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Previous thread: >>561649518

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

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
>Exapunks
>Last Call BBS
>Nandgame
>Opus Magnum
>Shenzhen I/O
>SpaceChem
>TIS-100
>Turing Complete

The full game list as well as information about these games, such as where to get them if they’re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft
>Endfield

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

Current and recent /egg/ hosted servers:
>Factorio
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
>>
>>562324865
You do know that as soon as you hit logistics science the coke from red-hot coke recipe is essentially giving you 2N coke from every N coal - right?
And that it gives you 500 degree coke oven gas, capable of generating hot air efficiently via the two step stone brick -> warm stone brick -> warmer stone brick path, using a tiny sliver of coke to reheat molten salt to reheat cooled oven gas to 500 degrees again? (Actually; just enough coke that it guarantees enough coke oven gas will be created via the red-hot coke build, to keep the process going indefinitely without stalling.)

Also, as soon as you get kicalk and biomass refinement into dried biomass you can efficiently turn ~30 kicalk farms into a net 450~460 MW that is zero-input.
I.e. will literally run indefinitely. Which is also in the mid-area of logistics science.

:: something, something - premature optimization ::
>>
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I don't like how the optimal strategy for painting is to make these huge ass blocks
>>
>>562331430
dogshit OP
>>
>>562334092
eat shit loser
>>
Does anyone else feel bad about violating the NAP on Vulcanus when you have to kill these happy little fellas just to get Tungsten?
>>
>>562334506
No
The Tungsten was promised to me 3000 years ago
>>
>>562334506
Shai-Hulud is for friendship.
>>
>>562334736
by whom?
>>
>>562331862
>another mobile looking slop "factory" game that'll be completely forgotten in a week
>>
TODAY, YES TODAY is the day start building that aluminum factory. TODAY FOR SURE
>>
>>562335558
I think it's pretty decent, the part manufacturing out of voxels is nice and we really are short on factory games that aren't unfinished early access jank.
>>
>>562335859
>it's not EA

That's actually really surprising. I may give it ago
>>
>>562335018
Machinge(god of machine)
>>
>>562335619
what's your problem?
>>
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>>562339028
No problem, I am very lazy and also stupid so when I have a big build it takes me forever to actually do it. All the resources are already there, waiting on belt and pipe I just need tom start putting machines down but 50 refineries is gonna be a bitch
>>
>>562331430
excellent OP
>>
>>562336835
You mean the Omnissiah
>>
>>562335619
I have started the build
>>
>>562331862
so far it seems very similar to shapez, just less anal with how to build and stack shit
god, how I fucking hated any parts with overhangs in that
>>
>>562342134
actually invested in this now

popcorn? hmm
>>
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time to uninstall till 2.1
>>
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I reinstalled Factorio after beating Space Age a while back. Did they do something with biter pathing? The amount of times I'll be away from my base setting up an outpost only to find a solitary big spitter somehow threaded the fucking needle in my defenses and is now shooting pipes in the middle of oil processing is driving me insane.
>>
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>sucked into the hypertube canon again
>>
>>562348375
If the thing launches you diagonal-up, you can just maintain speed while changing direction slowly and land back next to your cannon.

At least, the physics allowed for that when I played.
>>
>>562335619
>>562342134
>set up 3 fucking water pumps
>none of the machines are getting water
>spend 20 minutes trying to figure out why
>assume the pipe floor holes are bugged or some shit
>it's not them
>turns out water can't flow up the slightest fucking incline for some god damn reason
>get a few refineries set up and running
>need 12 for the next recipe
>go to the blueprint designer (mk.2) to make something
>can't fit 2 refineries end to end
>save and close game

I'll get back to it eventually
>>
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I have no idea how to make groups of refineries look good. I also just realized how I can make the belts and pipe coming off the pillar look better so I'll be doing that soon(ish). All that's left for refineries is the copper ingot ones. I'm trying out routing all the inputs/outputs underneath this build to see how it works out and building in a not rectangle/square shape.
>>
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neat
>>
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I think I've more or less already forgotten how this refinery works
>>
>py
You don't require that much iron per second, at least not for science, it seems. However, it's time to upgrade my iron source anyway.

1.24*Electric miner, jaw crusher, advanced foundry*3, cost about 6mw, eat 2.5 ore, and make .5 iron plate.

Scaled up to 15, that's
15 iron plate < 75 ore, 180mw

casting unit is 15 iron for 25 molten iron, 517 mw
25 Miron is 50MW, 150 oxygen, 12.5 iron shards, .75 borax
12.5 shards is 20.83333 ore and costs about 6.3+10 MW
150 oxygen in an electrolizer is 150 mw, but is only 22.5 mw after the destruction column recipe is unlocked.
Total about 89 MW, but solid fuel is now worth more than electricity and the melting-building costs solid fuel, so it's more like 400MW.

>compare
Under these conditions, 1 plate costs 10 mw from shards or around 26MW from molten, but 5 ore from shard and ~1.25 or from molten.

Is 5 times the productivity worth (5 * 2.6) times the cost?
hmm
>>
>>562328071
he has a very particular kind of autism, and not even the usual py kind
probably best not to worry about the silly things too much
>>
>>562357086
Don't worry brother, no one knows how it truly works, we just pray to the machine so it keeps pumping fuel
>>
>>562357086 >>562361039
Oil processing follows the three processing stages. All stages need exactly one building per chain. It's fairly simple.
Sour water is processed into sulfur and either used up or shipped off. One building per two Stage Is.
The byproducts such as heavy oil get either burned in a boiler, or cracked into lighter oil products.
Naphtha is either used to make rubber, make silicon, burned, or cracked.
Fuel gas is either a boiler fuel, or gets cracked into hydrogen.

And speaking of boiler fuel, what's everyone using?
I think about switching to hydrogen, when I finally rebuild my refinery. Which I'm only gonna do when I know what I'm rebuilding it into.
It's just that everything breaks down into hydrogen eventually. I figured, rather than balancing it all I can just break it all down into it and condense the resulting steam, saving me some water.
I might be missing something and it's a shit solution, so I could really use some advise here.
>>
>>562331430
thanks for the readable OP
>>
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pipes
>>
>>562347774
How fast do you go if you fill it all with legs?
https://www.youtube.com/watch?v=RxLFOh2ZiyA
>>
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It's finally happening

...tomorrow
>>
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>>562355696
Comfy looking ship, I like the scaffolding
Avorion building is top tier
>>
>>562363168
I know that fairly well brother
afaik naphtha is the most efficient boiler fuel in the equation,
excess diesel converts to naphtha, fuel gas to hydrogen
and excess fuel gas goes to boilers as well, with coal as backup
with this setup I can power up solely on oil from mid game up until nuclear late game
>>
How these fuckers manage that I'll never know
almost ready for the second stage of the big crossing
>>
>>562348375
build a breaker box for it
>>
>>562373835
>using flares
Wasteful desu. Boilers remove excess stuff too, but they help generate electricity while they're at it.
>naphta AND fuel gas
Wouldn't that cause a deadlock, where you end up with pockets of carbon dioxide trapped in your exhaust line?
>why do you have an exhaust line in the first place?
Exhaust scrubbers. I'm making sulfur to sale, plus it lowers air pollution.
It also makes low-temp steam for desalination and/or supplementing first stage turbine's exhaust.
>>
Are there any spage mods that slightly boost fluid / chem autism?
keyword slightly
>>
>G L E B A
>built 15,000 accumulators, about 165GW of energy stored
>maintain about 15GW of power through several fusion plants
>FUCKING STOMPING FAGGOTS ATTACK SO GODDAMN MUCH THAT MY INFINITE TESLA TURRETS DRAIN EVERYTHING
>SHITS NOW ALL OFFLINE
>FUAOSDKJAOSINFDIOASHDFOJH
>ASODIJHAOSHDOASHDOAHSDOH
>>
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Anyone else do gay little things like this in Satisfactory?
>>
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>>562382034
put some candy on his tongue bro
>>
>>562331430
unreadable OP, try better
>>
>>562375678
>Wasteful desu. Boilers remove excess stuff too
Check again, the flares are only used on excess, which almost never happen, (in the refinery anyway)
I still burn fuel gas on occasion, in flares on my organic digesters,

