m just like blast furnaces but with an extra power plant, even bigger, needing more turbines more space and more workers. the extra power consumption for those the ingredients isn't even included. don't ever upgrade!
>>
I'm really happy with the wood -> corn -> feed -> power scheme. I built 90MW of it, retired my nuke, scrapped my gas power plant, and I'm now stable on power. If all the arc furnaces turn on during bad weather it starts dipping into the red, but it's not an issue. All this costs me is 120 wood per month, and I could easily double it, if I didn't expect to run on solar only soon.
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>>561590779
Ah yes, there it is, in all it's decadent retardation.
The pipes didn't really want to let me do this.

Eventually, I'll be able to turn that hydrogen into more gas, but this will work for now. Time to double my tar consumption, maybe.
>>
>>561590779
Large Generator adds an additional 25% power output
>more workers
you save workers on the furnace itself
>>
>>561566081
>Those left-right, left-right opposite windows.
>Two rows of them.
There's a horribly missed opportunity on the architect's part there to encode the Konami Code into their building.
>>
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now what?
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>>561595997
All the non-timed achievements, then the gimmick run achievements, then beat the game in 40 hours. If you still want to play factorio after that, do something like Krastorio2 pre spage, or really any of the highly rated pre spage mods/modpacks. Or, get a steady supply of legendary everything and go for 1 million espm.
Space age modding is dead as previously mentioned, and is filled with almost nothing but zero effort, buggy, disgusting ai slop. Sad!
>>
I am slowly churning through my first SA run, got all of the inner planets working and next on the list is building a ship that can get to Aquilo. My Nauvis base is just the natural result of frankensteining my starter base along, so still running steel furnaces and relying on my "babby's first science" production areas. Don't think I can easily hook up foundries or biolabs without doing a substantial rebuild, or more likely rebuilding new science production from scratch nearby using the new technologies.
Point being, is it worth doing all that now, or keep trucking with the old starter until Aquilo is done?
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>>561597175
Get biolabs running ASAP, before aquillo. Ideally you would have those running for a while. If belting all your science to the outside of whatever tumor your starter base looks like is what it takes to get them to biolabs, do that. They more than double your spm for free, and save you at least double your science packs, so your Aquillo base can be shit but still get you plenty of science, or your gleba, or you fulgora, etc. Even your yellow/purple or even blue can be substantially helped with them.
They aren't that expensive, as long as you've been running uranium enriching for a while, which you probably have been because nuclear is practically required to get to aquillo. You don't even need a steady supply of bioflux from gleba, you only need some imported to get the resources for the biolabs and you can let the biter bases return to the wild once you have biolabs setup. The only real warning is that biolabs will likely create more pollution than the rest of your base combined, so keep that in mind.
Foundries aren't that important and take quite a bit of work to smoosh into builds not meant for them, and require a calcite upkeep. EM plants are real nice for modules and circuits though, if you can squeeze them in. I wouldn't be too worried about any of that though if you get biolabs up it should be more than servicable for supplying aquillo. But if you're not in a hurry you can do some upgrades here and there, supplant belts with resources from foundries etc.
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>>561597984
Oh yes uranium is no problem whatsoever. And so, relatedly, neither is pollution. Thanks anon, I'll focus on nabbing some eggs so I can make some biolabs and will find some way to bruteforce stuff them into my existing setup. For some reason I was under the impression that they had to be fed with nutrients or bioflux as well, but apparently not. So really the only tricky thing is just figuring out whether I can physically fit them in where I'm currently keeping my labs or if I need to do some rerouting. cheers
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>>561596763
When I played through Terraria 1.4.4 I got 100% completion then went and played through an ultra modded playthrough with Calamity + Fargo's + Thorium and pretty much everything else I could find that was compatible and high quality like catalyst and wrath of the gods, which turned out to be a really fun and crazy playthrough, some of those mods far outshine the base game in terms of quality which is crazy.
Is there any equivalent for Factorio or are the major mods better left played standalone?
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>>561601303
imo all of the main content mods don't really play well with each other
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>>561597984
You can get to Aquilo perfectly fine with solar, all it takes is replacing the silly modules on your ship with tier-2 greens.
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>>561601303
bobs and angels is kinda like a whole bunch of mods smashed together but they compliment each other and frankly deserve each other.
as the other anon said most overhauls worth playing are so different that introducing almost anything else as well as them would make the experience way worse, let alone another overhaul sadly. You could probably pretty freely install Rampant/Rampant arsenal or stuff like that alongside another overhaul if you want to test new killing machines on biters.
If you want to get something somewhat similar to slapping all the slop you can find together and seeing what happens, you could do spage with a couple of planet mods added, preferably the few good ones that aren't filled with ai. But I think that would be a bit mediocre, as the point of those is to offer a new place with unique challenges, and combining them would either reduce the challenges or circumvent the gimmicks entirely.
>>561601640
I guess you could, turrets dont require power and you can stock up a whole bunch of rockets and ammo, and only need to run machines for fuel. But even then it would have to be pretty large and slow I'd think, 1% solar is no joke.
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>>561602092
it's 1% down on the planet, 60% in orbit
completely fine with all machines running
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>>561602480
Oh lmao, can't believe I never knew that. That's completely doable then, not even that bad. I'll definitely stick with nuclear but that seems like it'd be fun to try and design a compact solar only aquillo ship that makes its own rockets.
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Finally reached the first new island. At this stage without trains its biggest resources are actually water and space, I'm wondering if I might rely a lot more on crops this playthrough, do corn to ethanol and then rubber, biodiesel, etc
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>>561556295
Nta, but I'd say it is more of a sense of progression than of surviving tedium.
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>>561556295
When I eat
ham ba ga
the bread is good, but not strong

