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Brutalism edition
Previous thread: >>561027125

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 don't like eggs.
>>
project zomboid is an egg game and nobody can convince me otherwise
>>
>>561652357
a rotten one
>>
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>>561652357
Out of all the hundreds of rust-likes, which are very much not /egg/, Project Zomboid is the least /egg/ of them all.
>>
>this shitty OP again
>>
>>561653107
Shouldn't they be called zomboid-likes, since it came first
>>
>>561655226
they should be called wurm-lites
>>
Took half day off work to play an /eg/, i have free 7 hours ahead of me. What should i play?
>inb4 posted it again award
i really need your opinions, i'm between satisfactory and oxygen not included
yesterday i took day off to play engineering game but ended up binge playing gta iv
>>
>>561659598
Literally unanswerable.

However, if I just substitute my own values in place of yours and pretend that mood doesn't matter, do Oxygen. It seems like the most completable experience, at which point you'll have one less option to pick from.

And no, I don't know what I'm talking about.
>>
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>>561659598
God would it be depressing to be wagie, having even just 7 hours to play video games would be something to celebrate.
>>
>>561659598
Both those games suck, I'd rather play GTA IV
>>
>>561659989
It's complicated, i have a 1050ti at work and play other vidya there, ones that i can pause. I'm a semi-NEET
>>
>>561659598
how the fuck should we know, what's your experience?
>>
>>561660993
god I hate greeks
>>
>>561659598
>>561660993
7h is literally just enough to seep your toes in
that being said, any of these game are pausable, and something you can kinda do on and off
>>
>>561664868
good, i tend to play non-stop this kind of games because i have mild ADHD and i hyperfocus
>>
>>561652357
not even worthy of a place in the egg carton just flush it down the toilet
>>
If Zachtronics games are /egg/, Baba Is You is /egg/ too
>>
>>561672849
yeah probably
zachtronics games are all so incredibly restricted and limited that they are essentially puzzles with a technical and/or programming theme, the closeness of the symbolic logic they use to the real thing is what makes them engineering
>>
HOLYSHIT ONI IS SLEPT ON HARD
>>
>>561673251
blud didn't play the dogshit dlc spam
>>
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>>561673251
i am so bad at it i gave up
>>
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what's the point of trains again in this game?
>tiny tropico like island
belts:
>cheaper, easier, smaller than rails
>no complicated train logistics, stations, depots, fuel costs, fuel logistics, maintenance
I get trains in factorio: infinite map size, infinite factory growth potential, infinite production scaling. they're important in mega bases. in coi you seem to build trains for their own sake (like for their aesthetics or whatever) and not because they do something useful.
>>
>>561676702
They were an afterthought. With the addition of trains they made pipes and belts cost maintenance and power to run, increasing (exponentially?) with distance. Perhaps you have that disabled in difficulty settings.
>>
>>561674357
major poop alert
>>
>>561677128
>made pipes and belts cost maintenance and power to run, increasing (exponentially?)
is that documented anywhere? it does not exist in the difficulty settings. 4.8 maintenance for the whole belt is nothing. default settings normal game. it'd be a shitty design choice.
>>
>>561678994
it always bothered me in factorio that the belts don't cost anything once you put them down. they should cost power, but the game would have to be designed around the fact (it'd need an electricity priority system for a start)
>>
>>561680337
Factorio would be immensely more **fun** if stuff had wear & tear and required replacement & repair.

>walking through your base
>random hydrochloric acid explosion because you forgot to check the pipe pressure
>>
>>561674357
thats alot of free water there anon. might want to collect and clean it.
>>
>>561681538
that's what stationeers is supposed to be
unfortunately, stationeers decided that tedium and opaque interfaces are far more important than an interesting and fun game.
>>
>>561680337
>lubed ai loaders but for ALL the belts
>belts become lube delivery
>LUBE ALLL THE THINGS!
>>
>>561681690
it'd be funnier if by default belts didn't need lube; but to get red belts+ you had to lube them. extra points for making them slippery like an ice level if you keep them at 100/100 lube.
>>
>>561681827
that's the neat part. 1.x figured this out years ago. they stole and adapted the anchovy lube recipe from futurama. one drop of lube lasts a lifetime.
>>
>>561678994
>>561676702
belts always cost power to run, they get more noticeable with longer and advanced belts
trains have a lot of throughoutput, and actually make a difference in the bigger maps, you're on babby's first island too
other islands will generally have different logistical challenges
>>
>>561682224
you may notice he said
>MAINTENANCE
not
>POWER
>>
>>561649760
You still have to eat all of them.
>>
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I don't get it
>>
>>561684249
because rounding/floating point calculation + display error?
>>
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Surely today is the day I start this build. Yup, todays the day for sure. I just need to first get all the resources there then I can start this build. Today for sure. hahah yep, today is the day, this day, that is today is the day I start this build.
>>
>>561684249
Taxes.
>>
>>561684249
>have 1 primary rule
>certain things CANNOT be affected by productivity
>le lol
>reddit intensifies
>rule broken
every day my hatred grows.
>>
>>561659598
read the answers to your previous post. nothing has changed.
>>
>>561681538
>repair packs in bots
is already a thing so wear&tear mechanics wouldn't change anything
>>
There's a reason most people don't actually like playing with biters on in factorio, they are more of an obnoxious annoyance than an actual threat.
Also aquilo should have unlocked more weapons for deleting biters and pentapods, considering that the railgun is already a delete demolisher button there should have been an equivalent for those two as well.
>>
>>561688159
>most people don't actually like playing with biters
So that's how you cope.

>weapons for deleting biters and pentapods
That's artillery. But railguns work too.
>>
>>561688159
Nauvis already gives you prime tool for deleting biters, it's called flamethrower turrets
For pentapussy, you have Fulgora's tesla turrets
>>
>>561690181
>artillery
is fucking cancer to use when you need to send them one by one on rockets from a single planet
>>
>>561684498
I'll ask on the forum then
It's weird because it usually rounds it up or down pretty accurately, but not in this case
There's nothing to round up here it's exact
>>
>>561691270
62 shots per rocket is alright
>>
>>561691270
>steel and LDS are effectively free
>rocket spam is cheap and effective
your a joke.
while your at it, ship in nuclear fuel and blue circuits.
>>
>>561659598
DSP
>>
>>561676702
This lil nigger here transports ~1k dirt per month, equivalent belts would cost ~700 cpartsIII and use 1MW of power. They'd also look absolutely disgusting compared to a railroad. I'm fully committed to trainifying my island now.
>>
>>561688159
>most people
source
>>
>>561691270
>shipping finished artillery instead of materials
but why
>>
>>561659598
Dyson is cosyest
Factorio is advancedest and QoLest
Satisfactory is varietyest
ONI is tediousest
>>
>>561698046
what the fuck kind of "variety" is there in shartisfaeces?
>>
>>561698178
It's got everything, from diarrhea to really hard clumps
>>
>>561698178
exploration, collect-athon, factory, base building, fps, vehicle driving, trucks/trains/drones.
compared to one-trick ponies like factorio who only have factory and a little bit of tower defense.
variety.
>>
>>561699550
>exploration
factorio, and also only once.
>collect-athon
manchild redditor daycare.
>factory
barely.
>base building
the worst.
>fps
below 30.
>vehicle driving
factorio.
>trucks/trains/drones
factorio.
go back to your daycare.
>>
>>561699824
just take the L, this is just sad.
>>
>>561700000
>pentachecked for truth. true BTFO
>>
>>561685149
>opened game
>time to start the build
>start designing pillars to run the belts so I have something that actually looks nice
>no steel beams becasue I took down the crafters to make something else
>alt f4

Tomorrow for sure
>>
>>561700875
Put them in your interdimensional depot so you don't have to worry about it.
>>
>>561676702
trains matter when they start doing the jobs of 24 T2 trucks constantly for however long it takes to deplete a mine for a tiny fraction of the cost
anti-train fags on this general will tell you otherwise but their information is way out of date at this point and they are stubborn
also belting across the entire map is soulless and also impossible across water unless you seriously still commit to land bridges when we have real bridges
>>
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Big dumpy
>>
Dang what a whiplash
>>
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>>561700875
Belt Pillar is done, I have one for 1,2 and 3 belts. Since all my other structures are concrete I figured I may as well keep the aesthetic.
>>
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>>561706607
Side view
>>
>>561702791
>>561702948
imagine building these pillars by hand one by one since there's no copy paste in that game lmao. just go play with lego.
>>
>>561706830
non-idiotic people use the blueprint functionality for repetitive builds like fancy pîllars, but you do you.
Keep seething into the void.
>>
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>>
>mom, I satisharted into the egg again
>>
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>>561702791
>>561702948
>>561708072
All this looks so nice. How many hours in game do you have and how long did it take you to really start designing nice stuff? I made pic rel:

>>561706607
>>561706828

and even this took me basically copying something I saw someone else had but putting my own spin on it. Granted I'm still new to the game but I'm not creative at all, and fairly retarded so I fear even after 1000 hours I still wouldn't be able to make anything "nice". I know all that matter is that I like it but still.
>>
>>561708431
I will say though my builds are starting to look nicer as I learn each time I build and I see other peoples builds and apply concepts to my own stuff. My next build will integrate this manufacturer set up I saw since I was struggling to make something compact with them.
>>
>>561708431
Yeah take inspiration as much as you want. I look at other games architectures and also a lot of Satisfactory screenshots from youtube/reddit/twitter/4chan and then discuss it with some friends so that we build in our server and surprise each other.

Those aren't mine but I will use them as inspiration.
>>
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>>561708880
>friends
>build in our server

I'm significantly less impressed.
>>
>>561708791
Everyone starts with levitating floor, and then you add walls and decorating stuff. It took time to learn to not make everything 90° angles and also to make every building bigger than I thought I needed to leave more space around the machinery.
>>
>>561709028
We don't build on each others buildings, every one has its own location and then we link our factory productions.
It's too late to launch the server but I might post some of my screenshots tomorrow.
>>
>>561709070
>It took time to learn to not make everything 90° angles

I wish building curves was in the game. Next play through I'm gonna get that mod that lets you build them. I tried building a round platforms and it's so tedious it's not really worth it and getting everything placed properly and symmetrical was nearly impossible (maybe a skill issue). I'll try doing curved road blueprints next but I'm not hopeful.
>>
>>561709316
even 45 angles will make it look way nicer and they are easy to do.
i can't believe they didnt put a road making tool with the new path tool in 1.2
>>
>>561709615
I'm sure it'll come "eventually"
>>
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>>561684249
0.1 is not evenly divisible by powers of 2.
IEEE 754 can only count in .5 (1/2), .25 (1/4), .125 (1/8), .0625 (1/16), .03125 (1/32), etc..
Meaning 0.1 can only be written as .0625 + .03125 + ... which can never equal .1
Depending on how complicated the number is, the result may be either slightly too large or too small because the addition of fractions has to stop at some point.

Unoptimized C++ included for the lolz
>>
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For the first time in probably 200 years the amphibious team was activated for a new bridge. It is being built much faster than any in the past due to the much higher industrial capacity I have these days. It will be completed soon and the old ones will be demolished when appropriate connections are made.
This effort is part of a larger infrastructure project to try and unfuck certain critical systems.
>>
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Aluminum 2 is probably less annoying to deal with because of the Methane production in Aluminum 1 (if you're not a subhuman who vents everything)

So glad for it though. Aluminum 1 basically voiding Aluminum Carbide makes it so the first recipe can't scale
>>
>>561684249
3.99 is not representable in float
>>
>>561688159
>more of an obnoxious annoyance than an actual threat
that's the whole point
they're not there to just roll over your factory and make you lose, it's not an RTS game
it's an automation game, they're there to provide you short-term automation goals
just researching forward with no care for what you're actually researching (like in pyanodons) is lame, it's better to have actually useful, achievable goals
the tech tree provides you plenty of "I want" type goals - "I want faster belts" ,"I want longer undergrounds", "I want electric furnaces so I don't need to drag coal anywhere", "I want solar for guaranteed power" etc
biters provide "I need" goals
it's also a form of dynamic difficulty, if your factory is running smoothly you are emitting a large pollution cloud and attracting a lot of biters, it it's barely limping alone it's not and it's attracting little to no biters
>>
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Dirt migration
>>
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Bridge termination in progress. The new bridge is now ready.
The real problem begins, the rail network must be linked to the new bridge.
>>
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>>561706607
>>561706828

The pillars look quite nice, I want to add lighting of some sort to them but I need to make crystals first.
>>
>>561682754
yeah I didn't say it specifically because I don't remember if took maintenance already, but its quite possible it always did
>>
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Lets make sure that ash doesn't overflow and grind my factory to a halt someday.

11.65 wood generated and 15 ash consumed in forest per second
Actual saplings used in forest .7875.
Seeds needed is saplings/3 = .2625
wood turned into seed .2625 / 1wood cost* .8 seeds per craft = .21 wood
Assembling machine uses 75kw of burnables. Wood is 2Mj, so .0375 wood/second

1.365mw * 18 used / 60 produced carbon in the moondrop greenhouse, north of image
413kw * 1.8 used /2 produced soil
413kw * 18 used/25 produced mud
103kw * 18 moss
129kw * 6 saplings *.7875 used/ .9 produced
240kw * 7 tree generation
517kw * 3 log sawing buildings / 3 log capacity * 2.333 logs supplied

wood 11.675- .2475 = 11.4275 wood, or 22.855MJ /sec

From the above:
(1.365* 18 / 60) +(.413 * 1.8 /2) + (.413 * 18 /2) + (.103 * 18 ) + (.129 * 6 *.7875 / .9) + (.240 * 7) + (.517 * 3 / 3 * 2.333 ) =
9.915 MW spent generating wood from ash, or a net gain of about 12.8 mw
>>
>>561728829
We could stop here, but I did not.

3 destructive distillation columns only consume 10 wood, so there will be a spare 1.47~ wood for later use.