>other stuff
And I do burn fuel gas for electricity as well, but only 1 fuel gas burner for four naphtha boilers, and they also get exhaust scrubbed for some little extra power efficiency
the whole thing runs beautifully with a ton of balancers all around
>>
>>562381968
Pave it all. Total genocide, my man.
>>
>>562376631
What's wrong with Angel's petrochem? There's a bunch more processes and buildings, but I dunno if the intensity of autism is that much higher than the base game.
>>
>>562381968
rocket turrets?
>>
>>562382741
no
>>
>>562359093
you require a lot of iron for the buildings
>>
>>562382741
Do better, Mr. ESL.
>>
>>562381968
bro your artillery?
>>
Sex with pentapods (low evolution)
>>
>>562396693
its better to remove "pollution"
easy to make 1k spm with no defense.
probably 2k if you dont make rocket fuel locally and streamline efficiency.
>>
>>562397167
damn, that sounds so unfun
>>
>>562334506
I wish I could feed them biters and pentapods
But I can't so I feed them uranium rounds instead
>>
>playing CoI makes me want to play W&R
>switch to W&R
>now want to play CoI
They feel similar, but the construction and vehicles in W&R are far better. On the flip side, CoI has a lot better granular control of resources and more zoomed in scale.
Overall, I think W&R is better just from transportation infrastructure.
>>
>>562397167
>its better to remove "pollution"
yea if you’re a little bitch
bet you use elf modules as well, candyass
>>
>>562398476
look, I just get spooked by spiders
>>
>>562400932
What spiders?
>>
>>562401046
gleba spiders
>>
>>562401075
those aren't spiders they're pentapods
>>
>>562396693
I paved all the way to my artillery range, yet these fucks still attack. Im going to burn millions of landfill to make sure this never happens again.
>>
>>562402006
5 legged spiders are scary all the same
>>
Today I thought I'd be clever and mix 6 parts 250°C steam with 1 parts 2,000°C steam and pull it through a heat exchanger to get more steam.
It doesn't work.
I hate modders that can't put a >= instead of a =.
>>
>>562402973
wtf is that creature in the middle
>>
>>562403840
me
>>
>>562403840
a horse
hes just a bit autistic
>>
>>562403889
why
>>
>>562403954
neigh
>>
>>562403954
felt cute today
>>
Py look so silly I will never play it
>>
>>562404008
>>562404040
and what in the world is that creature on the right?
>>
>>562404189
friend
>>
>>562404189
my dad
I see he finally got the milk and cigs
>>
I reinstalled KSP and thought I'd just jump in and take a spaceplane to Laythe. I made a working spaceplane several years ago when I last spent a bunch of time with the game but now I can't get the fucker to work. Main problem is it slightly pulling in various directions and the autopilot is worthless. My recollection is that I was able to just set trim and autopilot up to the speed/atmosphere critical point.
>>
>>562404189
a featherless t-rex
>>
>>562402170
They're closer to bugs than spiders
>>
>>562405848
no, you're thinking about the chinese
>>
>>562404829
maybe im just retarded but getting encounters seems way harder now. I remember it being extremely easy with planets like eve, duna and jool.
>>
>>562408034
Patched conics a shit but it's deterministic. I can only guess you were at the opposite side of their windows.
>>
>>562398150
I know that feeling, they're quite different in scope though,
if you had road building like W&R in CoI
also,
the most annoying thing in W&R is population management, its nearly impossible to have realistic transport routes with it
>>
>>562408297
No, it was just a skill issue, i watched a tutorial to refresh my memory and now I can get encounters again.
>>
>>562383140
>>562375678
Ok explanation because I'm actually really proud of the autism that went into this spaghetti refinery

1- like its said before, 4 sets of distillers all chained directly together, one pipe tier 1 comes into each of them, and all outputs go to the spaghetti of balancers in the middle

2- regular conversions, excess fuel goes into naphtha, fuel gas prioritizes into hydrogen for what is needed, naphtha prioritizes into other resources

4- first naphtha as main fuel four boilers with priority, makes sure no naphtha gets wasted, I can sometimes micro this, but usually two or three boilers are enough

3- as backup, excess fuel gas is burned into the boiler, there is usually excess because of bio-digesters, as a backup, there is also a coal boiler (also used to kickstart)

5- all water used from sea water, turned into steam to supply the whole refinery, excess goes into the powerplant,
along with the refinery water and excess water from distilling, there is quite a surplus, enough to sustain my town with only one groundwater pool

6- all side products accounted for as well, so far I haven't need much more, but there is space for expansion

7- exhaust is also scrubbed, and put into the power shaft for extra savings, and lately even the diesel generators (in the corner) were piped into the scrubber just in case

I have plans for some slight changes, and perhaps a way to just burn excess fuel gas more reliably, but this has gotten me way past mid-game,
I just need to figure out how to keep it alive after I plug in nuclear
>>
Wish factorio had a more interesting resource sink than just research
>>
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>>562331430
>>
>>562411053
Like what though
>>
>>562365065
I put in 2 rows of legs with 1 of them legendary and I already moved way too fast
>>
>>562403840
wack ass looking cat
>>
>>562412795
>m
>>
>>562355696
Based vehicle enjoyer it's so rare to see vehicles these days
>>
>>562414905
idk
space elevator to move shit into orbit for free, w40k esque trains that can transport 500k ore at once as the final solution to planetary logistics, pentapod pleasure houses, things like that
>>
>>562419560
>space elevator
That's resource transport not resource sink. Just fancier rockets like you can already build, but faster
>trains that transport 500k ore at once
That's resource transport not resource sink. Just fancier trains like you can already build, but bigger
>pentapod pleasure houses
Expand on how this would sink resources and what would be the benefit or motivation of sinking them this way
>>
>>562419560
Space elevators are a meme they're FAR more difficult in practice than reddit thinks.
For some weird reason I've debated space elevators in several places in the past but never on /egg/
Pseuds think about everything in LEO terms but you can't have an elevator in LEO.
>>
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So, a question about the Satisfactory map editor. Is there some way to draw these natural road lines into the map itself so that they appear in-game, like using vehicle trail markers or something? I'd really like to place paved roads or railways along these routes but I'm really fucking terrible at eyeballing this kind of shit.
>>
>foundry has new reactor in experimental
>check what megabasers are doing
>reactor is so bad they label it as vanity project tier
god fucking damnit, first geothermal and now nuclear has been fucked.
>>
>>562419881
Yes a super expensive thingy that lets you trivialize a previous issue, like space elevator letting you move just about anything you want into orbit for peanuts. Theoretically can simply be an expensive research but a building needing 10m iron to build is a lot cooler than research_347
>x but bigger
exactly you shitcooker welcome to factorio but cooler
>what would be the benefit or motivation of sinking them this way
you’re hopeless
>>562421042
you’re playing a video game you nerd, now get back in the locker
>>
>>562408754
W&R is so close to being my ideal game. If they could get the time system right, it'll be it.
Time is screwed up.
>>
>>562422819
Any single research is not a "resource sink", the only reason research is a resource sink is because it's continuous and even infinitely repeatable post-game.
Any single infrastructure project is a one-time cost and therefore negligible in the long run, i.e. not usable as a resource sink.
>needing 10m iron to build
Just make a fully legendary factory with your 10m iron, this exists in vanilla right now. I didn't even mention it as a reply to your post because, again, infrastructure costs are negligible in the long run and I don't consider even full legendary everything to be a "resource sink" - you get it set up once and you're done.
>exactly you shitcooker welcome to factorio but cooler
I agree that bigger trains would be cool but they wouldn't be resource sinks
>you’re hopeless
You can install a trash can chest mod and use that as a resource sink if you think there doesn't need to be any reason to use a sink
>>
>>562410857
closer look at beauty that is the refinery spaghetti

>>562414905
nta but that's what makes COI interesting for me,
you use a lot of resources just to upkeep , while expansion and research demand a whole lot of extra capacity,
knowing how to balance is key
>>
>>562424115
>>562410857
closer look at the boiler setup
>>
>>562412795
>someone saved a pic of my shuttle
I'm flattered. Whatever happened to that fool who said he'd make a better one?
>>
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>>562422005
>the humble milestone
Alt + Middle Click or something lets you stickerbomb without opening the map
>>
>space age planets
>space exploration space
when?
>>
>>562421042
it's pretty easy to make a space elevator. every country on the equator can have one.
>>
>>562431615
I’m looking forward to such global powerhouses as congo, kiribati, uganda and somalia building a space elevator
>>
>>562431615
Did you know that building a space elevator would slow down earth's rotation?
>>
>>562431615
>it's pretty easy to make a space elevator
it's really not.
popsci tends to portray an elevator as something built in low earth orbit when in reality it would need to be built in geostationary orbit.
>>
>18+ months
>not one space age mod that reworks the boring space part
its-joever.jpg
>>
>>562432353
You can just attach a really strong ladder to the moon 5head
>>
>>562432558
anon I don't get to talk about space elevators very often can you please do me one favor and not be a retard for a little while?
>>
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>>562424723
I did, i have posted pictures of it carrying two shipping containers but then i got side tracked by optimizing a steam piston power generator and made it produce 14k of Swatts from something that realistically shouldn't.

I then started building a C&O M1 train and then i went MIA, I had the drive train completed it's got a 6K Swatt generator but my interest in the game was limited and had to get back to my 3D modelling job.

I will try and swing by next year and try complete my shuttle or my train.
>>
>>562432906
Being a retard is prerequisite for discussing space elevators.
>>
>>562425986
Yeah, I'm aware I can do that but I fail to see how it would help me. Maybe I didn't explain myself properly? I want the purple lines from the pic I previously posted to be translated into the in-game map from the SCIM. I thought maybe there was a way I could draw marks, pins, or vehicle routes onto the SCIM map and then upload it into my game to use as a guide, but there doesn't seem to be an obvious means of doing that.
>>
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>>562432976
I had a borderline stupid idea in mind for the shuttle rebuild which was take the existing vtol mechanical system and then upscale it for a larger space plane.