If the bread were really strong
then I couldn't taste the meat

The sauce we find upon the bun
is very strong indeed
but since it's small in proportion
it's not overpowering

Good it is, that structure's bland
and treats are a flash in a pan
for like any good american
I learn from ham ba ga
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oh my god that's so fucking niiiice
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>>561611783
context
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Aww yiss. Time for some real tech
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Surely tomorrow is the day I start building this shit....after I make the belt highway to bring in all the resources. Yup, for sure tomorrow.
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>>561613741
I feel slow
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>>561615707
Oh don't worry, anytime I need to make anything more complicated than green circuits I hide in a creative world and build it there so my playtime is a lot shorter than it should be...except that's what I usually do. This is the first time I've stopped myself from doing that save for train work because I'm not going to solve that shit outside the editor. It's also not my first time but I haven't played it in years so I only vaguely knew what to expect.

And it really depends on what you did before chemical science. If I had done what I initially wanted to and switched to trains after purple drank (until I abandoned that idea after seeing how I only had Inserter 2s and extremely slow trains) it would have taken me a lot longer to get to chemical.

I'm probably going to switch to trains for more stuff now that I have better recipes. The only problem with this is that it's fucking Nullius and all the products mean I'm going to have to stamp down a lot of stations before things start working properly thanks to byproducts. New Aluminum is going to need four input stations and NINE output stations because of byproducts and needing intermediate steps for other uses like Aluminum Hydroxide for Concrete, Alumina for electronics, and Aluminum Carbide for various drills

Between generic trains and parameterized blueprints and not needing to bootleg a priority train system together it's going to be a lot easier this time
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>>561617261
Hah. I got the 1k chemical science milestone the instant after I took this picture
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>>561617261
>And it really depends on what you did before chemical science
I put down buildings at random to get research out of the way until my first big rebuild right before electrical. Then I kept going with what I had, fixing the occasional bottleneck, and beaconed up to physics, at which point I started my train rebuild which is still not done after 150h.
I wasted around 20h of research in my pre-electrical rebuild and a good 50h+ after I was done with physics. I figured there was nothing too exciting in astro to justify grinding my mall to a halt until I realized how good carbon sequestration 3, boiling 4 and asteroid mining are. Definitely worth a few rockets.

>I'm going to have to stamp down a lot of stations before things start working properly thanks to byproducts
Pic rel. I fully expect to pass 1k stations by the time I'm done with my rebuild so I can finally start bio.
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final amphibious bump
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>>561588604
>It's not clear how I'm going to get rid of 200 mud/second
can't you just throw it in a pit
>mixed fuel lines
good luck
remember that if you don't have any other bleedoff and fuel backs up that means every single byproduct will also back up
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>>561613741
have fun with sulfurics, that's about when i got tired on my run
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>>561628374
I tend to crap out at physics when I need to really scale things up but I got a good feeling this time.
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>>561628248
>can't you just throw it in a pit
maybe he's playing pyhm where the only viable muddy sludge sink is making logs
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https://www.youtube.com/watch?v=feBHETS0R5A
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>>561634764
I'm going CRITICOOOOOL
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>>561595997
congrats on finishing the tutorial, you ca finally play the game
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degg
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>>561648942
good
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negg
>>561649518
>>561649518
>>561649518



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