517kw *3 wood into coal with byproducts. Makes 10 coal, which are 4MJ each.
Input: 10 wood (20MJ) and 1.551 mJ for 10 coal (40MJ), so a gain of 18.449 MJ/second at this step, but, byproducts must now be used.
Byproduct: 10 coal gas and 30 tar currently

Coal gas processing:
517kw * (10 coal gas supply / 16 capacity) = ~323kw to transmute coal gas into tar.
Byproduct list: 36.25 tar
Outputs: 14.56 syngas(worth 5.8 gas MW)

Tar processing is
517kw *2 buildings * (36.25 tar / 40 capacity) = ~ 937 kw, but this also needs steam.
Required: 36.25 steam (3.7 MW generated / 15 steam consumed) 8.94 MW debt
Byproduct list: 10.875 middle oil, 8.7 creosote, ~27.18 anthracene oil, 50.75 pitch

Middle oil processing is
517kw * 10.9 sup / 25 cap = ~225 kw, but needs more steam
Required: ~47.15 steam, ~11.6 MW debt
Byproduct list: 8.7 creosote, ~27.18 anthracene oil, 50.75 pitch, 10.9 naphthalene, 5.45 light oil, 5.45 carbolic oil

Pitch processing:
517kw * 3 buildings 50.75 /60 cap = 1.311 mw, but needs more steam
required: 97.9 steam, ~ 24.15 mw debt
Byproduct list: 5.075 coke, 10.15 light oil, 21.05 napthalene, 43.43 anthracene, 8.7 creosote, 5.45 carbolic oil
Outputs: 5.075 hydrogen (.5 mw)

Carbolic processing:
517kw * 5.45 / 25 = 112kw
Byproduct list: 5.075 coke, 10.15 light oil, 21.05 napthalene, 43.43 anthracene, 14.15 creosote

napthalene proc:
517kw * 21.05 / 25 = 435kw
Byproduct list: 5.075 coke, 10.15 light oil, 43.43 anthracene, 26.78 creosote

anthracene proc:
517kw * 43.43 / 12.5 = 1.796 mw
Bp list: 9.418 coke, 17.372 gasoline, 10.15 light oil, 26.78 creosote

light oil:
517kw * 10.15 / 25cap = 209 kw
bp list: 9.418 coke, 26.78 creosote
outputs: 10.15 aromatics (3.55 mw), 22.45 gasoline (26.94 MW)

Almost done
>>
>>561729085

Creosote proc:
517kw * 26.78 / 50 = 276 kw
Required: .2678 wood ( .535kw)
bp list: .535 treated wood (2.14 mw) 9.418 coke

>summary
Solids:
treated wood: 2.14 Mw, Coke 47.09 Mw, wood 2.4 mw, coal 40 mw tot 91.63 MW
gas:
aromatics (3.55mw), gasoline (26.94mw), hydrogen (.5mw), syngas (5.8 MW) tot 36.79mw
Debt: 24.5 MW steam
Electric:
above steps 276 + 209 + 1796 + 435 + 112 + 1.311 + 225+ 937 + 323 = 4.314mw
9.915 mw making wood, + 1.551 mw for coal, + 5.624mw for byproduct handling = 17.09 mw tot avg before sifting excess ash.

This thing has almost no dependencies. It will only stop once the ash and rust overfills the sifting chests. That makes the gasses it generates into infinite resources, which can and must be vented when overfull, and will always be available.

More importantly, this generates 10 coal, 9.418 coke, and a bit of wood. The input cost of this machine is 15 ash/second. This thing, which was built to eat ash, generates a net gain of ash. Perhaps someday I'll figure out how to get rid of ash.

Mission failed.
>>
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>>561725229
Oil is partially ran. Tomorrow will be Copper, Limestone, Bauxite and Caterium. Since all the nodes are within proximity I can use my pillar from before and just run everything all at once to the same spot.
>>
>>561701610
What'd be a good point to start using trains?
It's (arguably) fairly easy to switch to trains in Factorio. There's no upkeep, no overhead, not much complexity to it.
In CoI, laying down tracks in a non-haphazard way is difficult. Stations are fuckhueg, and there's no signaling.

For context, I'm playing on Armageddon map, spawn #1.
I finished cutting a path through the mountains separating me from nearest copper deposit.
Got a small mountain of slag, and an even mound of dirt piled up from all the landscaping work.
Might just chuck the dirt into a cargo ship for fuel gas. Slag, on the other hand, got more uses.

And speaking of CoI, what's the main fuel people are using for boilers? Assuming pre-nucolar tech level.
I'm torn between fuel gas and hydrogen. It seems easier to just crack everything to H2, than deal with balancing the byproducts.
A trickle of naphta and fuel gas would go to rubber/silicon and kilns respectively, but the rest can be safely.
The upside of using hydrogen is recovering some water from the depleted steam exhaust.
>>
>>561729713
>Mission failed.
flue gas and vent the excess >_>
>>
Finally coming around to finishing the first ziggurat
>>
Satisfactory needs a building drone like Star Rupture. It can run on electric or any fuel. I know there's the hover pack but it's unlocked super late and is pretty useless out in the field
>>
They're nerfing or outright removing the biter capturing thing in factorio, you won't be able to just block off 49 spots to essentially remove a biter nest without breaking it. The only time this was useful was for the Keeping Your Hands Clean achievement and some really silly and difficult challenges like 1000x science cost. It does not fucking make the game better to change this to make it impossible or much harder to do fun things without affecting regular gameplay at all, that's so fucking retarded.
>>
>>561741104
should have been patched out the day after it was found.
>>
>>561743376
No, it never should have been patched out, and never should be patched out. It is completely meaningless in normal play and only has interesting and fun applications in abnormal play.
>>
>>561743440
how would you feel if you didn't have breakfast in the morning?
>>
>>561714350
don't you run a combination of 1 and 2, since that way you naturally balance out carbide production and consumption?
i think i ran a methane line from aluminum processing back up to my hydrocarbon area. definitely left an overflow void on it tho
>>
>>561729713
>Perhaps someday I'll figure out how to get rid of ash.
stick it in a warehouse until it fills up
shoot the warehouse when it's full
alternatively look forward to flue gas that you can then either vent or concentrate into syngas
>>
>>561741104
was this a thing? how'd it work, was it just nests having finite spawn tiles?
also how do you know they're changing it
>>
>>561741104
>>561743440
>bugfixing the bug fix is bad
>>
>>561741104
>>561743440
Turn on peaceful mode. Wow. Problem solved, fag.
>>
>>561729713
net gain of ash is good in the long term because a bunch of shit needs ash, and otherwise you'll be burning entire coal fields of coal and venting the steam for the sole purpose of making ash. with ash specifically you want to primarily export at a high priority so it doesn't back up, but also have a low priority escape valve that turns excess into flue gas and vents it/turns it into syngas.
>>
>>561749219
yep, before chem science, i had somehting like 19 train stations accepting ash to consume it all.
now i have that many stations requesting kicalk to make ash locally.
>>
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>>561741104
>removing the absolute cinema that is picrel
i hate niggers
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>>561713539
>>561718261
Thanks!
>>
The train haters do get one point though
Why the fuck does this shit need a worker and no maintenance? It should be no worker and some maintenance. The niggers inside the train can go stretch their legs and make sure the station works properly.
>>
>>561754936
Forgot my picture
Also now that I'm starting to use trains I hate the devs even more for locking some of them behind a paywall, fuck those faggots
>>
>>561755090
>a job where you sit on your ass most of the day, just pull a lever whenever a wagon rolls up
giwtwm
>>
Is it possible to get a mixed station like this working properly? I need to unload the dirt and load the same train with slag.
>>
>>561728829
>Lets make sure that ash doesn't overflow and grind my factory to a halt someday.
Incinerator.
Don't be retarded and try to micromanage wood overflow. You will need more ash than you will be able to create without trying later, especially if you build on a ash wood recipe.
>>
>>561741104
Okay? Literally nobody had a reason to use that. It was a literal bug.
>>
>>561756098
The post literally gave you two reasons to use that
>>
>>561756307
>game has a bug that lets you finish it within 5 minutes
>NOOOO DON'T FIX THAT I HAVE A USECASE FOR IT THE GAME SHOULD BE 5 MINUTES LONG
Fuck off
>>
>>561741104
Can you not just still fill in all the spots around the spawner? Harder to do in the absolute early game when you can barely afford 50 pipes but would still be a non-issue afterwards.
Or are they doing something retarded like biters destroying entities on spawn?

>>561746118
Yes, well first of all biter nests have finite spawn ranges, so the spawn tiles are finite by definition. But also it actually only checked in a 3x3 grid around itself, so you only had to block a grid of tiles around the spawner rather than filling in all empty space.
>>
stationeers would be so much better if you could make butter
>>
>>561758765
That applies for all /egg/
>>
>>561741104
Your uncle works at wube?
>>
>>561761612
He wubes at work.
>>
>>561652357
It doesn't even have vehicle building like Cataclysm
>>
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Almost done unfucking this problem with the fuel train. It should be able to go everywhere once this is set up. Notably my rail network is being focused into one chokepoint that definitely won't become a problem later.
>>
>>561765012
NO. FUCKING. CROSSINGS.
>>
This has been an absolute fucking nightmare to undertake
this game probably has the worst rail building tools out of any game I've played with trains
>>
>>561755090
Did you really just a made a train with the locomotive in the middle of the carts?
>>
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>>561766971
>no image
I blame the rail building tools
>>
>>561755565
it could if you didn't do: >>561767052
>>
>>561767091
NO
CROSSINGS
>>
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Well I got to use a T2 diesel for about 3 minutes before it had to be returned to the depot for being too big
This game is just constant train blueballs
>>
>>561756767
>>>/leddit/
>>
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>>561756017
At the time when I built this, I didn't have incinerator unlocked. Now that I've built one for testing, it burns 3.33 ash/sec and makes .066, meaning it nets 2.66 ash loss per building.

>>561746039
>>561749219
Ash > flue is a tier 3 research, and so will not be an option for a while.

Also, as I have zero uses for flue, that sounded like paying to waste material, and so was not really considered.

>picrel
So, I've caved and paid like ~5 MW just to eat 30 ash/second and make a smattering of metals. To be fair, 30ash was 30 coal and so represents 90 MW, so maybe it's not the worst deal of all time?

It makes ~1.5 coal dust = 4.5 MW, and .075 iron plates for net .5MW isn't nothing... I'll have to use the incinerator on excess plates here, to make it truly automated. I dun wanna. Ree.
>>
>>561767052
Yes, having it at one end gave it a speed penalty going backwards. Having it in the middle gives it full power in both directions, no idea why that's the case.
>>
>>561771425
You'll need the coal dust soon for activated carbon, and there's no better way to get it.
>>
I seriosuly hope that we do not have CoI Captains ITT who have not taken the recycling-pill yet.
Yes, indeed. Your maintenance depots, research labs and population housing produces ORE for your smelters! And they can make A LOT if you put some tech and unity into it.
Did I say ORE? That was wrong. It's not ore. It's SUPER ORE. Better than regular ore in every way.
If you use this then it will drastically decrease the amount of ore you need to dig out of the ground or bring in with ships. We are talking over 50% less "fresh" ore needed.
>>
>>561772785
Do you think people see the research and just pass on it? Like yeah looks cool but not for me, I prefer using up limited resources just to stay alive.
>>
>>561769072
I can see there is zero planning in your rail network

>>561771539
lol, that's where your problem lies
>>
>>561745962
Well yeah you need 1 to make carbide at all for 2, but I was making a wholistic statement for 1 when I said 1 because you need to void carbide in your initial setup or it backs up
>>
>>561774931
My problem lies in the devs being retarded?
>>
>>561774931
hey fuck you, you're not allowed to point out facts
>>
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ATTEMPT NUMBER 4
what else
>>
>>561776461
Quality, obviously
>>
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>>561776875
nu-uh
but I can give you something else
>>
>>561771425
why do all the modded buildings look so off? is it the rust and grime missing? this one got some but it's still so out of place
>>
>>561777884
Too sharp
Originals look like clay miniatures
>>
>>561778158
They're also fucking huge. Everything in Py is twice as big as it shoud've been in at least one dimension, often all three.
>>
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You bitch!
I walked in square-paths around my starting point in order to reveal tiles so I could find some geothermal, as steam is my current bottleneck and I don't want to burn more coal, consume more ash, or spend a bunch of iron to build a whole second tree-loop.

I ran into an ocean and decided to take a break from my square-walk in order to circumnavigate it. After returning to my starting point, I found a vent less than 15 seconds south of the spot where I decided to quit.

Local water miner quits gambling just seconds before winning
>>
>>561779982
Just burn more coal, seriously.

>>561771425
You can also burn ash in the burner into nothing.
>>
>>561777884
Low resolution/fidelity which is sort of an unavoidable offshoot of >>561778824
>>
>>561778824
Py's starting inserter is so slow and many buildings take so many liquids that a smaller building would be much harder to move enough material into/ out of.

So, py size might partially be a direct result of the massive crafting recipes which are one of the points of py.
>>
>>561780232
The electric furnace works at half the speed of a regular steel furnace (which is also in the game) yet is a 6x6 brick, same for the assembler. Tar Processing unit has the same number of pipe connections as a vanilla chem plant. etc. And nothing excuses buildings being so tall you can't see shit behind them.
>>
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Spplluuuuuurrggghhhh. BllllAAAARRRRGGHHHH...
BUUUUURRRRRp
>>
>>561773108
For sure, that was me before I actually looked into and realized the mad potential in RECYCLING
>>
>>561771425
>Also, as I have zero uses for flue, that sounded like paying to waste material
you are paying to get rid of the ash
which is what you wanted to do
>>
>>561775092
this is a really weird use of the term voiding
you're consuming it in a recipe to produce something else, you aren't just deleting it
>>
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Time to build a big fucking bridge. It seems to me that only amphibious trucks can reach the wet parts of the bridge, so they will have to build it. (unless I spend a ton of unity to teleport the building material, but that only seems to work for some sections).
I set up some storage buildings with steel and concrete on a nearby beach and now these guys will have to swim back and forth until the bridge is done.
>>
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VGL jumpscare
It's been a while and now is time for a couple of friendlies (with two older teams who, surprisingly, we've never met in battle before). First up in a few hours - 21:00 UTC - are fellow commieblock enjoyers Terraria General - times are not exact so keep some leeway and I'll try to post again shortly before we begin.

This will be the first matches on an entirely different version of PES for us, so the team will look slightly different to last time - hopefully I'll be able to fix a couple of things that should be shinier for tomorrow's game, but in the meantime look out for one change in particular that could be applied to something cooler at a later date
>>
>>561786342
Good luck!
>>
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>open old screenshots folder
>see picrel
>realize that nothing I can build from this point on will ever be as sovlful as when I was figuring out Factorio in my first runs

/egg/bros... i'm really gonna do it this time!
>>
>>561771425
you should more investigate getting gold from ash -> soot if you have that unlocked yet, it's really the only way to get gold early on and you might want to stockpile up on sooty soot. or you'll also need a fuckton of activated carbon.
>>
>>561790286
I love it
The more you look at it the better it gets
>>
>>561791041
I just noticed the Legendary Coal Synthesis chemplant at the bottom. It truly is the gift that keeps on giving.
>>
>>561676702
>what's the point of trains again in this game?
money for DLC
>>
What happens in ONI if an egg is kept inside a wall tile on a conveyor rail? Will they continue to incubate or do they lose viability?
>>
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>>561786342
https://cytube.implying.fun/c/vgleague
Previous match ending, get yer asses in
>>
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Get in there riggers
>>
Materials can beaaarrrr
>>
floats were a mistake
>>
CREATE MACHINES
>>
What is the current best real solar system mod in Kerbal?
>>
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>>561798224
We did it, Reddit!
>>
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Well! I think that's a good start for the season, we'll see if it continues for tomorrow. Same timeslot but again they're pretty flexible so watch this space
>>
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>>561801452
Thank you, the models are funi
>>
Convincing myself to upgrade my steel source, deconstruct my early game build.