Basically, I was going to build the maximum build area that you can for a plane then attach the wings as separate objects or fold them on top or into the body itself, so the entire thing unfolds.

Majority of the space plane concepts are just a triangle block at their heart and this with a bit of effort would be large enough to hold my train.
>>
>>562433006
>Being a retard is prerequisite for discussing space elevators.
Ok fair enough you got me there.
>>
>>562432021
it can be a good source of income for these countries.
>>562432339
sure but minimally
>>562432353
all you need is a rope. done. that's it. that's all it takes. it's the lowest tech thing ever. there is really nothing simpler than a space elevator. you just need a machine that produces a continuous carbon string. lowest obstacle in tech.
>>
>>562432353
>geostationary
Only if you require no tension from centripetal force. Otherwise that force can sustain an "orbit" at below the proper orbital velocity. But then to access the top of the elevator you have to do a rendezvous with periapsis well below the elevator altitude.

The problems are
>strength of material to bear its own weight plus rotational tension
>assembling the thing without benefit of the forces that will sustain it when completed
I'm not making a diagram for it but I think there's also a weird force distribution along the cable.
>>
>>562433838
>strength of material to bear its own weight plus rotational tension
gorilla glue
>>
>>562433838
I don't think an elevator below geostationary orbit is possible. The best scenario people have come up with is elevators that slide along an orbital ring and I don't take that seriously.
>>
>>562432976
I can see why you started modifying it to be different from M1, Is this you? https://steamcommunity.com/sharedfiles/filedetails/?id=3647707595

I like the fact you've got this.
>Feel free to copy, further develop, or even claim this as your own. I am not interested in advancing its development myself, and I would actually benefit if someone else tries to improve it.
>>
Just chuck shit into space with a launch loop, it’s at least 300% cooler than a space elevator and you can also use it to launch random trash at random third world countries for pennies on the dollar
>>
>>562433838
>Otherwise that force can sustain an "orbit" at below the proper orbital velocity
Uhhhh that's backwards. Going slower than orbital velocity to be geostationary would require a force lifting away from the surface.

It actually needs to be even higher than geostationary because of the weight of the cable below moving at suborbital speed.
>>
>>562434168
it would be possible if it were powered. compensate for the lack of length with an equivalent retrograde force that keeps the elevator from pulling off. it's trading length for constant thrust, but it should be theorertically possible.
but at that point you should be building a skyhook instead.
>>
>>562434646
We're not doing skyhooks. Do you want a nigger in charge of a skyhook? We need foolproof stable shit.
>>
>>562434921
>we need foolproof stable shit
meet: a nigger
>>
>>562434646
it's like sitting on a chair held by a helicopter instead of a chair held by its legs. yea it's possible but you'd have to be really fucking retarded.
>>
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>>562435475
sounds like the premise for some preposterous galactic adventure sci-fi.
>>
>>562435832
If you're familiar with sci fi maybe you've read fountains of paradise that seems like the only realistic scenario to me.
>>
Wait, I am a fool
I can make sure that the coke reserved for use in the coal powerplant always gets consumed
by simply venting high-pressure steam instead!

>>562435475
A chair held by a helicopter...
is a helicopter

that sound fucking lit, senpai
>>
>>562436262
if a sci-fi civilization has fuckyou amounts of basically free power, they may as well build impractical monuments like that. serves to also set up hubris.
I (shamefully) haven't read any clarke but fountains of paradise sounds like a conventional space elevator without any fuss. though there does exist the possibility of a compressive space elevator rather than a tensile one, using active stabilization. by keeping a constant stream of matter circulating upwards at orbital velocities within a structure, it could be kept aloft while theoretically recovering most of the energy required to launch all of that matter.
>>
>>562437306
How is an elevator an impractical monument? Are you fucking retarded?
>>
>>562437820
do you have basic reading comprehension that allows you to realize that this >>562435475 is preposterous?
oh, no, this is /egg/, of course you don't.
>>
>>562402973
>Today I thought I'd be clever and mix 6 parts 250°C steam with 1 parts 2,000°C steam and pull it through a heat exchanger to get more steam.
See, what you want to do is to use the steam cooling recipes.
>>
>>562422125
>foundry

People are still playing that?
>>
>>562439980
a news post popped up today on steam, if I were playing I wouldn't need to see someone else's opinions on the reactor
>>
>>562439863
he is clearly using them already
he wants to create 7 parts of 500 C° steam to get a good deal more power out of that 1 part of 2000 C° steam in a heat exchanger
makes sense that it would not be allowed
>>
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>ran 6 belts of resources to the location where I'm building computers, ocsillators and aluminum
>ended up with this fuckery because of the way the belts were ordered and I didn't want to have them switch lanes near the end of the run

I think I'm just gonna switch all the lanes of the belts coming into this area because my fucking god this shit is hideous
>>
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>>562453804
That's better, I'll run the last 3 belts when I need them.
>>
>>562422005
I mean technically if someone did it you can import routes
>>
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It's an ungodly mess but I've gotten Gleba producing near everything without clogging and sending it up to space.
Gleba was 9/10, best Spage planet so far. Pentapods are cute and funny.
Before I get ready for Aquilo I need to figure out biolabs.
>>
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new build
new bui i i ild
new build

It's .6 t1 science output
input 6 flora, .9 copper, ~25 ash. 3.3 iron, 2.4 wood
plus treated wood as assembler fuel

I was originally going to get bricks from rich clay and get rich clay from (clay + mud), but clay is actually very expensive due to consuming steam.
>>
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>>562453804
>>562458208
HEY YOU RETARDED FUCK WHY ARE YOU TRYING TO MAKE 3 HORIZONTAL BELTS GO VERTICAL. YOU CLEARLY GOT A BUNCH OF LIFTS HIDDEN IN THAT BUILDING WHY NOT JUST MAKE THE BELTS COME OUT VERTICAL AND THEN EVERYTHING WILL LOOK NICE INSTEAD OF SPENDING OVER 2 HOURS TRYING TO MAKE THE SHIT WORK AND LOOK NICE

WELLLL GEE I DUNNO MAYBE I DIDNT THINK OF IT UNTIL JUST NOW.

GOLLY GEE THANKS IT LOOKS SO MUCH BETTER NOW
>>
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>>562461087
Even better
>>
>>562435341
This is kind of a silly argument. A retard with hand tools could destroy any rocket ever launched.
>>
>>562463793
Temporal

Rocket launch happens and is gone and its value is expended.

A space cable is infrastructure. Both are a heavy investment, but infrastructure is something which anyone can waddle over to and fuck up at any moment after its creation. While the odds might be low, ever moment that the cable isn't destroyed is followed by another moment when it can be destroyed. This, in the mind of one full of terror and anger, means that the destruction of all good things by those of ill intent and venomous soul is a mere eventuality, potentially staved off only by vigilance, which cannot be justified in perpetuity.

So, an investment so expensive that it only pays for itself in a hypothetical distant future where humanity fondles the stars casually may be harder to support, compared to imagining that individual rocket launches might work out.
>>
>>562464880
Just hire a couple fat dads with guns and pay them to stand around the thing and shoot at anyone who comes close.
>>
Dear /egg/heads, you claim that checksums and hashes are a reliable way to verify a program is exactly the same. Well how can you believe that when there is only a limited number of possible checksums? I'm somewhat an expert in hashing and I can tell you that I would not trust myself to drive, let alone reliably read a number after I've taken enough hash. How can you expect me to trust you when you so obviously lie about reliability?
>>
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>>562466480
the fuck are you talking about
>>
>>562466480
I haven't made this claim personally until now, but it's reliable on the condition that a malicious actor can't make a fake version of something with the same checksum, better than randomly picking a checksum and hoping that it's the same. Then when you see a matching checksum, the probability of it being fake is less than the very low chance of randomly getting the right checksum (because in addition to getting the right checksum, someone has to decide to be malicious in the first place)
>>
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Yey

Now I can get a better chassis
>>
>>562466480
Bruteforcing tripcodes was difficult enough. Bruteforcing entire files is just obscene. And that's only the first hurdle. You have to find garbage to insert along with your malicious code that makes it hash the same. That might not be possible even with essentially infinite computing power. It would be something deployed for a hyper-specific single attack on the level of stuxnet.
>>
You shouldn't put garbage in your hashes, it's bad for your health.
>>
>>562471441
congrats on reaching EV
>>
>trying to hide all my power lines in my current factory
>small piece of wire can be seen hanging through foundations in various areas
>people say they're just using beams and frameworks around their machines

I have nearly 200 hours in Satisfactory and I've barely fucking learned anything
>>
>>562473476
yeah you should add salt instead
black and red pepper are both good too
>>
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>>562478406
>waste 200 hours on annoying busywork in the name of aesthetics
>why am I not good at the game???
>>
>>562479262
soulless post
>>
>>562464880
>which cannot be justified in perpetuity.
I'm sorry to ruin your weed trip or whatever but this is exactly what people do.
Watching things indefinitely is literally what security means. People have made a business and a science out of making shit last forever.

Not building things because any risk exists is just an insane take.
>>
First train finally going on the bridge
>>
>>562483969
Outpost functional, soon, next bridge stage
>>
>>562439863
you may realize that I would not be doing this if I had those recipes, and cooling 2k steam is a tier4+ recipe because fuck you
>>
everything is so tiny in space age
I miss the bigger buildings from mods, made the factory look less uniform
>>
>>562484915
>space age
where you fucked up.
>>
>>562486674
Gay fag
>>
Satisfactory vehicle path 2.0 calculations is truly something; my 9800x3d is hitting 70s and 80s when the air's warm when placing down a new path. Just displaying them without actively placing a path causes temps to spike still even if to a lower degree. I wonder if it performs less harshly on Intel manycores designs?
>>
>>562483969
you could have just made a road a bit to the left?
>>
>>562484915
the new building are bigger
>>
Is space exploration fun or just tedious
>>
>>562491538
tedious
>>
>>562491538
didn't finish it yet, but it feels fun
>>
I built a bunch of spidertrons and I want them to bully natives. Is there a way to automatically send them places? Or is sending a bunch of move commands the best you get
>>
>>562491917
just build some artillery
don't really see the point of attack spiders
>>
>>562487998
Eh it's a new feature they just added. They'll optimize it later as they've did with lots of other stuff before
>>
>>562492424
Satisfactory devs can't optimize for shit, every time a new update comes out I have to turn the graphics down another notch
>>
> :: Spend an eternity building out a stock of kicalk to automate a zero-input biomass powerplant ::
> :: For shits and giggles draft a comparison plan in Factory Planner to compare against wood ::
> :: Just directly tossing the wood in there is more efficient. By roughly a factor twenty ::
> :: Don't even bother converting to dried biomass. It doesn't reduce the footprint and only triples local power consumption, becoming a direct loss. ::

Motherfucker ...
>>
>>562492550
Just like spengies' bloat.
>>
>>562492550
A lot of casual stuff people build nowadays would slow things to single digit fps back in like update 3
>>
>>562487998
steam comment would be like
>bruh, just move to a colder country
>who the fuck builds a gaming rig in a warm climate???
>upgrade your 1980 cpu lmao
>>
>>562492724
you forgot
>give it time it has potential
>>
>>562491538
It's some fun mixed with a lot of tedium for no good reason
>>
is fusion actually good? feels pretty mediocre as the endgame power
>>
>>562491538
great mod. it's peak factorio. the way factorio should have been naturally extended. they tried to make it that with spage but failed. miserably. it certainly is more complex, more large scale and thus more fun. I didn't experience tedious it's not more tedious than vanilla it's the same game just extended and in many ways fixed (like the ugly beacon spam, or remote building). but I also used qol mods that I use in vanilla too like movement speed and inventory size mods just to minimize movement waits which I don't consider to be gameplay but that's just me. waiting on movement is a normal part of gameplay to everyone else.
>>
>>562494276
>I didn't experience tedious it's not more tedious than vanilla
go away earendal
>>
>>562494276
go yiff somefur else earendel
>>
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>>562492576
You'll need them for korlex and bedding anyway. But yes. Wood is the best for power, especially with the lmao2wood turd.
At the cost of sounding like that one autists that spouts py numbers for no reason: a small wood farm can make 100 wood a second (200 MJ), which mulches into 20 (t w e n t y) belts of biomass. Those in turn can be made into 385 dried biomass on average, which turns into 450 MJ. Do take into account the fact you need ~100 MW of power to compost that wood into biomass and go through the steps, on top of massive overhead and infrastructure. That turns into around 40 GW of power.
Instead of burning it neat to double its fuel efficiency: just burning 100 wood a second, neat (again, a very small wood farm build without even using ash) can give you enough fuel for 40 MK2 biomass power plants, which is 19 gigawatts.
This stupid ass build prints 20 gigawatts of power. Scales slightly better later on with MK3 builds, 28 GW from 100 wood, or 60 if you wanna bother with turning it into dried biomass (although the UPS cost is literally not worth it)
Power in py is quite literally inconsequential and gets really silly.
>>
>>562494623
>>562494368
nice arguments there.
>>
I love that you have actual train physics with the game.
Seems like 8 wagons + two locomotives, is quite the right balance for a tier 1 train.

>>562491306
because of pic related, not only its cool, it actually bypasses lots mountains and gradients it would have to take otherwise, its a great stretching, going for far ends of this isle, within the next bridge lots of new resources will open up,
but there is still like 1/2 distance remaining to reach bauxite, and then some more and a bridge to reach a far island with uranium
>>
Of course it would be much faster if I wasn't so autistic with my terraforming projects
>>
How do you void a large quantity of stuff in fagtorio before recyclers? Bunch of chests/tanks + artillery?
>>
>>562495547
put in chest, shoot chest
it's honestly baffling that factorio has no automated way to dispose of material other than by recycler.
>>
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>>562495547
>>562496134
>>
>>562496134
>dropping it into space
>dropping it into lave
it's not that hard
>>
>>562496216
>having to fly to space just to dump shit instead of throwing it on the ground like a real poojeet
I'd be okay with this if kessler syndrome was a thing, or they had a chance to come back on the same orbit.
>>
>oil outpost stops delivering resources because the pipeline got crushed by a bunch of drill miners launched into space 60 hours ago
>>
>>562495547
are you playing a mod? vanilla doesn't really have any case where you want to delete stuff en masse before other planets, each of which give you a voiding option
unless you're doing early quality but quality sucks shit and is implemented dumb as hell
>>
bet this dude doesn’t even eat quality fish
>>
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>looks kinda nice from one very specific angle
>looks utterly retarded as soon as you walk 5 feet to the side
Satisfactory is beyond my skill level
Back to CoI where everything just looks like shit regardless
>>
>>562496202
that's a great looking screen shot form COI
>>
>>562496890
what dlss 5.0 does to an egg
>>
>>562496265
>kessler syndrome
just had a read about this
pretty interesting
>>
>>562496931
actual gameplay footage
>>
>>562494694
I didn't even bother taking the moondrop co2 turd, because of the lmao2wood one making *so* much wood, I can just literally not care and set a little bit aside to mulch into biomass and turn that into ridiculous amounts of co2 instead. (Seriously; the biomass->co2 recipe in furnaces is fucking amazing.)
>>
>>562494276
>I didn't experience tedious

>aai industry
>meteorites
>bot attrition

>I didn't experience tedious
>>
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my main motivation behind playing factory games is that I get to watch all the cool trains zipping by
>>
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>>562497269
same
>>
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>>562412795
What i don't understand is why they didn't go bigger?
>>
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>>562499658
I don't what the fuck happen to this guy but i so wish he'd come back and tell us how he fixed it.
>>
Factorio but in 1d
>>
anyone check out the new game, Modulus: Factory Automation?
>>
>>562497108
No complaints there, there's a heated debate on moondrop turds
only issue with that is I could just take moondrop in automation while I have to wait until logistics to get biomass->c02
way I see it the c02 moondrop is perfect for what it does until your first turd reset in chem, at that point just go copper
>>
How are you supposed to get legendary stuff without asteroid casino? Just build 50k of each item until eventually you gamba roll high enough?
>>
>>562506078
this is the intended way
https://www.youtube.com/watch?v=l5NA-5e0LbI
>>
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>>562506078
Basically. You fit quality at every stage of production you can to get a trickle of higher quality materials.
Eventually, you can build a legendary thing out of them, or you'll have plenty of previous tier and can hope for a legendary proc once in a blue moon.
And no, you can't mix quality. Yes, it's gayer than assfaggots, it is what it is. Asteroid shuffle exists and is the meta for a reason.
>>
>>562506078
fulgora recycling.
>>
I setout to make an egg now I have multiple scientific contribution papers to post instead as well as the game fak
>>
>>562494694
I have enough power from molten salt plants rn. I don't have a neat setup for wood just a bunch of vertically processed in a row wood
>>
>>562492576
Kicalk 1 are pathetic even when it comes to fibers and idk about you but I needed a biomass dump for creature part overflow so biomass is forever a non issue
>>
>>562508942
I figured you wanted a zero input powerplant.
>>
>>562496202
>>562497078
Did CoI get a graphics upgrade?
>>
>>562510679
Captain of India
>>
>>562509284
This. Wood-fueled biomass plant seems ideal for ZI power.
Set it up with one turbine powering the internal plant, and then an overflow valve to the other turbines powering your base and you're basically 100% protected against brownout crashes, forever.
>>
Built a place for to pretend to work and harass some women.
>>
Also new Ziggurat for fun
>>
Amazing that it ended up fitting perfectly in there.
>>
is krastorio 2 spaced out fun? i quite enjoyed k2 but that was a long time ago
>>
>>562513125
Now remove the ugly retaining walls
>>
>>562513128
no, it's retarded.
>>
>>562496412
COI?
>>
>>562513128
no, it's somehow much worse than the sum of both combined
>>
>>562510734
India is clean!!
>>
>>562497269
so basically Factorio? what other factory games have many trains?
>>
>>562513462
>ugly
I guess bad taste can't be fixed
>>
>>562519797
This seems inefficient
>>
I don't think you should be able to extend land masses with gravel like that
It's not realistic
>>
>>562519853
The chad ziggurat cares not.
>>
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I'm gonna build this on a 100k oil patch, and if I've done my calculations right, then it should be about 25 MW from diesel generators that will last about 15 in-game hours, enough to death spiral in myriad other ways but at least the lights will stay on
>>
>>562520254
>>
>>562522632
dubai isn't realistic
>>
Speaking of Captain Of Industry can someone remind me again why there needs to be a separate conveyor type for loose materials like coal? They are identical except for the type of material they transport so why not just have a single type to avoid the annoyance accidentally using the wrong one?
>>
fookin 'ell I'm flipping images in my hed
>>
>>562522865
tru
>>
>>562524454
You optimizing for speed or cost, or irl time and effort used while beating the game?
>>
>>562522632
that's not gravel
and it's sinking anyway
>>
>>562524454
that looks awful
>>
>>562525586
The game takes place in japan. Speed is never a priority
>>
Tell me about Kerbal Space Program, what makes it interesting and fun? From what I've seen, you only build a space ship, move the trajectories to land on the moon and head back
>>
>>562529725
You design the ship to whatever parameters you want and do whatever mission you want. Missions can be far more difficult. You can try to intercept an asteroid, do a gravity assist slingshot, use Joolian moons for a near-passive capture, etc. There can be complications that you deal with. I once ran an apollo analog and when I went to do the LEM turn I discovered I had forgotten to put RCS thrusters on my service module. So I had to turn with reaction wheel and translate with service engine to line up the docking.
>>
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>>562506078
I just did the thing they showed in the blog post where you upcycle because these can be very easily slapped down somewhere in vulcanus then ignored for hours until you need them.
This doesn't really scale for wanting to get mass legendary everything but it works well enough for getting a couple higher quality asteroid collectors, assemblers and such
>>
>>562529725
As a game, it is horridly disfigured by the fact it has multiple different granular difficulty sliders.
As a toy, the sliders are obviously fantastic, but so is creative mode.