I turn raw coal into coal into coke and spend the coke on steel. This makes coalgas and tar. coalgas is either used to mine or turned into tar+syngas, and the tar is turned back into coal/bricks. It would be great if I could decouple these supplies such that I can properly prioritize all my byproduct tar and then only turn coal gas into tar/syngas when I'm low on tar.

Normal chain
To make 25 steel, costs 25* 15 seconds * 1.24 mw = 456 MJ
Needs 500 iron ore, 125 coke, 125 limestone.
limestone costs 413 kw * 20s / 8 produced * 125 = 129 kj
Ore costs 1MW / 2.4 produced * 500 = 208 mj
coke=625 mj

Molten chain
25steel < 100 MoltenSteel + 2 sand casting(negligable) and 2 MJ of crafting
100 Molten steel < 100 MoltenIron, 200 oxygen, 20 coke, and 40 MJ of crafting
100 MoltenIron < 600 oxygen, 50 processed iron ore, 30 borax, and 200 MJ
800 oxygen, unless I'm missing something, is best made by electrolyzing water. It makes 1600 spare hydrogen, and 826 MJ
30borax is mined for some syngas, and I think can be ignored
50processed iron ore < 83.3 iron ore, and 34MJ
83iron < 41.6Mj

So, 25 steel normally costs
500 ore, 125 coke, ~780MJ

casting it costs
83.3 ore, 20 coke, 30 borax, ~ 1140 MJ

Given that 105 coke is 520 MJ of fuel, casting is superior.

>Considering hot-bricks
50 hot air adds 7 steel ingots.
50 hot air < 50 pressureized air, 6.6666 warm brick, ~200 kj
50 pressureAir < 750 kj
hot bricks < 133.333 coke oven gas downgrade, 3.3Mj
133 cokeOvenGas makes 26.6 coke < 66.66 raw coal, 27 Mj
That's a solid-fuel loss of 26.666 coke 133.3MJ < 66 rawcoal 200MJ, so an extra 66MJ

So, 7 more ingots costs ~31.25 electric and 66 solid MJ, and 25 would cost 111mj electric and 235 solidMJ

Normally, 66 raw coal makes 11.88 coke, so this also increases the coke-per-coal yield, at the cost of losing out on tar

Unfortunately, I don't see a use for downgraded coal gas yet, so I'll have to wait on this
>>
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>Wait a minute, what do I need for Physics Science again?
Oh my god. I know a single one of these makes 75 science but still
>>
>>561803228
Wow maybe I'm too stupid to do this again
125 science, I mean
>>
>>561803228
Does helmod have any advantage over factory planner?
>>
>>561804245
I dunno. I never used Factory Planner
>>
>>561803228
you do have a bot mall right anon
also you definitely do not need anywhere close to 225 assemblers
>>
>>561804480
Never used either, just "plan" your factory normally
>thing slow
>build more thing
>>
>>561784307
Semantics. I "void" mineral dust too even though it makes Sludge and CO2, both of which can be used for other things
>>
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>>561809243
Well yeah. The amounts weren't getting to me, just the complexity involved and how I'm not as close as I thought I was. Honestly at the point I'm at in the game now even 20 SPM is outpacing my ability to build production for all the new shit I need even though I built up for 60 SPM.

I only just finished upgrading iron and steel production and ceramics and am only just now starting with all the shit that comes from acrylonitrile and hard glass

>>561810791
I used to adhere to The Plan™ but now I mostly use Helmod for this production block view to hold a list of shit I need to make, what I need to make it, what else it makes, and what machines are needed in proportion to each other. This is a bad example because I'll need a shitload more carbon fiber than textiles and I might go back into Helmod to screw with the ratios but eh
>>
This one had me stuck for a bit.
It's ok
>>
fuck I missed VHL
>>
>>561804245
yes
>>
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I hope you f/egg/ots are all having a comfy Saturday. Time to shotgun some more pisswater lite and dig up some rock
>>
any factorio mods where you are the bugs?
>>
>>561819074
There's one where you make bugs but that's about the closest I can think of
>>
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ECOSYSTEM COLLAPSE
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Literally UNPLAYABLE.
>>
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Was it so hard to make them hostile to eachother? Come on.
>>
>>561822505
If this is Onlygleba, I think the modmaker said that making them hostile to each other would tank UPS but I might just be making shit up
>>
>>561822920
Nah I dropped some eggs. There's potential in weaponizing biters.
>>
>>561822920
NTA, but I'm pretty sure they're not hostile in vanilla either, and in vanilla there's no reason to bring eggs to gleba other than fun so it's entirely up to the player how much they tank UPS, so it wouldn't have been a problem
>>
>>561785787
Would be cool if we had more sea buildings, like a deep excavator or oil platform, and maybe some pier stuff
>>
>>561676702
Entirely map dependent. Tiny maps don't need trains at all.

T2 trains can actually haul a good amount of cargo and are pretty pop and resource efficient compared to T3 belts. The biggest issue with T1 trains is that they were super expensive to set up (need to bulldoze entire mountains to lay down tracks) and carry fuck all for cargo compared to just running a belt.
T1 trains are arguably worse than long belts on anything besides a super long entirely flat map.

Now, T2 trains haul twice as much (or even more with edicts) and with the new bridges you can avoid digging down mountains by setting up a bridge instead.
>>
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I don't even need more power

I just kind of...start pasting more windmills sometimes
>>
>>561831421
>walk to the top of your base
king me
>>
>>561832081
Your crown will be delivered by a T1 Nullius logistic bot so it'll take 10 minutes
>>
>>561831421
I just realized that I've had normal solar panels for at least 5 hours and a resource backup while I'm fucking around with all the new resource chains
>>
Man I wish we got benzene reforming earlier. It's one of the last things you get before Physics meanwhile you've been producing Benzene since hour 2 or 3

You get pyrolysis much earlier but if you use it, the more you try to balance between methane, ethylene, and butadiene the more benzene you end up creating
>>
r8
>>
>>561746118
>>561761612
Micheal Hendriks said in a stream that they're changing it, and I assume he saw it in a blogpost or someone from Wube, but as he's probably the most affected by something like this I trust his word for it.
>>561758629
I'm really not sure how they'll be changing it, he said they weren't clear, just that they'll be changing it. If they make you fill in the whole thing that would be annoying for keeping your hands clean but still technically doable, but the issue then would be when you want to keep captive biter nests from spawning if they ever get starved of bioflux, it would depend on if inserters can be used to block spawns or not and i dont think they do.
If they do something extremely gay like letting the biters destroy tiles when they spawn that would suck especially bad for captive biter spawner setups. What I'm also scared of is if they let the biters spawn directly on the nests or something somehow, as that would prevent anything from working.
>>
How is water burning?
>>
This project is finally coming to a close, and just short of compost too
>>
>>561842426
oil/napalm is less dense than water
der flammenwerfer werfs burning oil that continues to burn above water
>>
>>561842426
Both oxygen and hydrogen are flammable
>>
>>561842730
>werfs burning oil
no retard it werfs flammen, it says so right in the name
>>
>>561842690
im gonna see if i can make a bigger Pyramid then you
>>
>>561846165
Not since it was being built by turks.
Lieber Freund, bitte habe Verständnis.
>>
>>561814831
Thanks, keep us posted
>>
>>561846696
>bigger Pyramid
comically, size is not all that matters, but if you will, take this one as a challenge
>>
>>561849364
the retaining walls are so ugly though, wish you could at least put a texture on them like with the custom pavements
>>
>>561837239
Biters spawning inside the nest hitbox seems like something that should have always been the default, why would biters just plop out of a nest 5 tiles away from it? Let them ignore the hitbox while they're inside and have them try to find the fastest way out of the nest, then once they're out of the nest treat them as usual, so they don't walk back inside and make the sprites look all fucked up.
>>
Sounds like there just needs to be an enemy-only targeting switch to make automated defenses ignore spawner entities.
>>
>>561853972
Damn that would be amazing
I made a quick mockup, someone send this to wube
>>
https://youtu.be/iozUyyAX5hY
Medieval engineers mentioned.
>>
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In factorio, what am I supposed to do about this ever-expanding pollution and all these biters getting closer and closer?

I've got military science and am about to research blue, but it feels like my base is going to get overrun sooner than later.
>>
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stupid inefficient piece of shit factory
the person that designed it needs to be fired
>>
>>561857205
personally i'd go out on expeditions to wipe out all the nests until i can find a chokepoint that's ideal for a Big Beautiful Wall
then i figure out the logistics of how to supply that wall
>>
>>561857205
you have lots of good chokepoints
just build turret walls around them and you'll be fine forever
>>
>>561857205
Don't worry the military researchs will make your turrets very powerful.
>>
>>561848790
will do
>>
>>561854240
that's not he wants
there would need to be some "disregard unprioritized targets" switch
>>
I know half the fun is coming up with designs yourself, but I can't get the ball rolling on going from mall to train base. Should I bite the bullet and look at others' layouts?

>>561857205
Figure out your contact points and set up some defense there until you find the will to go cleanse them out. After that, place some sporadic turrets to at least alert you to expansion parties.
>>
>>561857205
>ignore it while minimizing pollution
Biters eventually make new nests in your space, but you will have some time.

>biter nest in your pollution
For each bit of pollution they eat, the "evolve" a bit, and also make a new biter in a swarm which will eventually come attack. That means you've got to spend time and resources killing those swarms. Eventually, the biters will evolve enough that they can defeat your starting defenses.

Either way, you have to get some better weaponry and walls before the biters get too extreme.

>destroy nests your pollution reaches
A destroyed nest also creates evolution, so this is the same as letting the biters eat a lot of pollution, but costs much less iron.

>destroy nests on your "continent" and set up defenses at choke points which will be swarmed when your stink reaches across the ocean
Will instantly significantly evolve the biters, and is a big resource sink, and will massively boost your potential productivity.

The larger your pollution cloud, the faster you could be creating science and weapons. The smaller your pollution cloud, the less science and weapons you'll need. Exactly how you prioritize targets is up to you. Which option is right depends on how you want to build your factory, and so what resources you'll have available.
>>
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Thanks for the factorio tips.
Sounds like I better up my wall and turret production and research better weapons.

I've been trying to clear out nests but even with a few levels and red ammo, the minigun has not been cutting it.
>>
Okay, now the next project's first stage, building a proper pier, main ship already done
>>
>>561863841
prepping for a bridge expansion
>>
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You fuckin get that rock, boy,.,'

While this guy exists to mine a rock they put in the game so he could mine it, and so it's not so much "useful" as "mandated", it feels good to build something that does work for me. Much better than grinding many massive buildings worth of ants for small amounts of acid. Good tutorialization of the food mechanics and introduction to moving entities.

I ended up here because I wanted to crush zinc ore instead of forging it. Now I'm almost ready to make the new "intermetalics" ingot which is required to build the buildings that increase my zinc yield. Want more zinc? You're going on a quest, fucko.
>>
Also prepping for a complete overhaul of this terminus station design, pretty much rebuilding everything
>>
>>561863693
Clearing out nests at that stage is best done with flamethrower, rockets, defender capsules or turret creep. Turrets do a lot more damage with the same bullets than you do (benefit from damage upgrades twice), and there's more of them.
>>
new buc!!
>>
>>561688159
Most? Pfff this kid is like 16. Bud, your personal opinions are not automatically adopted by the majority of the populace just because your opinion seems sensible to you. Grow up
>>
deggulture
>>
>>561857205
make elf modules and put them in your miners
>>
so factorio trains really are pointless unnecessary stuff that you only do if you think they're fun?

circuits are both more fun and more useful
>>
>>561863693
just get a tank, little bro
>>
>flamethrower turrets do more damage if you use light oil
HOW WAS I SUPPOSED TO KNOW
>>
>>561881412
It doesn't actually matter that much, flamethrowers are OP as shit regardless of what you feed them
>>
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I really like this game, the vibe of it, but I hate how theres little endgame and even until then, little to do except for managing the depletion or claiming of resources.
The dark fog should be able to do way more than it does so far. A planet completely claimed by it should be a fortress, difficult to even land on. The dark fog should be able to blockade your planets so stuff cant leave. There is little reason for 90% of types of turrets, rockets can kill literally everything.
Also, once you unlock a centralized battery economy, you dont need any more resources. Fuel rods, bet it hydrogen, deuterium or antimatter, are used up and require resources to build. Batteries dont. So just have one planet where you use the dyson sphere or the wind to charge batteries and voila. Such a system should be discouraged specifically because they are vulnerable to attacks and blockades, things the dark fog never does.
In the og factorio, there is lots of management needs because the trains need to run on time, the bugs can actually mount huge attacks, defenses need to be fixed, etc. In DSP, the infrastructure runs by itself, is never in danger and requires no maintenance.
>>
>>561881623
where's the fucking vehicle update
>>
>>561880513
Trains are almost necessary on Fulgora, though with enough research you can make megabase levels with just the small patches on large islands probably.
Trains are nice on Vulcanus for transporting tungsten in through the lava paths.
Trains can be nice on Aquillo for bringing in more liquid from patches not in your starting area.
And for Nauvis, you just can't make a modular belt only setup nearly as easily as you can with a train cityblock type setup. It's great for expandability, ideal usecase is between your starter base level and your megabase, you make a modular trainbase. At true megabase levels it's all belts again, mostly.
but yeah trains have very good usecases and are quite good, but they are a lot more fun when you're interested in them and making their mechanics work. Plus because you like circuits so much, you should mess around with using the same train for multiple resources using circuits, or making a supply train that goes to outposts and brings and drops off what it needs to when those outposts are running low on supplies. It's very rewarding to see that sort of stuff working if you make it yourself.
>>561881412
Yeah like 10%, when a single touch of flame from a crude oil flamethrower with 0 refined flammables upgrades is enough to kill a behemoth biter, let alone a constant stream of it or from multiple at once. Flamethrowers never use that much oil at all anyway so it's not like it saves you much oil or anything. I like using crude oil and just stealing some from oil veins near my walls lol.
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>>561880513
Distance.

Generally speaking, a belt has a simple and regular behavior and isn't that expensive. You can make absolutely sure that supplies, while available, move from one place to another in the exact way you intend, and alter the belts in an understandable way. At best, you can create a factory that will continue running until it runs out of material.