Assuming you pick settings which allow for the game's progression systems to function properly, there are a few different methods of progression.

Science: This rewards you for transporting heavy objects (or some small ones) to certain locations in and out of space. This essentially rewards you for reaching new milestones, such as the moon, or the grass a few feet from the launch pad, or the launch pad. The idea is that you make the best of low tech in order to get higher tech.

Money: Reach [planet] [surface/orbit] at [location and/or distance] and preform [action]
Sometimes this involves driving along a surface. Sometimes it involves catching an object currently in orbit. One-time solutions are not great in this case. This pushes you to create designs which are more cost-efficient and reliable using the tech you just unlocked by first reaching this area for science.

As money missions are repeatable, this also encourages the creation of permanent infrastructure, where you can figure out how to use some.

>the moon
That's the easiest location and you can reach it by burning a few solid state boosters in sequence and using each booster to overheat and blow up the previous one instead of bothering with couplers while just aiming at the moon with your eyes.

Granted, you'll crash, but you can potentially get into orbit with this setup if you're determined.

If you're looking for difficulty, maybe look at any other planet besides kerbin.
>>
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>>562529725
The fun is in there is no other game like this. You build what you want, learn about orbital mechanics, and try not to kill Jeb.
Also there's an entire solar system to explore and do space stuff in. Really the only limits are your tech and (you). The Mun is only the first of many destinations.
>>
>>562529725
if that's all you've seen then you haven't seen a lot.
>>
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>>562529725
You build ICBMs
>>
>>562530228
>>562531556
>>562531902
Thank you for the insight. The money/science progression sounds a lot of fun
>>562532152
I guess so. I couldn't comprehend alone how it could be fun, but I know it's a really highly regarded game
>>
>>562531902
>there's an entire solar system to explore
you mean a few large spheres? what else is there? (haven't played ksp)
>>
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>>562532772
It's not fun
it just eats hours
>>
>>562532980
Oh :(
Guess it's not really worth trying then
>>
>>562532863
You know that you live in a solar system with a bunch of diverse planet(oid) types, right?
>>
>>562533154
what so diverse about ksp planets?
>>
>>562533342
the colors are different
that's clearly most important in diversity
>>
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>>562533075
You can speed up time. The actual problems are
>rigid body physics that allow movement at every joint so many-part ships are prone to wobbling themselves to death
>patched conics with sphere of influence instead of n-body physics
>>
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>>562529725
I uh... do this
>>
>>562520813
It's annoying that most oil patches are barely worth taking past the early game. Pausing/unpausing a bunch of stuff looks and feels bad.
>>
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>>562512829
What buffs are even worth the pop cost? Research eff?
>>
>>562529725
nothing
it is devoid of any mirth
it is a machine that exists to bring suffering to you via lack of autosave, absurdly bad physics engine, cartoonishly simplified astrophysics and incomprehensibly misdesigned science and career mode
you are either too autistic or hate yourself too much if you still play that game
>>
>>562519446
every good factory game has trains in it
>>
>>562534482
We went to the actual moon using patched conics. You ever open a book on orbital mechanics? I have. They use some advanced math called "manifolds." Still, what they probably ought to have done is use n-body real-time simulation and have patched conics for the trajectory prediction.
>>
>>562529725

boat
>>
>>562520254
>It's not realistic
tell that to Japan
>>
>>562534405
If its worth I can't tell you, seems to me to just be a reason to employ more pop if you want to expand anyway
>>
py is actually fun desu
>>
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Speaking of Japan, I like trains.
>>
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Man having a plane that would fly straight and stay at a certain altitude would be cool.
>>
I want to drive train
>>
>I want to press a button and wait a few hours
but why
>>
>>562536503
Stormworks has train
>>
>>562534208
I took this approach a couple of times in my playthrough of that long train-based map - when I reached a starter oil patch intended for another start location, I just built a setup that converted all the oil to diesel and ran generators with it until the patch was exhausted. Then demolish when it's depleted.
>>
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>>562534814
but reality doesn't run on patched conics. you cannot do a whole free-return trajectory with patched conics. you can do parts of it, isolated, but together it won't work.
>>
funky egg
>>
>>562535760
Until logistics
>>
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my most convoluted solution yet
>>
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damn, Derrick is such a beta male
>>
>>562532712
>ICBM
>flies to the island 20 miles away
>>
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>>562546376
Everything is intercontinental when you live on the edge
>>
holy shit all the zipir turds suck
>>
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>many adjustments later
>plane flies straight, altitude deviation is minor
>top speed is much improved
Still need to adjust the horizontal stabilizer but this is a hundred times better than before
Getting autistic with the build controls really does help
>>
>>562550370
You've got jet fuel for days
>>
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>>562552067
needs every bit of it when the mission targets are half a planet away
>>
>>562552161
looking at it, you might actually have too little fuel for a return trip
>>
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that's it? that's the whole modpack?
>>
>>562552847
If it is, then you're missing a lot of the mods in the pack.
>>
>>562552847
>20 hours for greens
damn nigga u slow
>>
>>562553251
well with splitters it's basically just drawing the rest of the owl left

>>562553286
there's been a lot of running around, I wanted to leave space for scaling up a lil
>>
>>562552390
>return trip
we don't have the budget for that here
>>
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>>562552847
oh and map of base
>>
https://steamdb.info/app/220200/charts/#3y
why are so many people playing ksp all of a sudden? did something happen?
>>
>>562555070
man I wonder if any major space related event happened lately...
>>
>>562555162
I live under a rock
>>
>>562555162
That's a dumb reason
>>
>>562555362
Monkey see, monkey do
>>
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waow
>>
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everyone else carefully landfilling with rock and covering with a layer of dirt and then I'm making this abomination
>>
>2.1 never
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Jeb is joyriding. For science of course.
>>
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diesel power into the mid-late game I think, until I can get nucular
>>
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coastal railway ready for when it's needed
I can't think of any other game besides perhaps W&R where you have to plan things so far in advance, I doubt I'll use this for another 5-10 hours
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>>562536503
>>562536653
trains are nice
>>
>>562536638
>press a button
you're a retarded if you think trains are automatic like that
>>
>>562537598
>the cock and balls mission profile
>>
>>562550370
>fly straight
>SAS
pick one

>>562552161
so it seems, those are the most tedium type missions
get a mod for airplane AP
>>
>>562535998
You can trim with alt-wasd, that helps with changing fuel levels.
An alternative to trim is to put a probe core somewhere that is angled slightly nose-down. Set it to control from there and that way your plane will aim nose-up when using prograde SAS. This can be useful for maintaining climb rates or maintaining a nose-up attitude during SSTO re-entry.
Fuel lines also help to redistribute fuel and maintain balance on long flights.
Then there's the kOS script mod, lets you write scripts to handle whatever you want, this plus time-warp mods might be the only 'correct' way to do long-range plane missions.

I think there's no good vanilla option to maintain stable flight over long distances sadly, the atmospheric missions on the other side of the planet are cancer.
I did a playthrough where I set out to never abandon a mission, for that one I would launch a folded plane on a suborbital rocket and glide it down from space.