A train line never runs out of material. It simply adds more source stations. It never has insufficient throughput; it simply adds more trains.

So, basically, you use a train when you never want to have to rebuild again, or when the distance to your new ore source and/or your required ore/plates per second is sufficient to make belts prohibitively expensive. Eventually, you may be as familiar with the mechanics of trains as you are with belts, and so trains may become more valuable under smaller or shorter loads.
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>>561881897
>Plus because you like circuits so much, you should mess around with using the same train for multiple resources using circuits
that's what I'm doing right now. gonna set up a train that supplies my walls with whatever needs rebuilding
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>>561882086
>distance to your new ore source and/or your required ore/plates per second is sufficient to make belts prohibitively expensive
not possible
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>>561881623
And since I'm ranting:
On top of that, there are a lot of resources that are useless but still crucial.
Plastic is used in like 3 items, one is explosives that are actually necessary (if you fight the dark fog a lot which you wont unless you seek the challenge our), one is organic crystals (also found naturall occurring) and one is particle broadband.
Particle broadband is used only for science and a production facility, neither are really "High demand" items. In Factorio, plastic is a high demand item because it's needed for electronics.
Titanium glass is only used for plane filters and one advanced facility.
Plane filters are useless except for quantum chips. which are necessary.
Crystal silicon is useless except for particle broadband and batteries, again, neither are high demand items. Yet FOR SOME REASON, there's a special rare vein, fractal silicon, JUST o create crystal silicon 25% faster and that's it.
So all those resources basically feed into the same item which is really only used for science. Replace plane filters with particle broadband in its 2 recipes, thereby making that much more necessary, require titanium glass for some common use item like particle containers, its icon implies that it has glass in it. Or an item that gets destroyed/used up more like space drones.
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>>561880513
In base game, trains are the main way to scale up. They transport a lot more items than belts, are a lot more flexible since connecting transport to a new point just means building some extremely cheap rails and adding stations, and basically enable large-scale endgame logistics without you wanting to kill yourself from having to drag ten million belts in a giant spaghetti across the entire map.

In Space Age, they inexplicably buffed belts a shitton (literally 5.3x more throughput) while leaving trains completely unchanged. And they also buffed miners a shitton which means it's suddenly much, much easier to reach the point where one mine lasts effectively forever, so you can build perma-belts connecting it to your factory and you don't need to worry about silly little things like "flexible logistics". Together these mean that trains, while still viable, are entirely optional and not even optimal anyore, even in the far endgame.
At the same time SA introduced planets that artificially require using a couple of trains, namely Fulgora, so you'll probably be forced to build some rails just to deal with the planet's gimmick until you unlock the endgame landfill that trivialises the gimmick and then you can remove all trains again.
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>>561864380
got shilled by (You) into giving this game a try, was making blueprints along the way, but then I realized that I'll never replay this piece of shit ever again. I have no motivation to even finish my run. this game is the epitome of tedium. it becomes absolute cancer late game. even making blueprints is a hassle it takes so much time and effort, no hotkeys, no blueprint update functionality (you have to create a new blueprint, name it again, and delete the old one for every tiny update), no way to indicate which input pipes or belts are for which resource. building is the absolute worst in this game it's even worse than DSP. everything is slow and laggy and unfun.
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>>561881623
Last time I played was like four years ago, but I remember the battery system being dogshit past the midgame, because it's way less power dense than antimatter and also you need to ship the empty batteries back. So you will have massive charging fields dwarfing the dyson collectors, each planet needs massive discharging fields instead of one or two artificial stars, and you'll need a bazillion interplanetary drones shuffling vast quantities of full and empty batteries both ways (which also adds a ton of stress to your power grid since the interplanetary towers are the most power-hungry building, from what I remember).
The resource requirements for antimatter rods were minuscule as I remember them, I set up a tiny manufacturing line and forgot about it and it just supplied everything across my entire star system.

Did they change batteries/power since then or am I remembering this wrong?
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>>561882763
>everything is slow and laggy
this is my biggest problem with CoI, the building is very unresponsive
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>>561882763
>everything is slow and laggy
Is this from shitty hardware or just that the passage of time in-game runs slow?
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is shenzhen io played exclusively by optimization freaks? personally i'm fine with whatever solution works, but it seems i'm in the minority here
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>>561882763
The COI engine really sucks. If there wasn't video evidence of it I'd refuse to believe they ever played their own game with how unbelievably frustrating it is to build anything. Building even the most simple things is annoying, due to lag and 3D placement issues.
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>>561882983
>each planet needs massive discharging fields
My standard polar hub has 9 interplanetary towers, defensive items and 12 dischargers to power and protect my planet. Those 12 dischargers are enough to power collectors/mining machines on every resource node and the facilities to smelt them (mostly). sometimes I need to place 4-8 more dischargers. I barely even use 20 of the 144 chargers I have on one planet and that's all I have.
mind you most my planets are empty for the most part because theres very little I actually need to produce at mass unless I want a singular dyson sphere built in a single day. The few planets with large production facilities are powered by artificial stars. Constant expansion is the only thing that requires input in this game, maintenance is nonexistent, keeping the fog out of a system is easy.
As for the stats, a single charged battery has 540MJ of energy and a single discharger produces 54MW, so it's 10 seconds per batteries. a single antimatter fuel rod has 7.2GJ of energy and an artificial star ouputs 72MW, so the energy output is only 33% more of a discharger, the energy contained in a single unit is massively more, yes, but who cares how many drones you need to transport? i have 5 facilities that produce space warpers out of green science and that has literally never run out in any game ever. That's why I said the dark fog being able to blockade a system or a planet would be such a good addition. It attacks exactly that weakspot! The advantage is that batteries can be endlessly recycled
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>>561756307
>reasons to use
Reason to cheapen an optional achievement to the point you have to make up a paradoxical "challenge" while knowing fully well that you're exploiting a bug that would trivialize a regular """challenge""" so you have to spice it up with a meme tier "x1000!" marathon. Go and try to solve the achievement without it instead of engaging in tedious "efficient" gameplay for the sake of efficiency by exploiting a bug.

Don't be naive and stupid. You're already stupid.
>>
>>561801619
evil detector working flawlessly
>>
>>561804245
With recursive ingredients in particularly microcrafty mods it lets you tally things more accurately
other than that it's more a matter of preference
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>>561882508
I just realized
>use naturally occurring organic crystals to circumvent the need for plastic in making them
>use grating crystals to circumvent the need for organic crystals in casimir crystals, plane filters and crystal explosives, as well as the need for glass (stone) in solar sails
>use naturally occurring sulfuric acid to circumvent the need for stone and refined oil in making it yourself
>use fire ice to circumvent the need for sulfuric acid and graphite to make graphenes
You basically take out 25% of your raw resource needs just by those few resources. I cant decide if this is good or bad design.
I wonder how much more difficult the game would actually be without them. Youd probably need entire factory worlds dedicated to sulfuric acid and organic crystals alone.
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>>561882763
>everything is slow and laggy
>blueprinting everything
>no hotkeys
serious skill issue
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>>561886118
Does it do its matrix solving differently? I just want to know if I'm missing out on anything
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>>561882406
Belts can move up to beltspeed * stackSize * tile width.
That's 60 * 4 * width, at best.
Belts cost tilewidth* tilelength * 4 tungsten and 31 iron and some lube, assuming green belts.

Trains can move cars/second * 40 * max itemstacksize
Assuming iron ore, that's cars/second * 40 * 50 items moved per secod.
Tracks, both ways, cost 2* (5.5 iron and 1 stone) * tilelength.

There's a few ways to cut this information.

>Pretending that all input items have equal value,
tracks cost 23 and belts cost 35, per length. A belt moves 240 items/second. Normalized for cost, that's 240 * 23/35 = 157 items/second which the train needs to move to break even in terms of cost.

A single train is 2000 items. 2000/157 is 12.7, so a single cargo train every 12 seconds would move an equal amount of goods per input-ingredient, given this set of definitions which massively favor belts.

>normalize for space
2 rails take up 6 width. 6 belts move 1440 items/second. That seems like about the maximum sustained throughput for a train system where everything runs perfectly, a little under 1 train/second. However, trains can be elevated. meaning that they don't actually block off most of the land they use. Belts, with "normal" weaving, can fit about 1.5* as many belts in a space, so 2160 items/second, so still about a train/second, because I was being biased in favor of belts earlier.

>red belt
15 items * 4 stack / 3 iron is 3 cost 60 items/sec. Cost normalized, that's 60*23/3 = 460 items/second, so that's a train every 4 seconds, in terms of cost.
In terms of space, it's way worse.

>items/second/cost
red: 60 / 3 = 20
green: 240 / 35 = 6.85
trains/second*2000 / 23 = t/s *87
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>>561886240
On lower resource richness settings you only get tiny amounts of those. 130K organic crystals on the whole planet means you can tech up to mk2 chemplants faster, but will need to do plastic the hard way eventually.
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>>561887052
It's a lot more clunky and less immediate to work with in its UI, from personal experience. The matrix works, but It can get a little bit dicey with multiple things that require, say, water sometimes, it can get confused.
I've been using it until py2 no problem.
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>>561885256
You sound like you have a japanese level of understanding for "morality" and "ethics" regarding mechanics in videogames, whereby anything not intentionally designed and intended by the developers explicitly is evil, wrong, and a cheat or something like that. I figured I would find better mindsets in egg of all things where the entire enjoyment of the genre is finding problems and solving them in creative ways, and occasionally creating your own problems to solve for fun, and of course this could involve lesser known, unintentional mechanics.
Doing the achievement without trapping the nests in this way is actually easier. You surround them farther out with laser turrets or gun turrets, and they will both not be a problem, and absorb pollution for you so you dont get attacked farther out. When they're trapped with 49 pipes they dont absorb pollution anymore. So by using this method you are simply using an unintended game mechanic to solve an achievement in a slightly different (and in some ways harder) way. You should praise and be happy that there are multiple ways to solve a single problem. That is the entire foundation of this genre.
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>>561887796
nice mental gymnastics kek
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>>561741104
>you won't be able to just block off 49 spots to essentially remove a biter nest without breaking it
what?
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>>561888829
If you block off 49 spots around a biter nest with pipes or walls or anything solid, then biters won't be able to spawn from the nest anymore. The pattern is pipe | blank | blank | repeat. I think, i just have a blueprint. The nests absorb a little pollution and then stop absorbing pollution, as they need to spawn biters to use it up. They also still provide green squares for expansions, so having one in your base can make the space palletable for biters to move in. But it lets you conquer territory without expanding evolution for breaking nests, lets you save nests for later for biolabs, lets you do the keeping your hands clean achievement in a different way, etc. Neat little trick.
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>>561837239
>>561888829
https://forums.factorio.com/viewtopic.php?t=128208
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>>561890072
Ffs. The faggot that posted this thread sounds almost exactly like the guy in here praising this change, a whiny bitch with japanese morality that can't see the fun and interesting applications of unintended mechanics. A staff member even said at the start that it's fucking intended, and then defended it because you still need to conquer the nest, and it's HARDER in the early game to set up the pipes compared to just destroying the nests. And then at the end this faggot still said they'll "fix" it in 2.1. How gay.
Thanks for finding the forum post.
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>>561890548
>a whiny bitch with japanese morality
are you chinese or korean by any chance?
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>>561890548
>a whiny bitch with japanese morality
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>>561890548
You're having a schizophrenic episode. Their default response for most weird edge cases like this since they released space age has been "intended behavior, won't fix" to close the ticket faster. Only then do they start actually thinking internally whether it's intended or not.
>can't see the fun and interesting applications of unintended mechanics
Boy will I miss the fun and exciting streams by autistic middle aged Germans placing pipes around every nest for 800 hours. Imagine what could have been if we kept this amazing feature.
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>>561890548
this man belt weaves promethium
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>>561890548
>japanese morality
what did he mean by this
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>>561884886
>The few planets with large production facilities are powered by artificial stars
I suppose for me, the cost of having two parallel power systems - and setting up both charging infrastructure AND antimatter production - is just not worth the hassle. The advantage of the batteries is that they can be endlessly recycled, but the advantage of antimatter rods is that you don't have to think about recycling them at all.
Maybe it's my mindset as a Factorio player where barrel loops for liquid are always a massive headaches and you will constantly get clogged with empty barrels if your system isn't perfectly balanced. I admit I've never tried doing battery power at scale in DSP. But again antimatter rods are so cheap as well that just not having to think about the balance of the system is worth it for me.

If your system gets blockaded then you're gonna run out of antimatter cells as well if you don't have a way to automatically clear it; all it does is give you a bigger buffer. You can also just build a battery system that holds some dozens of extra chests of full batteries if you need a bigger power buffer.

Also
>Constant expansion is the only thing that requires input in this game, maintenance is nonexistent,
>>561881623
>In the og factorio, there is lots of management needs because the trains need to run on time, the bugs can actually mount huge attacks, defenses need to be fixed, etc. In DSP, the infrastructure runs by itself, is never in danger and requires no maintenance.
I don't know how you played factorio, but trains normally just always run automatically, and making defenses that can repel any bug attack is trivial with a bit of effort (even on the new planets with SA). I'd even go so far as to say that if your defense is vulnerable to a bug attack then you've got a problem and need to fix your base. Same for defenses that "need to be fixed", that's not normal.
Well made Factorio infrastructure also runs by itself and expansion is the only reason
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>>561891439
to play.