Could you build a plane IRL that maintains level flight with no input? My first thought is that it stays at the highest altitude that it can maintain lift by having safe-stall characteristics, but that's probably just inefficient.
>>
>>562557316
yeah I hate the bukkake looking
that being said, managing all of the excess fillings is kind of shit

>>562566306
>Diesel power
I'm actually curious to figure out whether the diesel generators can be more efficient than actual turbines
but congrats anon, looks like shit
>>
>>562535760
glad you're enjoying it, what're you working on?
>>
>>562579592
>>562579592
>I think there's no good vanilla option to maintain stable flight over long distances sadly, the atmospheric missions on the other side of the planet are cancer.
While I agree that they are cancer, there was indeed a good mod for atmospheric AP
I had to dig up this old picture

>>562535998
>>562550370
Also some design tips, just a set of engines likely will do for you, instead you can use the weight for extra fuel,
You shouldn't really go full power, specially low altitude,
the higher you go much you have much less atmospheric drag, so go as high as you can go to test out the plane is ceiling,
then set you cruise altitude somewhere 80% of that, then you can go full power as still have the efficiency for fuel to last a lot longer
>>
>going down the KSP memory lane
I now remember I quite some fun with this run, heavily modded, I think since the last time I had hope for KSP
this little semi-VTOL plane was quite fun to use, and a breeze to control and do missions with

Now that we know KSP2 is officially ded, Anyone here managed to play Juno extensively?
Feels like its everything we wanted for a spesssim, tho I couldn't get it into it, I think maybe the next time I go full autismo
>>
>>562552847
congratulations on finishing the first half of the tutorial
>>
aquilo is boring
space platforms are gay
the rest is decent i suppose but i dont think i had a single "wow" moment like first space walk in SE
>>
>>562588707
you are stupid
and a moron
and you enjoy tedium for the sake of tedium
>>
>>562549480
yeah goddamn they all suck dick
probably the best one is the one that makes them give ash instead and fucks with the reef crafting recipe, because that one at least gives more speed, but the egg one increases egg gain by a whole whopping 8% (except with more variability) and suicide sex just lowers output in exchange for... guts. the most abundant organ of them all.
>>
>>562591662
Yeah, it's ridiculous how they're almost all downgrades except for the last one
>slightly more eggs by using a fucking codex
why would I want to make more eggs, they're dirt cheap and you're making breeding animals require circuits
>literally less zipirs but you get the eggs back
why
eggs are cheap
>you can void zipirs into something you can only use in chemsci that's a byprodcut of ash, and the machine is 1.5 times faster!
...Why?
>>
>>562592314
I have no idea why, but it's literally the only worthwhile T.U.R.D., so Side Hatchery it is just for that +65% base speed.
>>
>>562578623
ok, you also pull a lever sometimes
my point still stands
>>
>legendary fusion turbine
>consumption: 5/s
>actually consumes 1/s from a 7x reactor setup
huh?
>>
luv cityblocks
ate trains
>>
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i don't know if anyone plays ostranauts here, but i'll ask anyway: i am refurbing my shitty start ship and i have two components i moved, and neither is working. i made sure they have conduits over them, i saved and restarted, i can't get them to fire up. they don't have control panels either, from what i can tell.
i know the game is bug city so i assume it's just a bug, but let me know if i missed something.
>>
>>562598910
fatty
>>
https://store.steampowered.com/news/app/777390/view/520868751871051751?l=english
hopefully the dev doesn't abandon this shit again
>>
>>562599132
nvm i figured it out, the conduit has to be above the correct tile, i simply had conduits in the wrong spot.
this game is the shit btw.
>>
>went from a yuge, sexy factory to 12 beacons around 1 new building with 69 module slots that shits out as much as 420 assemblers
Quality was a mistake
>>
>>562606196
ok post a picture of it
>>
>>562606196
>my spm is too big and I hate it!!
>>
giving the Bezos game a try again
>>
Had to do the whole tutorial again, because can't remember shit about this
at least this time I managed to get this rover trek going
only took me a couple hours
>>
>>562608682
>here have $5k
>now go launch some shit into space, kiddo
>>
This plane flies so nicely

>>562608827#
A true entrepreneur
>>
I really like the rockety aspects of the game,
for example you can customize the engine's nozzle bell, having it too big makes it burn up in atmosphere
>>
That being said, not sure about the contract system in this, its actually challenging too, but some are annoying as fuck
getting this little fucker to far enough to complete pic related took long enough
>>
That being said 2, I'm sure either about mid to late game, I'm already struggling to get Techpoints,
The mission stuff have a bunch of challenges but little reward in terms of progression
I can see it you unlock multiple active crafts, but I'm sure how that will work given the main screen is so lack luster
>>
>angelbob
>green science up and running
>fix my iron issue because I massively overestimated how much copper I need and the sorting gives too much of it
>bang out all the red+green sciences
time for the third starter base
>>
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it isn't glamorous but these N2 cans pay the bills
>>
>>562611771
based Ostranautist
>>
>>562611391
Then suddenly you need absurd amounts of copper, and when you decide to bump up to the tier-3 copper recipe chain, you realize there's not nearly enough room for all the chemical furnaces you end up needing, and then you realize just how hungry those furnaces are for sulfuric acid when your leaching plants back up and suddenly you don't need any acid anymore.
>>
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My first ever polar flight is underway.
We'll see if the plane has enough range to make it there.
>>
>>562612802
Don't you just love going in a straight line for half an hour?
>>
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>>562613786
fly for half an hour, land in a featureless white hellscape, the things we do for funding
>>
>>562596292
neighbor bonus -> higher temperature plasma -> lower plasma consumption per turbine
>>
>>562610804
It's so half baked, but I still come back to my save for a couple weeks every other year or so. It seems more fun in your head than it actually will be. Once you get to the point where you're planning out some kind of orbital docking/refueling station for your big trips, career mode begins to feel tedious. Don't get me wrong, ksp is awesome and doing those kinds of builds orbitally or extra planetary is fun, just not on career for some reason.
>>
>>562618009
Hence why was going for Juno instead
>>
>running a train is just pressing a button and pulling a lever
completely forgot how to get this beauty running, managed to break the pistons and fuck up the tracks before finally get going
somehow still managed to make the delivery in time
>>
hello this is my weekly "quality fucking SUCKS" post
praise be to allah! thank you for your attention in this matter.
>>
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Absolutely stunned that this even works. Once I figured out the wing supports, it became insanely stable. Just ignore the fact that if it goes any direction except straight it wigs out and becomes completely uncontrollable.
>>
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Oh yeah, little bit of vertical stabilizers and it turns great. Still extremely stable.
>>
the fact I had to bring out the long handed inserters for the first time just to handle the 4 inputs of fish2 fills me with shame.
>>
>>562620292
I don’t mind the effects, but it’s a bit silly that it’s a very complex system that tends to gum up your factory every few hours in unexpected ways
and then you finish awuilo and the entire system gets cheesed completely by asteroid casino / blue chip upcycling, making everything you did relating to quality a total waste of time
>>
>>562620943
>>562621840
which country are you bombing with your b-2
>>
>>562621942
Bro, your belt weave?
>>
>>562621840
>>562620943
great night shots anon,
>>
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>>562627392
oh I'm sorry you want to use red belts (this microcraftin abomination unlocked at py2) instead of red inserters (unlocked at the beginning of py1 when you get rubber)?
>>
I'm getting the itch to build a communist republic again
>>
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yet another convoluted solution
bet I have lots of redundant code
>>
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>>562626305
it won't be doing much of anything because this is the average amount of plane that survives a landing attempt
I've tried putting chutes on it but it needs like 30 to make it down to what would be a survivable speed on my other plane, and then when it does ditch in the water with chutes it instantly explodes even at less than 7m/s, sometimes launching Jeb 200 meters in the air inside the still intact cockpit
Idk if it would be easier with the non fixed landing gear that has a shock absorber but for now this thing is practically useless if it can't survive a flight in any way.
I've never attempted to land my smaller plane either without chutes, feels genuinely not possible with a keyboard. This game's physics are too wacky and the controls are too imprecise.
>>
>>562630121
it doesn't need to land to drop a bomb
>>
>>562629728
Seems I got mine at 66 lines, so yeah, it could be trimmed.
Still a win.
>>
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Jesus this is hard.
I finally figured out how to traverse the networks but I can't get M sends timed correctly. I'll have to figure out how.
Plus I just learned that even though the first 5 tests are all 11 #NERVs it actually ranges from 8-11.
Fuck.
>>
>>562630347
I think the plane IS the bomb
>>
>>562632708
Is this the level where you put the ai bitch in your brain?
Yeah, that's the hardest level
Harder than even the bonus levels
>>
>>562633308
Rather you put you in her brain
>>
Does anyone remember what that game that was building 2D physics based objects? I remember it was colored blocks representing different layers on a black background and one guy who posted on here showed off a gun he built where you could see all the internals working.
>>
>>562639320
Agloodo?
>>
>>562639392
That's probably it. I keep getting high and watching math videos and I have weird ideas about pantographs I wanna try out.
>>
>>562529725
KSP is the worst best game I have ever played. It's been 13 years since I downloaded the demo and nothing compares.
>>
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BEHOLD