The main difference between the two games is that DSP is generally considered less deep, while Factorio is a bit more complex, so getting a good factory that runs itself without issues takes more effort in Factorio, but that's about it.
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>>561890548
But what does our favorite factory game influencer Dosh Doshington think of this change? I'll have the same opinion.
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>>561891123
That's a you problem, I just watch the recap videos where it takes a 30 second montage and then I can watch how he builds a fully functioning factory with maximum pollution and maximum evolution with no military science or whatever the fuck his challenge run of the day is
Dunno why anyone would ever watch the streams
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>>561891652
this change wouldn't have passed without his approval
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>>561837239
>What I'm also scared of is if they let the biters spawn directly on the nests or something somehow, as that would prevent anything from working.
Oh yeah, that sounds fucking gay.
>bioflux
It's absolutely trivial to put some turrets next to your spawners, I even think that escaped spawners are treated differently from natural spawners so turrets don't attack them at all by default (I don't remember for certain though), a few turrets is cheap as shit in the late game.
What this is actually bad for is just the ability to have fun stuff like a biter zoo with spawners that you intentionally kept alive in the middle of your base. If they make this impossible just because of some gay balance that doesn't even apply, and force you to surround your pet spawners with turrets everywhere, it would really suck.
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>>561892867
Yeah any spawner that was captive before would not be targetted by turrets, even if they arent set to ignore nests, which is a good thing that I knew about before. It does mean that it's relatively trivial to keep a spawner that makes your biter eggs for you inside your base without much issue even without the blocking technique, especially end game when you'll actually want a decent quantity of biter eggs for prod 3s and Promethium science. As well as that, your bioflux supply is probably not going to die when you're that far in, and there are also manual measures like setting an alert if bioflux stops coming in or something.
But all that aside, it really just sounds like more reasons to not change this. It's trivial to keep it safe without this mechanic, so I dont see a reason to remove it because of endgame. And again earlygame it's more difficult to keep the nests alive than it is to just clear them because you've got to place all the pipes with biters spawning on you, even with a lot of turrets it's certainly harder than just clearing the nest.
And of course for the silly pet projects like keeping your original nests around like you said, that would just no longer be that feasible. No reason to change it.
>>561891279
>>561891072
>>561890719
"Unintended mechanic" or "unintended use of mechanic" means cheating, is a very japanese way of thinking. And it is especially annoying when such unintended mechanics are not outright gamebreaking and have niche uses, but are squashed and touted as cheating anyway.
>>561891273
Yes. I absolutely love that this is a thing in the game, and my only gripe is not thinking of it myself. Well, that and I do think that there should be a productivity or speed bonus for producing Prometheum science past the solar system edge rather than in nauvis orbit, but prometheum belt weaving should still be a viable method.
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>Yes. I absolutely love that this is a thing in the game
Like clockwork.
These...things.
They are not people.
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>>561891439
>I don't know how you played factorio, but trains normally just always run automatically,
Setting up a train system that doesnt clog at some point because two trains just happen to be at the exact point where they can block each other is way more common. Maybe I just suck but I tried really hard, mostly copying solutions I found on here, but it doesnt hurt to check. Train tracks are also subject to attacks. Even faraway bug nests can launch a huge attack wave and despite stuff like artillery, it requires attention from time to time. Unless you want to 100% encase every traintrack in a double-walled marginot line, it is much more work than in DSP, where infrastructure cannot be obstructed or threatened.
Also, the dark fog never launches massive attacks unless they have a huge presence on the planet. Even if you have 2 hives ina system, they dont mass-invade a planet. They shouldnt siphon energy from the dyson sphere, they should attack it, make maintenance to it necessary.
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>>561896462
I think their reasoning is purely for the artillery achievement.
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>>561896814
You vill play the game EXACTLY as intended with NO deviations whatsoever, and you vill be happy and just like everyone else because you're not doing an evil CHEAT.
>>561897146
Truly I'm not sure what they had in mind for that achievement in the first place. In an ideal world, I would love if it or another achievement would incentivize making a low pollution but still efficient base that would not draw the ire of biters at all, at least until you could make it to Vulc and back. But it isn't that. If you play it "straight" without trapping nests, you would actually STILL 'need' to trap nests to get it. You would just surround nests with walls and turrets, preferably laser or flamethrowers far enough away to not flame the bases, and then forget about them anyway while making as much pollution and expanding as much as you want. Is that "The Intended Way" TM? Because there's almost no way you're making so little pollution on default settings to not pollute any bases before you go to space, and you're not expanding so little that you can just ignore the biters around you and build a wall between them and your stuff. Although I guess on some seeds you possibly could.
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>>561896963
>Setting up a train system that doesnt clog at some point because two trains just happen to be at the exact point where they can block each other is way more common.
No, only if you fuck up. I mean I can't speak to how common it is, but if the average new player fucks it up more often than not, it doesn't mean Factorio requires more maintenance than DSP, it just means it requires more skill to set up properly. Unironically skill issue on your part, there's a few simple rules you can follow that will make train networks 100% deadlock-free, it's only a bit harder if you want to maximise throughput at the same time.

>Even faraway bug nests can launch a huge attack wave and despite stuff like artillery, it requires attention from time to time. Unless you want to 100% encase every traintrack in a double-walled marginot line, it is much more work than in DSP
True, it's more work, but it's not THAT much work if you build a few spidertrons and have decent blueprints. You normally also have chokepoints around lakes and seas on a Factorio map, so you don't need to build a 100% continuous square of walls.

Now I absolutely agree that DSP is easier. I did say it was less complex, and the dark fog is also definitely a pretty easy enemy; I'm not saying you're wrong in saying that the fog having more interesting attacks would make DSP more interesting.
All I'm saying is that a well built Factorio base doesn't require "maintenance" outside of expansion, not any more than a DSP base does. It's just more complex to get to that point, I agree.
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>>561897612
>Truly I'm not sure what they had in mind for that achievement in the first place.
I could imagine something like building a small base and then fucking off from nauvis as quickly as possible, just to come back from vulcanus and reconquering it
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>>561897612
I agree, yeah, it's dumb. I've never bothered with the achievement myself. As you say I don't think it's possible to do without surrounding the nests somehow, even if you absolutely speedrun it. Maybe if you set max starting area.
Reading that forum thread, surrounding nests with turrets is apparently how people do it, since there's posts arguing that doing the tile blocking technique is cheating because "it doesn't require ammo for the turrets". Flamethrowers exist as you point out which makes this a non-issue. I guess it's a slight space challenge, in that you have to build in-between biter bases (especially if they have worms keeping you at a distance) so you're kinda limited on expansion until rushing vulcanus?
Overall it really sounds like an achievement that's simultaneously easy to execute and also tedious in the restrictions it adds and the hoops you have to jump through.

Really most of the 2.0/SA achievements are very mediocre for some reason. More than half of them are just "you played the campaign" achievements and the rest are weird or uninteresting.
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>>561850671
There's a DLC idea
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>>561897612
I did the the old vanilla speedrun achievement without firing a shot, that was under 8 hours. Heard some people did it in under 2 hours. Plenty of time to go see vulc and make enough science for one research topic.
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>>561864162
>water boiler unlocked

25.83333MW, makes 300 low-temp steam in 5 seconds. That's 129.16~ MJ.

Steam produces 3.65~ mw for 15 steam/sec. 300 steam produces = 73MJ

While they are not yet available, efficiency modules reduce that cost 80%, so 25.8MJ.
It seems like this device and 4 turbines can just produce~48MW from 60 water/second.

That aside, even without eff modules, this makes steam for consumption without interacting directly with my power source boilers. It costs 1.73 times as much energy, and steam-recipes want quite a lot of steam, but this might be worth using just so I don't have to stretch massive steam-lines or continue dragging a coal-line everywhere..
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>>561898003
>Maybe if you set max starting area.
Admittedly that's how I got my spoon cheevo, and I think it's most certainly a little more cheesy than some of the resource sliders. But, as you probably don't know, sometime past 2.0 they changed it so messing with enemy sliders pretty much at all turns off a whole swarm of achievements. No speedrun achievements, and pretty much no achievements relating to rocket launches, up to and including keeping your hands clean. So you are forced to play with default starting area or lower, as well as default biter nest sizes and pollution settings. Expansions on as well, I'm pretty sure the railworld preset enjoyers dont get those achievements because of this lol.
You can clear the worms out no problem without killing the nests, so you only have to respect the spawning biters. Which if solved with flamers is more space than worms shoot anyway but whathaveyou. It just seems a little more tedious than fun, to me anyway, at least compared to trying to make a low pollution base or with pollution near trees as much as possible.
>Really most of the 2.0/SA achievements are very mediocre
Eh. I like a few of them. Rush to Space is fun, and probably done often with KYHC. The legendary fish one is funny, and it also requires you to set up a gleba-like loop on nauvis aimed for recycling for quality, which I found to be novel enough to be kind of interesting. Legendary armor and legendary equipment I think is somewhat cool as well, as it's like a soft requirement to have a big enough factory to make that much quality equipment in a reasonable timeframe. It's a bit of a shame it's often "cheesed" with inventory expanders from gleba, and i know its silly i say that with what else im defending, but it seems like it could have been cool to require a bit more than that. The armor itself is hard enough though.
>>561898301
That's fair, but you likely upped starting area, which is no longer allowed. Still not that hard to be fast i suppose.
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>>561801452
Friendly II is imminent, this time it's up against one of the other /vg/ veterans, Katawa Shoujo General. Finally, Autists vs Cripples.
https://cytube.implying.fun/c/vgleague

I fixed the individual player portraits but there's still a lack of shiny shaders. I'll make sure that works later, but for now let's see if we can get two friendly wins in a row .
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>>561562937
5% is stage leanness
15% will not show abs for most due to how fat distribution works for men
13% will show abs but again depending on fat distribution it might not show the bottom of them as that is the last part of fat to go away
>>561555961
stationeers since it's an actual game
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>>561898819
Rush to space is one of the few good ones yeah. The fish one is a meme one, at least it's not a reddit reference. Legendary armor is one of the few rote scaling-up achievements that's actually fun, yeah, I agree.
But this is just a couple, in a sea of "you reached planet X!", "you killed a DLC enemy!", or the fucking retarded "you went this many km to the shattered planet" ones (I could write paragraphs again about how much I hate the ending and postgame setup in SA, but in the context of achievements suffice to say that they're redundant as shit being so close together AND somehow they failed to add one for actually getting to the shattered planet).
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>>561741104
hi michael
it is time to send 1000bombs to wube's office (as a challange in factorio of course)
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>>561901924
>tune in
>/egg/ instantly gets scored on
lole
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>>561902534
They took several years to make a campaign for their existing game and yet it still came out undercooked. Really not sure what they were doing the whole time. It seems like shit only gets done whenever they do their weekly blog posts, and while they do their radio silence thing everyone takes a vacation while kovarex occupies the office to grind WoW and goon 20 hours a day.
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>>561857205
turn off biters
or build a wall with flamethrower turrets
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>>561883723
zachlikes are played by people that like zachlikes
and people who like zachlikes are people who enjoy optimizing designs
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>>561902534
>"you reached planet X!", "you killed a DLC enemy!"
I remember reading in one of the friday facts (the one where they justified removing light+heavy oil from basic oil processing) that they use these mandatory progression achievements as a form of analytics. Seeing where the achievement percentage drops off tells them which part of the game people struggle with or do not enjoy.
>>
>>561903356
>They took several years to make a campaign for their existing game and yet it still came out undercooked
Yeah, so much shit about it feels rushed.
I think part of that might be that they just never playtested it. When they released 1.0, it was an updated to 0.17, which was an update to 0.16, and so on; each individual release was incremental. After each EA release they would get a ton of feedback from people on mechanics, do a ton of bugfixes, iterate on ideas, see bases people built, steer their design decisions based on what it seemed like people wanted, etc. But when they made 2.0 it was a single monolithic update developed entirely behind closed doors. They had to rush to rework gleba after the youtuber LAN, and that was a single event with a few dozen players. They simply lacked the years of community engagement that had shaped their development up till then.

What really mystifies me is why they didn't just take their time, though. They spend four years on it and then there's shit like the shattered planet being fucking garbage, quality being poorly integrated and so on and so forth, that would have been easy to fix with just some extra time spent on it. Fuck's sake, after the LAN party they could have just decided to take some extra months to rework things and maybe have some more playtests. I guess kovarex wanted the hype of a big release or some shit, after smoking his own ass fumes out of hubris from 1.0's success?

>>561903794
You know, I guess that makes some sort of sense actually.
>>
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>>561890072
>>561890548
>*pushes the ladder off*
fuck you, got mine
>>
>>561904370
game achievements reset any time you install mods or want to do a 100% run
steam achievements are just SAM bait
what you have doesn't matter, it's what you can get in any given new savefile
>>
>>561904370
the order of your last chievos basically proves it was done with SAM lmao
>>
>>561901924
Well shit, physical disabilities are better at physical activities it seems (do not question me on this, I don't know either). Then again, considering the number of generals they might be higher on both spectrums.