simple circuits via the better batteries

so simple
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I'm convinced that landing is just practically impossible with these shitty starting landing gear. My flying wing will be grounded until I can get the next ones.
This thing can still land with chutes without exploding so it's time to actually do missions again.
Also I put a T tail on it to see if I could and yeah I can.
>>
>>562641143
Nice.
On that note, any arab oil royalty here?
If so, please commission a team of artists to redo all Py sprites. Thanks
>>
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The Boys are on their way to the new island to fucking flatten it.
>>
>>562641390
why is your bridge so bendy
>>
>>562408754
>the most annoying thing in W&R is population management, its nearly impossible to have realistic transport routes with it
It's pretty easy once you know the basics. Using an end station to control the timing between vehicles, replacing only a fraction of the workers at a time, and having an extra station near workplaces to force extra workers off at eliminates most of the problems staffing places with public transit.
>>562422993
No city/colony builder can have unscrewed up time without making the future a distant non-issue, a la frostpunk exterminate the children, or making day to day stuff uncontrollable/unwatchable to the player, a la frostpunk 2 citizen movement.
>>
>>562641143
why do these moded buildings look so weird
>>
>>562632708
>Plus I just learned that even though the first 5 tests are all 11 #NERVs it actually ranges from 8-11.
Scratch that I just found a 12. Might be a 7 in here somewhere even
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Fuck me it landed. All it took was the landing gear that can actually handle an impact.
The Wing is now mission ready.
>>
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Man I have no idea what to do.
-I need to count the #NERVs so my file writer knows when to stop
-I need to know when I have even counted them all
-I need to signify when I've reached a dead end
-I think I may need to make a file and log the paths back to home somehow
-So I'll need to maybe also signify when a room DOESN'T have one of the four connections
-I need the nerv data to stay next to it's hostname and not skip in line
-I need to deal with each room only having 3 tiles
-Once I A. have all the pairs of info and B. know when to stop, organizing them is trivial

Real headsctracher.
>>
>>562641143
>using 28 7x7 foundries instead of a row of 7 passthrough 2x2s

There's no helping some people, is there
no wonder you were complaining about brownouts, I genuinely haven't used any of that shitware
>>
>>562642085
modeled after my dick
>>
>>562647041
>I need to count the #NERVs so my file writer knows when to stop
nah you don't
>I need to know when I have even counted them all
nah
>I need to signify when I've reached a dead end
kek, no
>I think I may need to make a file and log the paths back to home somehow
lmao (ok, to be fair that's one of the strategies i considered at some point, but that would make it way too complicated)
>So I'll need to maybe also signify when a room DOESN'T have one of the four connections
what for
>I need the nerv data to stay next to it's hostname and not skip in line
wut
>>
>>562607453
he's right, quality builds are tiny and shit out way too much, and if you scale it up to previous megabase sizes you will just get blocked by the hard limits on planetary logi
>>
>>562643459
it's py they're shit on purpose (they're not they have no taste)
>>
>>562647779
>you will just get blocked by the hard limits on planetary logi
no you won't
as always, you get limited by UPS way before that (mostly because of inserters; legendary stack inserters are the mvp here)
>>
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The Wing is now off on its first long haul mission.
We'll see if I can manage to land it without fucking up.
>>
>>562608682
what does this have to do with goaulds
>>
>>562628921
i don't remember red undergrounds using stainless steel and advanced small parts that's fucked up
maybe i just yellow belted everything forever
>>
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Stable flight around 9000 meters at about 190 m/s
What a long road to get this it was.
>>
>>562649057
did you have fun?
>>
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>>562649261
it was frustrating but I'm pretty happy with the payoff
>>
>>562641384
Lol the amount of work is massive
>>
>>562643459
They look fine but the guys making them clearly arent artists they overextend boundaries and all have tbe same ugly base and py plastered all over them
>>
>>562648648
that's on top of the cost of red belts, too
>>
>>562650459
Kek. I will probably go for phyrric victory on my current save but they didn't make anything efficient later on by what you're saying
>>
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The Wing landed safely after its long haul flight. Minor damage due to uneven terrain and overtuned brakes.
The landing lights also drained its tiny battery on descent since the engines were throttled to zero for landing. Needs more batteries.
It has more than enough fuel to fly back to the space center but fuck that.
>>
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The style and production method of each mod is different from the base game. That's because they didn't pay the original artist of factorio to make their models. These words I have just said are so boring and obvious that they should be beneath mention.

However, you're fucking boring, so here we are.

How is it that you are consistently compelled to mention the aesthetics, and not actually say anything about them? Just, drive-by insult them?

Saying that a thing is weird, even agreeing that it is weird, doesn't even mean the other person agrees why it is weird.
>>
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>>562653643
In motion, Py looks like 3d modeling from some old games, but with a slightly higher frame rate while in motion, because it is not actually operating on the limitations which those games had. They are instead operating on the limitations of factorio, which is to say that they need to limit the processing expense of their 3d animations such that they can be played hundreds of times at once without significantly impacting the performance of millions of belts and inserters.

The models are blurred slightly, but not like actually blurred, because the models are made of large smooth surfaces with somewhat detailed textures stretched over them, and then sized down. So, you get somewhat crisp edges everywhere, paired a slight lack of definition on everything. Again comparing it to certain 3d games of the past, the textures are improved. This technique is exactly how one creates a 3d model in a reasonable timeframe.

The size of everything is inflated so that the function of an object is communicated more clearly. If a building is meant to have a lens, that lens is inflated until it takes up a large portion of the model. If it has storage tanks, those tanks are colored brightly and stored above the rest of the machinery. In other words, it's cartoony. The tailings pond is a giant half-sphere hole, a clear exxageration and simplification of the concept rather than a serious machine built to execute a function. In terms of humor, my favorite building is the reproductive facility. In motion, the little fella in the upper left slowly bobs and flaps his fins in the water. The greenery rustles and hearts and little neon hearts and 'xxx' flow out. The big TV offers insructions to leave the lights off and avoid sound because this building is, in the most clear abstract terms, expressing the idea of "they be fuckin"
>>
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>>562653821
Under these constraints, the concept of each building or creature is better communicated not through accuracy, but through emphasis, which is the source of style as a concept.

The best building is probably the destructive distillation column, and the worst is probably the tar pit, and there is a reason for the tar pit. The tar pit has color-coded animations based on the specific recipe which it is crafting, which is very impressive when compared to a basic assembler, but is also just a recolor. This same trick is used with the tailings pond, and so is a consistent idea applied across these models, and so is definitionally a part of the style, and clearly works and is cool.

The destructive distillation column has 20 or so different metal flaps which all flap in a smooth wave, 20 moving parts emphasized above a series of unknown devices and tanks, implying the careful release of unwanted gasses from liquids.

Then, you press alt
and the machine becomes a messy bunch of angles covered in a bunch of symbols, for game play convenience and readability.

These factors together allow for extremly detailed moving macheinary,
>>
holy shit the number autist is also a complete moron
>>
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>>562654036
And here is where the unsolvable problem is.

Every py building is a little video which claims some portion of your screen. It's a 3d animation as good as any other while in motion, and a detailed bit of machinery with nice chunky bits and angles while sitting still, but it is also simply separated from the world around it. The distillation column is on a pedestal. The tar pit has a thick black rim around it. In order to communicate the intent of the building, you have to project a bunch of symbols onto the building which render all that work into a mess, and that's because these animations are not ultimately part of the world. They are separate, or try to be self contained.

They are simply a little less real, and are designed not to display their function within the context of the game, but to represent the concept of their function and THEN, SEPARATELY, interface with the game.

The complaint "it looks weird" is true, and based, and good if you happen to like the unusual thing it is doing. It does not communicate, even, that there is a problem in the first place.

But there is.

The py style is not designed in service to the game world, but instead tries to avoid getting in the way.
>>
>>562647274
>>562324865

stone is 200kw for speed 1.

Foundry is 1.25Mw for speed 1.

Salt turns 200kj solid into 1.58mj electric
So, foundries use less power than stone furnaces, after salt power is implemented.

>worried about brownouts
haven't had those since I installed salt.
>>
>>562656691
statements dreamed up by the utterly deranged
>>
>>562656785
You're right, my math was wrong. It's 1.48 mj power for .2 mj solid.
>>
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>testing an orbiter
>eclipse in the background
neat
>>
>>562653643
This ones one of the higher quality ones
>>
>>562647767
Hmmm
>>
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Spaceplane ascent profiles are a pain to work out. And it's made worse by the game handling like absolute ass making it difficult to control ascent rate. I swear the engine thrust is falling as I gain speed even with constant atmospheric density. I thought it was supposed to be picking up as much speed as possible below a critical altitude, speed and altitude which you could maintain indefinitely (thrust, drag, speed, intake ratios all balanced), then gently pitch up and gain as much elevation as possible without losing speed until you have to switchover engines.
>>
>>562654849
>The distillation column is on a pedestal. The tar pit has a thick black rim around it.
this is the main thing I don't like about py buildings. the ones on ground level actually look really good (casting unit comes to mind)
>>
how do I automate good posture?
>>
>>562662528
Rip out a car battery and an alternator and set the alternator to shock the base of your spine every 10 minutes
>>
>>562662024
Yeah that's a huge part of Py's graphic problems. The rim that exists for easy fluid connections

I can ignore it, but I can also understand why people hate it so much
>>
>>562662012
Forgot to finish, as it is I've managed once to ascend well enough to circularize at around 50km but that's still subject to drag and not enough to complete an orbit. I really think it should be doable without adding more fuel. I'm testing SSTO on Kerbin but the plan is to take it to Laythe to deorbit, fly a bit and come back up to rendezvous with the transfer craft.