Anyway! This marks the beginning of a new era - after this I'll be looking at shuffling all the players that are on the pitch, including those previously voted off. This might seem odd but I've got at least two more new ones in mind, and I think given the type of general we have it could do with a system of shuffling through all the games and shit memes we've collected over the years.
Obviously you'll hear more about this next time we play, so for now, fuckin... I dunno keep arguing about ratios or something
>>
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good night /egg/
>>
>>561903946
I think the biggest problem was that kovarex really wanted to monetize the 2.0 release as a paid DLC. You can't sell an early access DLC to millions of people. The goodwill isn't there for something like it. So instead of doing it in smaller updates and getting feedback from the community every step of the way, like with the base game, they wanted to push a commercial product out the door. And like every commercial product it was mid, compared to the labor of love that preceded it, when they were free to do whatever and see what happens. He'll never admit it, but that new approach came 100% down to wanting to sell it. Kovarex doesn't seem like the kind of retard who will do a full 180 on his development style just for the fun of it.
>>
Do we have another futbol game today?
>>
>>561908005
no, but we have soccer if you're into that
>>
>>561908126
Sounds kinda gay
>>
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FINALLY, all resources are on site for my computer/aluminum factory. This shit was so tedious to do but it's done. Now I can start building....after I build a hyper tube out here. Ignore the floating platform in the distance, it's a wip for the 50 fucking refineries I'm going to need.
>>
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First iron mine set up just as the starter one was really starting to run dry, this starting location really keeps you on your toes.
Has anyone had success with trading yellow microscopes for copper ore? All the copper in this map is inconveniently located
>>
>>561912943
icecream looking funneling
>>
>>561908707
it is
>>
>>561864162
my first and only mine lasted over 1500 hours. never had to even reposition.
mildly unsatisfying.
>>
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>Alchemy factory
>desynced
>the last caretaker
>star crafter
>plan b terraform
Steam is REALLLY trying ahrd to sell me stuff. Should I try? I played mostly Space Engineers, Factorio and DSP, never satisfactory.
>>
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>Trigger tech needs me to use 100 ceramic when all I can do is turn it into bricks
Eugh
>>
>>561916574
Terraform looks neat. Satisfactory is worth trying if it's on sale.
>>
>>561913852
It's probably a decent deal as long as you have plenty of sand or quartz. I think they just reduced the resources wafers take in update 4 too.
>>
>>561918912
>>561913852
Of I read that as microchips. The research one is probably fine too. Just about all the trade deals are decent.
>>
>>561898478
>That aside, even without eff modules, this makes steam for consumption without interacting directly with my power source boilers
yup
this plus water from pumpjacks makes things way, way easier in a bunch of places
>>
>>561916574
Plan B is a minimalist snoozefest with a lot of menial building and design. probably skip it
>>
>designing a nuke ship to run shit to aquilo
>been mentally stunlocked for the past hour, just staring at it
Any tips? Ammo production feels like it takes up 2/3 of the platform, but scaling up means more ammo needed in turn.
>>
>>561912943
why not trains?
>>
>>561916574
>satisfactory
is better than all the other you listed
>>
>>561921057
don't care, all of them are fun
>>
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>>561649518
>>
>>561920680
Trains in satisfactory suck ass.
>>
>>561922008
so hot
>>
>>561922071
they do but less than making multiple belts when you could have 1 train track
their point is reusability
>>
>>561916574
id wager space engineers 2 will be more satisfying and less jank than satisfactory.
>>
>>561923470
You can clearly see he has a belt blueprint. He's making 6 belts and a hypertube in the same time it takes to place a train track.
>>
>>561922008
I don't want to see Tikal like that...
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>>561922008
>Echidnas are /egg/-laying mammals.
As if Sonic the Hedgehog hasn't already taught me enough about echidna anatomy.
>>
How much SPM do you aim for before leaving nauvis?
>>
>>561925942
0, all my research should be finished if i'm leaving
>>
>>561920680
I did trains to move coal and sulfur to my turbo fuel plant and it was not worth the hassle. Stamping down belt blue prints is much easier and faster.
>>
Ugh disgusting. Arm 10 kept getting in my way but I needed it where it was. There probably is a better arangement of bonders and cutters but it's done.
Show me yours
>>
>>561926869
I don't know what I'm looking at but I do know whatever it is it's significantly higher than my IQ.
>>
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>>561923696
>he believes there will be less jank
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>>561904685
>>561904520
nope, all hand-grown cheevos
>>
>>561926869
I like the spin at the end
>>
>>561929191
I don't. That's the worst part. Ideally I would have all the bonds ready to go already then swoop it intot he output
>>
>>561927164
Then you'll love this https://gofile.io/d/YS7OY5
>>
>>561925942
i left with 90 spm up to blue, and 45 spm of yellow/purple/military at 6 hours on my express delivery run s far. My first spage run i have no idea what i left with though, but I'd say like 40 maybe lol, with glaring supply issues for yellow vs rocket parts. oh and purple, i only made 75 for beacons and imported the rest from vulc which i went to first.
>>
>>561928338
Wonder how many of these easy low-effort achievements are due to mods or general lack of interest in achievements and how many is most people crapping out at oil processing
>>
>>561920671
You've probably already settled on something, but if you haven't. Try to scale up vertically, adding more width slows you down and drastically increases the amount of rockets you need to use, generally speaking. Aim for a width where about 20-25% of the rocket turrets in the direct center shoot at missing asteroids, and the rest on asteroids that actually hit your ship. Try and minimize how far away they can fire as much as you can you know? While still making it thin.
Secondly, if you're having resource issues, I'd have to assume a foundry would solve them. Use yellow ammo for gun turrets, and probably regular rockets for your rocket turrets. Red ammo is expensive and pointless mostly. With just 1 foundry (with enough efficiency modules affecting it to get it down to -80% power use, ideally) you'll have more than enough iron plates, most likely.
You can have a reprocessing crusher for oxide asteroids for when you get closer to aquillo and it's mostly ice, and keep it turned off or limited if you dont have an abundance of ice rocks.
Rockets admittedly are rough to do entirely on the platform, but you can likely get away with just 1 mk3 assembler making the actual rockets, and then 1 chem plant for coal, beaconed and efficiency moduled accordingly. If you build small enough and have a big enough stockpile of rockets, you should be fine. Your first aquillo ship will probably not need to make constant trips out there, so in the meantime flying between the inner 3 and before big asteroids hit you should have enough rockets to get to aquillo and back.
Also, if you need a rocket turret to protect your butt while docked at aquillo, use a circuit condition to only have it fire when stationed at aquillo to not waste rockets. And for all rockets for matter, make sure they only target big asteroids and ignore unlisted ones, but that's probably a given.
>>
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>>561937373
Walked away and played other vidya instead of veg'ing out all day. Already doing all of these more or less, I'm just cripplingly anal retentive about the layout of everything I build.
Pic related is what I've gotten so far since I last wiped it, I'll probably thin it down to 2 sets of collectors ignore the solars this is in sandbox
>>
>>561938724
Lol this is one hell of a brick. I think you can chip away at the sides quite a bit pretty easily, you dont need all of that extra space, even without all the belting in yet. I think what would serve you really well in reducing the footprint of ammo creation would be to use your cargo bay as a rocket storage container, you can most certainly spare the space in there i think. It would also cut down on power use drastically to only need a few rocket assemblers as opposed to all of them. A few circuits and it wouldnt interfere with what you'll carry around with it, and if you store a max of 1000 rockets, which is a lot, that would only take up half a common quality cargo bay's hold. For drastically reducing footprint and energy cost, i think that's an ok tradeoff.
With all those thrusters you probably go super fast though, that seems spooky, but totally fine with enough ammo production, which again i think can be lowered at least a bit.
>>
>>561897925
>be engineer
>L2 accurately yeet a fucking rocket to another planet
>cunt yeet an explodey projectile across my base.
its sad really, they coulda' halved the shell range and locked ALL the upgrades behind the other science, but devs got 'le heckin reddit brain'.
same fucking vibe i got when wrath got dumbed down for the masses then cata got rolled out.
im fucking done with the company. might check out 2.1, otherwise just gonna stick with 1.1
>>
>>561939305
is it still a thing where you can use one fuel plant and the more engines you use the more efficient they all become?
>>
>>561939305
>you dont need all of that extra space
yeah it's just a footprint to work on without constantly adding more, I'll remove the excess later, same for the cargo bays.
>Rockets
Those assemblers aren't even 1 rocket/sec per turret, let alone the full 2.25/sec that the turrets can support.
>all those thrusters you probably go super fast though, that seems spooky
>>561939747
yeah that's what I'm planning to do, probably cut them down to either 1/3 or 1/2 input.
>>
>>561939747
That's sort of how it works. Thrusters will eat up all the fuel you give them at the rate you give it to them, up to the max they can eat per second. The efficiency of the fuel is maximum when low and slowly falls off, but the relative fuel consumption peaks in certain places. The easiest way to have a set thrust is to use speed modules and beacons to time your chem plants production speed to be equal to the amount you want your thrusters to eat, but you can also use a pump with circuit conditions to set it to only output so much fuel per second, by reading a few different fuel tanks. That one can get kind of fat space wise, but it gives you complete control over it on any size ship with any need.
>>561939851
>Those assemblers aren't even 1 rocket/sec per turret, let alone the full 2.25/sec that the turrets can support
Which sort of harms you in the scenarios where you need full bore on rockets, but you can only provide half the rockets the turrets can shoot, because you dont have any stocked up. It's probably fine as with a decent stronger explosives research level, probably 6 or 7, you really dont need that many rocket turrets going at once towards aquillo.
>>
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>>561940232
oh okay I see what you mean, that's a quick fix.
>>
>>561939851
kek. that fuck-ass implementation of fluid made me sperg out so hard.
>>561940232
it works that way because it uses even distribution algo to magically teleport the fluid evenly to every single building regardless of how far down the pipe it is compared to the rest.
makes me wanna run angel bob again with the new tech like in picrel highlighting ALL the things to make debugging more fun.
>>
>>561919065
Is there any shit deal ?
>>
Also what is the minimum distance so train is more efficient than truck ?
>>
>>561935812
for me it was mods, there's no need to make a nuke in the game unless for fun/the achiv, so I've just never done it
I got lazy bastard back in 2016 (jesus) by doing a dedicated run for it. I got mass production 3 and iron throne 3 in 2024, because I was always going to "get it one day in a vanilla run" but every vanilla run had at least squeak through etc. So I only got it once I did a second no mod playthrough when space age released
>>
>>561883723
I don't optimise but I usually find that my initial solutions are at least average
>>
>>561928338
I for one didn't accuse you of using SAM, I just said it's trivial to use SAM to get this
>hurr they're all unlocked at different times
Someone autistic enough could very easily just stagger them a bit to make it look "natural"
>>
>>561862470
Damn that would be amazing
>>
>>561953839
are you talking about shenzhen io? because for it the average score is usually the optimal solution
>>
>>561954915
if only
I think your browser might be bugged you've sent the same image twice
>>
>>561939553
2.0 is still good, the artillery gating is only in Space Age. And 2.0 has all the QoL improvements over SA, I don't really see any reason to play 1.1 anymore unless you really want to play an old mod. You can even enable elevated rails and shit independently of SA if you wanna.
>>
>>561955040
one can dream
>>
>>561954993
yeah, but also tis100
>>
>>561939553
Rememberance locks artillery behind purple science instead of metallurgic, and provides secondary recipes for the turret and shells (no train wagon) that are far more expensive but only use nauvis materials. I think that would be a decent compromise in vanilla too.
>>
>>561943708
'Bout tree fiddy
>>
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I hate the fact that this solution works
it's based on the assumption that the value sum of the phase components is always going to be less than 14 (the size of the writable memory component), but you are never told that is going to be the case
>>
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>>561957473
here's mine
I don't remember how it works.
>>
>>561958061
you can wire stuff behind components??
>>
>>561958232
>>
>>561958289
i thought that's just so you can see the pin name when stuff is close together
anyway, nice solution
>>
We should host a x1k science serb once 2.1 hits
>>
>>561916625
Played py so long I forgot about trigger techs
still hate them
>>
>>561882763
Works on my machine
>>
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So far this game is kind of janky and bland looking, but it's well designed and satisfying. If you follow the progression you start noticing problems that are getting tedious to solve, and right around then is when you realize they gave you a solution to solve it.
>>
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This is my choke point at the moment.

I've got more than enough tar for bricks, by a bit. Issue is, I'm low on stone.

I've been pulling all the small streams of stone byproduct from advanced ore processing. Most of it is from copper, iron, and crystal. If those ores ever back up, I get even less stone per second. Ideally, I would use stone from byproducts preferentially, and then use stone from a miner when I run low. However, every unit of stone I mine also creates a unit of kerogen. Kerogen seems to be the only reasonable source of shale oil. The kerogen is not replaceable, while the stone is replaceable. This means a stone node is more an oil node with a stone byproduct, and I'm not using the oil yet.

In tier 3 research, there is a way to turn clay and mud into rich clay, and then sand and rich clay into stone bricks, which means stone, effectively, will only cost power. So, until then, this is my choke point.
>>
>>561969550
>Selection_234
what happened to the other 233?
>>
>>561969550
Nah man nah you're overthinking it
just like
MINE
the stone bro
>>
>>561969621
They were posted on 4 chan, some even in this very thread. They are right behind you
>>
>>561943708
it all depends on how much its moving, length of train etc
>>
>>561970379
what if it's moving all the time and the length is long?
>>
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>Kovarex personally removed content from his game, because he didn't want his game to be compared to Minecraft
https://www.factorio.com/blog/post/fff-266
>>
>>561970562
>you first had to create a wooden pick, to create a stone pick, to mine basic resources, to make iron, so you can make an iron pick
kek, this is wild
>>
>>561970562
I'll never forgive Kovarex for removing the ability to build the Taj Mahal in Factorio.
>>
>>561970826
shut up raj
>>
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>>561970562
>>561970775
remember these alien artifact things you needed for purple science?
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>>561971136
yeah, that was dumb too
>>
>>561970554
then great,
think about it like this, how many trucks would it take to keep moving this stuff around?
>>
>>561970562
To be fair the pickaxes were really deeply irrelevant. It's not becaues he didn't want his game to be compared to minecraft, it's because he copied the mechanic from minecraft and then built a totally different game, so he eventually realised in his new game the mechanic was useless.

Also, I completely forgot coal used to be 8MJ, wtf.
>>
>>561969550
Py requires a mindset shift. If you need stone just void the kerogen byproduct, finding a use for it is optional. Even your starter stone patch should have over a million, and the others only get bigger so both resources are practically infinite.

All assuming you play without biters, or at least without expansion.
>>
>>561971560
Coal was 8MJ, but boilers were 50% efficient.
>>
>>561972080
But furnaces were 100% efficient
>>
>>561972080
Yes, that's what the FFF says in the exact same spot where it points out the 8MJ value
>>
>>561971136
yeah, i miss them so much
it was fun putting down tons of yellow belts on the outside of the base to gather them. without artifacts, aliens are literally useless.
>>
>>561973212
2.1 will fix it
>>
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>>561970562
I want to marry Phalia's horse dong !
>>
>>561912943
>This shit was so tedious
factory games in a nutshell
>>
>>561923787
And then he will do it all over again for every new factory, and there is plenty more to go when he's complaining about computers and aluminum. Or he could have just set up a rail network and just add onto it whenever needed. Even vehicles are a viable option now with random ores being extremely likely to provide a convenient oil node amongst a field of other resources.
>>
>>561973212
I didn't play back then, what do you mean by belts on the outside of the base? I thought you got those from nests, which required manual gathering, which is why it was removed
>>
>>561973480
You're thinking of Sponty
>>
>>561975074
no all the biters dropped it too, just less of it.
>>
>>561976028
no, I'm thinking of Phalia
>>
Can you fuckers fuck off from /egg/ with your horsecock on human garbage
>>
>>561984429
They can't, they're addicted to being ridiculed, and you're getting them off right now
>>
>>561984429
she's not a human though
>>
I just spent 2 hours designing this rail, and still not sure about it,
send help
>>
Would pourable liquids in COI be a good idea?
Let them behave like solids but also have no structural integrity at all, leading to maximum dispersion.
Dig a pool, dump your sludge or whatever inside, deal with it later (with a seawater pump that then pumps whatever liquid it is stuck into).
Create pools of fuel instead of using storage tanks. Though I have no idea how to handle mixing. Maybe have different liquid merge into a mixed liquid with appropriate ratios? Add a centrifuge to separate them if you fuck up.
Of course you could also dump it into the ocean leading to its destruction but also to pollution.

Could also expand this to liquid concrete or liquid iron/steel.
Build framework with retaining walls, pour concrete inside, let it harden over time, remove framework for free standing walls.
Build up to top of wall, place new retaining walls, pour next wall layer.
Have concrete keep its structural integrity up to 10 layers. Make iron walls 25 layers and steel 50.
If you exceed the height or undermine the walls concrete collapses into rock and the metal walls into scrap metal.

Why? Because I want to.

It could also be used to create designated asteroid drop zones. The thicker the layer and harder the material the less damage to the surroundings. Just pour a 10 layer thick solid steel slab if you want to completely stop environmental destruction by falling space rocks.
>>
>>561989662
The game is already barely chugging along, what makes you think they're competent enough to pull of fluid mechanics?
>>
>>561989662
What you're describing is mostly eyecandy that would become insufferable after the third or fourth use
Are you a Satisfactory player? Do you enjoy constantly going through strings of repetitive, braindead tasks to achieve even a trivial result?
>>
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>>561983291
hold on I recognize that style of filename and post
>>
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>>561992597
what do you mean the egg is the marker
>>
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>>561993631
I just don't know what went wrong.
Also, he's three tiers into bebnhatsus by now
>>
>>561983291
source?
>>
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I'm going to hook my infinite LDS to my infinite blue chips to make infinite red chips to make more infinite blue chips
>>
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>>561993978
I've been posting horsedicks for 14 years, I'm not about to stop, and neither has GG taken a break from questing.
I hope his background hors addiction and teeth are better.

>>561994525
it's by fibilis
>>
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What is the best egg for building and testing all kinds of missiles?
>>
>>561996124
>and neither has GG taken a break from questing.
Technically correct, you can count one boxdog update a year as "not taking a break"
but he did clean house after all
that said
>laughs in divequest
I haven't checked in a while, he got back at it?
>>
>>561997447
Q*esters are nothing if not glacial. But only a few have the excuse of putting a whole lot of effort in and he's not one of them
ywnbaprequel
>>
>>561998165
I hate kazerad with a burning passion, man's a downright cunt
>>
>>561996753
ive had some fun with building SAMs in stormworks few years ago, but im also looking for something new; bump
>>
>>561989662
>Though I have no idea how to handle mixing.
It either naturally dilutes (in the case of mixing with water) or turns into chemical tailings, which are a pure waste product with (even) high(er) aerial and ground pollution values. Gotta keep up with CoI's standards of everything being one short mistake away from a societal death-spiral, after all.
>>
>>561998485
speak for yourself I'd bear his children
>>
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>>561999176
slutcat isn't bad as a concept but his personality is just abrasive as hell and he just shrugged everything until the entire thing faded into obscurity out of his own incompetence
nowadays there's only /trash/ threads that remember it
also he never even fucking finished the christmas minigame
you got a mail or something
>>
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>>561999449
>implying being obscure isn't better
the less fandom and shilling, the better for me, thought maybe not for his wallet. though being relegated to the diet /fur/ porn thread is a sad fate. even out-of-placers has more long-term cultural significance than prequel now.
and go jerk off nigga the email field's been gone for years, even the prequel thread is better than here
>>
>>561969550
Coke.

Coal can become coke, with tar byproduct.
According to the posts above, 10 coal gas and 30 tar makes 36 tar, and that eventually makes 9.418 coke.

Coal-to-Coke also costs 10 coal, and makes 6 coke, 40 coal gas, and 50 tar. That's 74 tar, which should then be 74/36*9.418 = 19.359~ coke + the 6 which the recipe made.

This process makes a lot more power than it needs. It's also still ash-positive if you burn all the coke and turn the ash into wood into coal. However, I do not want to burn the coke. I also don't want to plug this self-sustaining infinite machine into my larger power grid and so give it conditions under which it may fail. I want to make graphite, and maybe steal as much tar as I can.

That means I won't produce as much coke, and so I won't get as much ash, and so I need ash as cheaply as possible so that I can keep as much of the coke/tar as possable.

Some items, burned in a boiler, produce ash. They mention this in their tool tips. These are coal, raw coal, coal dust, coke, crushed coal, gunpowder and kerogen,

Kerogen can be made from bones in an atomizer. That's 800 kw for 10 seconds to turn 5 bones into 8 kerogen. As I care about the cost of ash, that's 1 ash/second for 800kw*10/8 = 1 mj per ash, - 2mj for the kerogen. Requires 5/8 bones. While this is very promising, bones are not made by the one animal I'm already farming for slaughter, and the information required to understand what bones cost from different animals is simply too large to be consumed this way and too full of byproducts and lots of different creatures. Instead, this will be learned when I happen to set up a farm for each animal, slowly.

Gunpowder requires sulfur, which currently wants acid, which guzzles tar, which is what I'm trying to save. After better sulfur sources unlock, maybe.
>>
>>562002620

As all items which produce ash when spent have been disqualified, any extra ash must instead be produced in a burner. A burner gives 1 ash per 5 items. The cheapest infinite items I can think of are dirt and compost.

1 ash < 5 dirt, costs 413kw /2 * 5 = 1.032 mj per ash

There are many potential compost sources. Seaweed and moss seem the most promising.

1 ash < 5 compost for a minimal solid-fuel cost

>For seeweed
5 / 6.66 production * .517kw = 387 kw
requires 2.5 seaweed
2.5 / .2 production * 546 = 5.7 mw for seaweed in 12.5 13x13buildings or over 2112 tiles

>for moss
5/ 4.33 production * 5.17kw = 596kw
requires 1.154 moss
1.154/ .08 * 103kw = 1.43mw (req 14.94 mud + co2)
co2 1.35mw /60 * 13.94 = .313 kw
mud 13.94/25*.413 = 230 kw
1.394 dirt = .413 /2*1.4 = .289,
tot .289+.23+1.43+.596 = 2.55 mj per ash
14 6*6 moss buildings, 2 mud, 1 co2 or like 612 tiles

>long-short
Long-short, just burn dirt.

Nothing interesting seems to be worth the extra building investment, at least not until you know the whole game already.
15 mj of dirt-ash is eventually a net gain of 50 - 15 mw power, with a whole loft of spare gases. Even better if you turn your coal to coke too. Whatever coke you do burn, that saves you an extra mw for the ash you now don't have to make.
>>
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This solution is so shitty lol
>>
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>>562001179
>go jerk off
Niglet I wanna chat without pretending we're ERPing in the dead horse I'm asking if you got a mail to chat about horseshit and questshit and whatnot
>>
>>562002620
>Kerogen can be made from bones in an atomizer
brother you dig that shit from the ground
same as stone
brother what you on about
>>
>>562003780
Also aren't all the atomizer recipes midgame at the very earliest? You can't get kerogen any other way than mining stone for a long, long while.
>>
>>562003439
>77/75
that's not a solution
>>
>>561988652
I think it looks ok but having no waiting area for incoming trains when you have that many stations in one area will give you testicular torsion down the line
>>
>>562004765
Atomizer part 1 is about 39 th out of 78 tier 2 researches
>>
>>562003612
>I'm asking if you got a mail to chat about horseshit
kek lol
>>
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>>562003612
but bebfags love posting black bars filled with jackoff
fine, https://litter.catbox.moe/xyidndnztvg1qmy8.png

>>562005971
he meant horseT.U.R.D.s, excuse him
>>
>>562005148
I just said that, yeah
>>
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>the -9999s don't neatly bound a 16 digit valid card number like I first assumed but a seqeunce of 16-25~ with random amounts of junk numbers at the head and tail of the card number
Fuck me that's hard
>>
>>562007946
I remember liking this level
>>
>Pyplayers don't just pretend to be deranged, they actually are
>>
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>>562008124
You wouldn't get it.
>>
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>>562008124
Yes.
>>
>>562007531
I guess I might too once I wrap my around how to
No hints

... I guess I'll test for 16 numbers like I am then seek back to the -9999 and write ALL the numbers to a File until I hit another -9999
Then I'll count those numbers and write to X
Then do the validity check and if it fails seek back to the first number and Void it and also Sub 1 from X. If X ever hits 15 I'll wipe the whole file and look again. The tail junk numbers don't matter this way come to think of it
>>
>>562009054
meant for >>562008090
>>
>>562008124
WDYM?
Juggling 15 ingredients, 3 of which are byproducts and two of which are cyclical catalysts, is FUN!
>>
>>562008124
the craziest thing is that you're finding about that now really
>>
Goddamn it this Garbage room being only 2 tiles big is actually annoying
>>
stationeers bootleg
n: green /egg/s and cum
p: Corneroids
>>
>>562015415
>green /egg/s and cum
I see you've converted to a Starbound server
>>
>>561955082
maybe you're emotionally attached to old pipe functionality
or RCUs but that's less likely
>>
>>561969550
>the only reasonable source of shale oil
shale oil is nice but it's really, really not important
between oil, tar, natural gas, and bitumen, there's plenty of ways to do all the things shale oil offers. and that's before silly animal shit
>>
So what are the mods to get for Kerbal Space Program 1 now? Is there a modpack? I haven't done the single player either.
t. had the game since 2012 but didn't play the new updates
>>
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did the change the ore frequencies for the default py config?
>>
>>562024268
Looks about the same as my run on 2.0
>>
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>>562008090
You were right :)
That was damn fun. Can I see yours?
>>
>>562017848
Those all come very late. You need a shitload of glass for the second and third science pack, and the only other way to fuel Glassworks is with a mix of acetone and tar byproduct.
>>
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Test 99 you bastard
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The most funnerest part of any Factorio run

(This was pre-2.0)
>>
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>>562025025
NTA but here's mine.
>>
>>562031912
Max size, wew
>>
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>>562032292
The code is pretty horrific. It made more sense to me when I had an adderall prescription.
>>
>>562032474
Copy -9999 to the end of a network file twice... why?
>>
>>562033012
Yeah so I don't check for EOF while going through 199. The exas spawned by the reader use the -9999 delimiters to know when to kill the exa recording the sequence to a file, grab file, and spawn the next sequence recorder. The last sequence in 199 doesn't terminate with -9999 but EOF instead, so I add my own and remove them later. I add two because the 199 reader reads two values per REPL, and I don't want it to die of EOF without sending the last -9999. I believe that's what I was doing.
>>
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Finally

My precious fluids
>>
>>562034584
Neat
>>
>>562005165
Well technically there is plenty of waiting room, so far I've found this one train with enough wagons is more than plenty to supply, I don't even need two of the stations in there, but building space for future proofing

The annoying part is that is that this should be kinda of a central part of the rail network, and as such want to have the possibility to plug it from the directions show as yellow,
having a hard time figuring out how to do this cleanly without having a cross in the track
seriously beginning to hate this long ramp thing that I did
>>
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I swear this used to be much less. Like 80000 or some ridiculous shit. Getting to the point this unlocks while using less than 80000 would have been a fucking challenge run
>>
>>561989662
having open pools of most liquids are quite literally a terrible, like open storage of fuel?
also, it would be cool to dig rivers and waterfalls like timberborn but physics for that are quite a hassle to do, and honestly way outside the scope of this game
I agree with devs on that regard, so no chance of it ever happening,

I'm quite satisfied with being able to dig canals now,
I just wish there were some deep excavators and stuff like sea walls to make it cooler land escaping coasts
>>
I did it. I got Spage.
Now what
>>
>>562039949
complete spage
>>
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I'm struggling to understand why the game thinks this weapon has such low dps/slot. Am I supposed to look at the eDPS per slot value or raw dps?
>>
>>562036985
I'm thinking something like this and then I have the option to expand the right side
but feels like I'm missing something
>>
>>562043908
nvm, it probably factors in the accuracy, and it is terrible.
>>
>>562044501
I'm cooking here, I guess this is insane enough to work
>>
alternative design I was thinking of earlier, if I could just get rid of that wall
damn space is never enough
>>
2.1 was a lie
>>
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this global oil shortage makes me want to start a captain of industry play through
>>
what would the ultimate /egg/ be?
a real-time massively multiplayer online engineering game featuring true to live taxes and codes?
>>
>>562053497
Realistic electric grid
>>
>>562053497
factorio
>>
>>562053497
We could have had that with Star Based but they had to go and make it Star Cringe.
>>
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>>562053497
>taxes
Recreational McNuke says fuck taxes.
>codes
We talking vidiya engineering or real-life engineering?
Because, in vidiya, people don't give two shits about any code.
They'll just build whatever they want however they want.
You can't make true-to-life stuff without similarly true-to-life logic and physics.
Life seldom has the QoL stuff vidiya can have. There will be concessions.
And those concessions will result in Stormworks-like jank that tries and fails to be a sim.
>what if following code isn't optional?
Then you'd have even fewer players of your already niche game.

And don't force codes and regulations down people's throats, let stuff emerge on it's own.
Cooperating players are incentivized to come up with and adhere to common building practices.
Others will come up with their own standards and whatnot.
The collision of different standards and it's consequences are part of the gameplay.
Let them compete, widely-used common standards will emerge in time.

Also, if the mascot isn't a chibi frazzled neurotic OSHA inspector, I'd be very disappointed.
>>
>>562053497
eco is the closest thing to this
>>
>>562054563
It's kinda like how FPSs play different to real life, because you have hitpoints and getting shot once means a red screen flash not a painful death. MG suppression doesn't work when people aren't afraid of an inaccurate hail of bullets. Safety codes exist to prevent things from going horribly wrong irl, which in say Stationeers is just a learning experience and potentially the most fun there is.
>>
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>>562025025
>>
IT LIVES
>>
>>562054958
is eco /egg/ ?
>>
>>562057167
i haven't played it in years but it has detailed ecological simulation for pollution, and all kinds of industries that let players trade between each other to simulate economies and government and you have to build roads everywhere. it's kind of autistic since each round takes at least a month to finish so people usually don't stick around
>>
>>562057167
it was /egg/, now it's just shit
the devs have made it basically unplayable for pirates outside of using shit like hamachi because they're faggots, so even if it might be good, you either have to jump through fifty hoops or all buy the game (lmao lol) to get the 8+ people needed to have a fun time
>>
>>562061010
the wiki page for setting up a server says that the official server software works with lan, so it should mean that network-facing servers don't require account authentication. that should mean you don't need hamachi
>>
>>562064054
Isn't getting a public IP harder these days harder than buying the game 8 times? Anyway, just use hamachi. What's the issue.
>>
i'd be interested in trying out eco
>>
>>562064609
it's only an issue if you live in a third world country
>>
>>562064054
no, they do. both the server and the players. they added that post-facto. they used to have an "allow unauthenticated players" option, but that's gone now. and the game itself needs authentication to launch at all, which has only been bypassed for singleplayer play.
>>
>>562065059
oh, sorry. shame because it's a very fun game that i never really got to play through since i only played on public servers which died after a week
>>
>>562064863
damn, must suck to live in your country
>>
>>562065208
the things required to all line up to play with people:
>8 or more people able to carve out almost-daily time for like a month straight
>8 or more people who all have bought the $30 game (this is already impossible) that is only fun when 8 or more people regularly gather to play
>failing that, 8 or more people who all fit onto the same private virtual network (also a hell of an ask) that would play the game pirate-mode
it's basically a game tailor-made for shitcord fags and redditors with too much time, yet it has almost no replayability by itself.
>>
>>562065417
so did they add any interesting things in terms of automation? i haven't played since 2020
>>
>>562065910
>automation
no.
they added (nigger) culture and painting and boats and ocean economy, but automation is against the spirit of the game. the only automation comes from being able to queue up actions and crafts while you're not present. also they added a bunch of largely pointless decorative internal cruft for roleplay. again, shitcord faggot and redditor game.
next update that comes in a week (and is already available in the playtest branch) adds treecutting options for tractors aaaand that's about it.
>>
>>562066187
yes i meant auto-crafting stuff. more specifically, linking buildings up through some kind of conveyor system or such. well, sounds like they haven't added much in 5 years
>>
d'egg
>>
>>562053497
Isogeometric analysis as a job.
>>
>>562064609
>>562064054
isn't hamachi basically a virtual lan?
>>
>>562079316
Yes, that is exactly what it is.
>>
l'egg
>>
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m'egg
>>
eggu sama
>>
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coastal railway: progressing
emails: not checked
wood: out of stock
>>
I have never seen a normal person ever talk about or even acknowledge captain of industry, is it actually good?
>>
>>562097313
>coastal railway
kino, good luck on that, though I'd imagine getting the rail to match that curvature is gonna be a huge pain in the ass

meanwhile, I'm just gonna bridge all the way through the coast
currently considering between the four lanes or 2x two lane ones
>>
>>562098258
There are some normal people here, right?

Anyway, after 160 hours I hate it. But the process of getting there was fun.
>>
Kinda fun just seeing the up and down the lumps
though kinda shit that it slows down so much
>>
body without organs
>>
>>562055994
Beautiful. Keep 'em rollin'
>>
>>562099509
>There are some normal people here, right?
[worried laughter]
>>
>>562097313
Where are you dumping the rocks?
>>
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>>562105942
The rock is dumped immediately where it's dug up, it makes excavation pretty fast because the trucks never have to drive very far. Take a bit of babysitting to make sure they don't get stuck with no reachable digging/dumping tiles though.
>>
So- for any fellow Py-anons, in case you hadn't realized it yet: fucking hell cooling towers are sick awesome!
All that worthless 150 degrees steam produced as output with various cracking recipes?
Cooling towers condense that back to water - ONE HUNDRED DEGREES WATER!
Normal water is 15 degrees.

If you feed 100 degrees water into a boiler, you can turn it back into 250 degrees steam at STUPIDLY reduced costs, as long as you are not using an electric boiler to do so. Electric boilers are misimplemented and don't respect input temperature on the water. Regular boilers and especially important, OIL BURNERS, actually do though.

Both properly consider the transfer of megajoules of the fuel (either solid or liquid) into the J/degree on the fluid. Translation:
an oil burner transitioning 100 units of basic 15 degree water into 100 steam at 250 degrees, takes ~20 gasoline.
Transitioning 100 units of condensed 100 degree water into 250 degrees steam, takes only ~13 gasoline.

Where this gets stupid is when you unlock Mk2 cooling towers which somehow get the ability to 'cool' 150 degrees steam into 200 degrees water. (Please- no; don't ask how that physics defying feat works...)
Net result? It only takes ~4 gasoline to reheat to 250 degrees steam.

All those waste fuels your refineries are flaring off because they come in at too low volume to be useful, suddenly become very, very useful...
>>
>>562117020
Don't care since I have infinite coal power, but that's cool I guess.
>>
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>>562117020
that's cool and everything dude but do you wanna see how much fuel I'm actually dumping down the drain just to keep my tar stack going because I'm already making too much steam
that's 4 million units
which means it's just 4 tailing ponds
I've got 8 tailing ponds down the back just for combustion mixture that I'm ecologically yeeting into the fucking ground when they overflow
>>
>my dumb ass realizing I'm venting biomass through c02 with two pressure furnaceswhen i could just be burning it in a boiler and vent the steam
>>
>>562117732
>Don't care since I have infinite coal power, but that's cool I guess.
The only power legitly infinite is renewables (which have shit yield until late game) or biomass. Preferably from kicalk in case of the latter, since it has an obnoxiously good conversion rate to biomass beyond basically anything else. (1 kicalk -> 70 biomass.)
>>
>>562122357
The map is infinite, meaning so is coal.
>>
>py
So, I finished tier 2 science, and am about to be expected to generate a greater amount of tier 1 and 2 science and any tier 3 science. That needs to happen before I run out of my steel, as I deleted those buildings. I'll need more power. I could triplicate my current massive ash-cycle, but that doesn't take advantage of the tools I gained from tier 2 science.

So, I decided to build a coal powerplant.

Coal powerplants require liquid salt to run, so I need a

>salt mine, basic oxygen furnace, coal powerplant, heat exchanger, high pressure steam turbine

Turbine requires 3 gearbox, which can't be hand-crafted because it requires fish oil. This means I had to build and then hand-feed a slow ass fish-breeder building, and figured I had maybe earned my new tech by learning a new bit of the resource tree.

The heat exchanger required "mechanical parts", which are made from gearboxes.They also require control panels, which require batteries, which are made from cyanic acid, which comes from urea. Urea says it can be created from mushrooms in an auog paddock, but it cannot, seemingly. Instead, it has to be made from manure. Manure is also mad in an auog paddock, which meant I had to create a new alien. This required making rubber, which was new, and a glass thing out of a new powder "boron trioxide" from boric acid from diborane from borax and hydrogen. The rubber costs latex, stolen from my science zone, and gas stolen from my power zone. Once the auogs had been born and bred, they shat very very slowly, so I could finally make the urea and then batteries.
>>
>>562128474
shut the FUCK up, tangtang
>>
>>562128559

The coal powerplant required more mechanical parts, and also 50 intermatalics bars, which are slow and mildly expensive and have not been fully automated, due to being new.

The oxygen furnace, finally, was simple and easy, at which point I just needed to make a miner for salt. The miner required 3 times as many 'mechanical parts" as I had made so far, and 20 more intermetallics. I didn't even need that much salt, but no lower-volume quick and inefficient option was available yet.

So, I got my miner, opened the map, searched for salt, and found nothing. I had to craft some repair packs, get in my car, and go hunting again.

So, finally, I end up here. As this is not a fixture that needs to run, maybe ever again, it doesn't make sense to drag a pipe all the way to the edge of the map, or build my first train line. I only need one chest full of salt, and so this abomination was born.

It uses tons of electricity to turn water into some hydrogen and waste-oxygen, so that it can burn tons of low-yield hydrogen as fuel in this power-hungry salt mine.
THIS is what good enough means.

All this so that I can test how energy-efficient a coal power plant is and discover that a simple water boiler works just as well. Won't that be grand?
Also note that every step described above had tons of unmentioned extra items in the recipe, anything which did not require me to learn a new thing was likely left out. Most steps also involved the creation of multiple large new buildings.
>>
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>>562128710
forgot pic
>>
why do you still play factorio instead of switching to the better game?
>>
>>562128885
Ate 200 MW raw coal to heat 500 molten salt.

Heat exchanger eats 75 pressurided water and 200 hot salt to produce 200 normal molten salt and 75 units of pressurized 1k degrees Celcius steasm in 2.5 seconds at 517 kw.
So, for 500 hot salt, that's 187.5 Pwater into 500 salt and 187.5 Psteam in 6.25 seconds for 1.2925 MJ. The Pwater costs 187.5/250*517 kw = 387.75 kj.

Turbine consumes up to 60 Psteam/second and produces 473MW. So, 187.5 / 50 * 473MW = 1773.75 MW.

1773.75 - .38775 -1.2925 - 40*5 MJ for 40 coke would mean the plant makes ~1572 MJ from 200 MJ input, or a 7.8 times yeild compared to a boiler.

I think power might be dealt with. This makes me think there may be some very power-hungry buildings soon.
>>
Artemis II's got me playin' with Kerbals again =)
>>
>>562133796
I don't like that they are doing it on april fool's day.
>>
>>562132024
Math mistake.

187.5 / 60 * 473 = ~1478 mw

And I should not have suptracted the 200 MJ from this amount when comparing how much power I get using a boiler vs a powerplant

1478/200 = like 7.4 times as much electricity, anyway.
So, electrical boilers are a more efficient source of steam than burner boilers, by a lot.

This also means that it is inefficient to give a tree-farm it's own power grid separate from this large expensive building, which means that the rate of ash production is now tied to the rate of power consumption in the whole factory. This would make the rate of production for all the gasses less stable, and so create lots of interdependencies.

So, I've either got to void excess coke and reclaim all ash from all used coke while also burning dirt in order to make up for ash-drain from potentially using coke for graphite and such, or

Simply burn dirt, void excess infinite coke, and sift ash.
>>
>>562122357
you can just dig up infinite coal if you want with a tech in... i want to say chemical science? maybe py 3
>>
>>562128559
>Urea says it can be created from mushrooms in an auog paddock, but it cannot
there's a whole set of these recipes that are leftovers from earlier mod designs and never got cleaned up
you'll find a recipe for bone meal being made in pens too, for instance
even if they were real though you'd still have to create the aliens in question, because of how paddocks work as buildings and animals/plants work as modules
>>
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Aww yiss. Fiberglass. Real robots aren't far behind
>>
>>562065417
>>failing that, 8 or more people who all fit onto the same private virtual network (also a hell of an ask) that would play the game pirate-mode
Does the private network help because it can't connect to the authentication server? Then couldn't you just block connection to them?
>>
Hmmm. Sodium sulfate from salt or from sodium hydroxide?
>>
>>562106695
tell me about it, digging on steep cliffs is still annoying as ever
>trucks dumping straight from the excavator
I've noticed this too in one of my recent projects, did you do anything specific for that? or was it something they changed in truck behavior?
>>
>>562137479
the hell is that rock
>>
>>562146636
how do you turn the chloride salt into a sulfate? the displacement reaction would form the bisulfate salt
>>
>>562148301
I dunno what am I, a doctor?

>>562148292
Crystal Rock

Contains silica and alumina
>>
>>562148301
it's two step if you're starting from table salt, you form the bisulphate first
i don't remember what the second step actually takes and cannot be assed to load the mod right now

>>562148449
right but is it from alien biomes or what
>>
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>>562148580
I only know them from Nullius. I dunno if they appear anywhere else since Nullius takes shit from Angelboob's
>>
>>562148580
how deep does the chemistry go? sounds cool if they are replicating real stoichiometry
>>
Well, salt is 11.5 per second and 1.03mj/11.5 = 89.6 kj per salt in an evaporator, and can be mined.
sodium suffate is 1 for 15 salt and 100 acid from salt, with 70 hydrogen chloride byproduct.

Sodium suffate from hydroxide is 1 for 10 SyHox and 50 acid, which is half the acid. 10SyHox is either 103 MJ in an electrolyzer,
or 10 salt 50 slacked lime and 6 MJ in a chemical plant. The slacked lime is either a byproduct, from a better source, or 75 MJ of coke.

So, the options are

spend 15 salt and get a byproduct I don't understand

spend only 10 salt and half the acid and also 75 MJ of coke and 20 MJ electricity

or spend 100 MW burning 10 suffate from saline, avoiding the sacrifice of actual salt or coke, and maybe get chlorine for your troubles.

The rest depends on your factory.
>>
>>562149216
Unc spitting nonsense
>>
>>562149041
it's not all that reliable in accuracy and mostly a wherever the mod author wanted to put it
>>
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>>562147524
>or was it something they changed in truck behavior?
I think they've always been able to do that as long as the dumping area is within the mine control area, and it's permitted to dump everything that might be dug up. Progress stalled for a while because each truck ended up holding 1 unit of quartz.
I'm coming for that island with the 1 million oil deposit on it, hoping that it will see me through the mid game without spending unity on an oil rig
>>
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Ok we're finally ready to setup the first bridge, here is first option dual truss bridge

>>562151453
I think it used to be, that regardless of assignment, trucks would always first go other possible deliveries instead of dumping
I could be thinking several versions earlier though, even before sorters were a thing
>>
>>562152046
here is the other design though, with a single cable bridge, seems like more affordable too,

the only positive for the truss bridge is that you can have it completely level, which would be cool, though the cable bridge seems to have a quite smooth curve
>>
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I am growing stronger
>>
>>562151508
why can ground earthworms eat flying robots anyway
>>
>>562152485
First Bridge complete,
desu kinda lame you don't get to build the tracks, or that you don't have proper asphalt tile to match it

would be cool if you could have more freedom with the lanes, but whatever
>>
was fun watching the dumb boat trucks making deliveries
>>
>>562161671
nice bridge
>Select the correct Argentinian skin color
>>
>planets planets planets planets planets planets
Is it over for factorio modding? I couldn’t find a single interesting mod. How come when there was plenty of good stuff for base game?
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>>562162229
>argentinian
lol, not exactly sure what its supposed to mean,
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Is it possible to make biters fun? Or are they like mobile cliffs, in that they’re a small annoyance that eventually gets solved by cliff explosives/artillery?
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>>562162964
how long did it take the good overhaul mods to come out?
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>>562132024
Fun fact, since the powerplant "crafts a recipe" you can gain huge efficiency bonuses later on from green modules and quality.
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https://youtu.be/sBhGbHVQYvI
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>>562141467
no, it helps because the only cracks that work are LAN only (since singleplayer is just hosting a local server anyway). I think even the server still needs to have it bought because the server calls home regardless, though it might work fine with LAN, don't know about dedicated.
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What's the new hot Factorio mod?
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>>562149216
are you still on getting the salt for the coal power plant?
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>>562173068
>>562148301
this
it's an answer to this, mostly
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>>562164543
It took a while, but the early factorio builds weren’t really comparable to spage, which seems mostly feature complete. Even 2.1 isn’t supposed to be a yuge update that would necessitate a rework.
There will certainly be more interest if source does get released but that’s years away, if it happens at all
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>>562173825
not this
>>562146636
I mean this. Whi
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>>562173847
they're never releasing the source
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Rocket parts on Vulcanus, v0.1
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so what’s the best planet for megabasing? vulcanus?
>space
sovlless
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>>562175163
Nauvis
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quality is such an ass mechanic
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>>562176463
then I have good news for you. It's completely optional!!
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>>562176654
Unfortunately the balancing is done around quality
it’s bobs mods but without the recolors
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bros, I'm feeling the itch to relapse on factorio again ...
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>>562176829
the only thing that really benefits that much from quality are space stations. Otherwise it's significantly easier to just place down more buildings instead of wasting a shit ton of time trying to fish for higher quality.
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>>562177132
Yeah the cookie cutter q5 build the size of a shoebox that shits out a river of blue chips can clearly be replaced by a 800x800 normal build, I don’t understand the complaints
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>>562149216
>Bros who got the gpt tism
Blud you gotta stop trying to micromanage itterly meaningless shit in py before fucking logistic of all things my man
This isn't vanillafactorio
You will make gigawatts of power out of literal byproducts later on
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>>562162964
There's still no willy wonka nullius-like mod. Where's my mod where I land on nauvis (candyland)
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>>562177442
it literally can, and is way easier to get
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p'egg
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>>562163132
it's the april fools captcha



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