I also need to work out why it's so squirrely to control. My understanding was that high center of lift improved stability. Could it just be wobbling like fuck and I'm not seeing it? If it's that I'd need to do some modding for a single-piece big wing with heat tolerance.
>>
>>562653643
>>562653821
>>562654036
>>562654849
it looks fine but out of place among the vanilla factorio buildings, like it's superimposed on the world and not part of it.
It almost has a 2d/anime style instead of 3d/cg vanilla style of factorio. And everything is too clean
>>
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Jeb has completed an orbit of the Mun and god damn that was close.
>>
>>562466480
>there is only a limited number of possible checksums
2^256 is greater than the amount of atoms in the universe. Humanity will likely never produce enough files that even if you hashed every single individual file ever written anywhere, every temporary cache file on any server or whatever everywhere, we would never exhaust the amount of possible hashes.
If you're still nervous then use a 512-bit hash, this one is guaranteed to never be exhausted no matter what humanity does
>>
>>562478321
lmao
>>
Haven't played factorio in over a year. Started a Py run and played all day. Now I remember why I stopped. I cannot control myself
>>
>>562672703
>Now I remember why I stopped. I cannot control myself
this but smoking weed for me
>>
>>562670998
>Replying to a pothead shitpost
Did you take hash before replying?
>>
>>562670998
>2^256 is greater than the amount of atoms in the observable universe
ftfy, if the universe is infinite or sufficiently large than 2^256 isn't shit.
there are more things in heaven and earth than in your books.
>>
>>562647767
>wut
because of this >>562632708
>>
>>562483969
I really hope they add a bridge that allows mega vehicles to cross. I don't give a fuck about realism when they also added floating excavators that can dig dozens of meters below them. Teleporting them over the water using a vehicle depot is really annoying.
>>
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this had better be worth it
>>
>>562678272
you can't send only children there though
>>
>>562641390
watching them all drive over the bridge must be glorious. I just got yellow trucks and I think I will build my first bridge soon

>>562678272
it will be worth it for the screenshots alone
>>
>>562678419
what about children and billionaires
>>
>>562679423
hooooly reddit
>>
>>562642098
>It's pretty easy once you know the basics.
I know very well the basics, played the game extensively.
By realistic transport network I mean interconnected routes and whatnot.
With this game, as soon as you need housing/workplaces outside of your central hubs it starts to become a hassle.
The only answer for it is flooding the stations excess workforce, and that's why it sucks.
>>
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I like my new lamps
>>
After much procrastination I made significant progress on the computer/aluminum factory. It should be done tomorrow. I tried a lot of new techniques with this one such as focusing on verticality, hiding all power (aside from daisy chains), little to no visible belts on any machine floor (everything gets run down to the belt/pipe floors then brought back up where needed, everything that is needed for an end product or is an end product got taken down to a lower floor and routed to a central lift point), belt highways, compact design and a few other things I'm sure I'm missing. I think the plan is to get everything running, make a storage somewhere and then try decorating. I'm debating about where to put the storage containers, I think maybe the top most floor and try and make it look like a cooling unit or something but I dunno yet.
>>
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>actually playing through tutorials
I'm getting old, bros...
>>
>>562690662
>spending 30 minutes with the documentation to learn the systems
>instead of 10 hours live testing and building a thorough but semi incorrect understanding at the end
baka my head
>>
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>>562690278
do this and then uninstall.
>>
>>562654849
>The py style is not designed in service to the game world, but instead tries to avoid getting in the way.
That's been a lot of words to say it looks fucking ugly and might as well use vanilla buildings instead
>>
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Alright I've made progress, I can see the light at the end of the tunnel.
Some of these tests produce a correct format of list. Others don't. about 1 in 5 are bad.
I just need the right combination of ADDIs to cover all 100 tests that doesn't allow M-send overlap
I don't think this is a particularly good idea but at least I have something.
>>
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>>562692618
>uninstall

Not just yet. I'll play until I'm tired of the game. I'm already thinking of things I want to do different on my next play through and I want to see how much I can learn in regard to decorating and making compact and BIG stuff. I put in 378 hours into Factorio and 918 hours into Rimworld before I felt like I was "done" with the game and wanted nothing to do with them. Every other game usually gets dropped before 100 hours except PoE2. I'm sitting at 192 hours with this game so we'll see. usually I just wake up one morning and never launch the game again or it makes me angry more than I get enjoyment so we'll see what it is with this one. It's not a matter of if but when.
>>
>>562693758
>Rimworld
lol niggerfaggot
>>
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>>562694064
The game was a ton of fun with 500+ mods. Unfortunately with that man the game takes forever to load and runs like shit.
>>
Excuse, some pipe works going on, please go around
>>
Got the electronics factory up and running, beautiful spaghetti.
>>
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Based chatgtp
First thing it spat out worked like a charm :D
Now I don't have to come up with random renumberings myself

The cycles are fucked though
>>
>>562694968
divine spark severed
>>
>>562680285
Not sure I relate anon. With a hub it becomes pretty easy to set up a new line to bumfuck nowhere, and excess workers can overflow to stations with lines going to less important jobs, like the local coal mine or whatever.
>>
>>562697046
Also redone the Building Materials factory, now at full production
>>
>>562697046
I know how the game works anon, I have 400 play hours in it, my point exactly that you can't have realistic networks with it, and thus its a huge hassle to have efficient production without having a butt load of spare works at every possible station, and because of that I can't play the game anymore
now if you're so goddamn adamant on defending that godawful system, why don't you show us some of your brilliant pax networks?
>>
>>562693020
do you want some tips?
>>
BROS NO WAY, KATHERINE DIED?
>>
>>562697714
>I have 400 play hours in it
No offense, but that's nothing in workers and resources.
>my point exactly that you can't have realistic networks with it, and thus its a huge hassle to have efficient production without having a butt load of spare works at every possible station, and because of that I can't play the game anymore
What does a realistic network look like to you anon? Because hub and spoke, feeder lines, ring lines, and the like are all possible.
You can layout stations and the connections between them to ensure workers go to the important jobs first, while the rest of the workers go to less important stuff like construction.
You can setup stations and line access so passengers will self sort themselves at hubs into lines according to what they want.
Is the issue that you have to control the overflow or that you can't make haphazard connections and rely on the computer to do all the pathing through them?
>now if you're so goddamn adamant on defending that godawful system, why don't you show us some of your brilliant pax networks?
Because every time I do, (you) people don't think a hub or whatever layout is realistic enough and get pissy about it. I'd rather not put in the effort.
>>
>>562698974
>almost 7k hours
>6/17 cheevos
so you just leave your game running all the time?
I don't get people that do that
>>
>>562698974
>I have spent 9 full months of my life playing the world's most tedious city builder, you MUST listen to my opinion
>>
>>562699169
>I have 400 hours, so I'm an expert.
>You have more hours, so you're a loser.
Pick a lane Doris.
>>562699094
For some tests yeah, like how citizens respond or to stress test setups before using them in an actual save.
>>
>>562699250
Who are you quoting?
>>
>>562699094
Oh, and some achievements were added a while after I played and I can't be asked to replay the babby campaigns or play with the landscaping menu that disables achievements.
>>562699323
You can stop deflecting now that your appeal to hours or whatever failed.
How about you answer what realistic would look like so I can laugh at you?
>>
Anyone that plays more than me is a no life loser and anyone that plays less than me is a disgusting casual
>>
>>562699410
I am a passerby mocking you for acting like a giant faggot. But please do inflate that buttplug even bigger, you prancing lala homo man.
>>
>>562699440
Finally an opinion I can get behind.
>>
>>562699498
What helps you inflate yours bud.
>>
>>562699169
but what's the world's best city builder?
>>
>>562699410
>your appeal to hours or whatever
Your appeal to authority got called out, you were too stupid to recognize it and tried to spin it as a fallacy to your benefit, then got made fun of more and tripled down. lmao
>>
>>562699913
He kept bringing his hours up to say he knew how to play, so now that someone with more hours disagrees, he will have to type out some actual reasons for his opinion instead of typing his original appeal to authority a third time.
>Try to keep up.
>>562699824
Depends on what you want.
>>
>>562699824
Anno 2070
>>
>>562700383
>alice springs if the white man didn't ruin Aboriginal education
>>
>>562700313
Actually looking back, he only said it once.
Maybe it is time to call it a night.
>>
>call it a night
>5:27pm
>>
>>562700313
i don't know what i want, i never played one
>>562700383
has awful review
>>
>>562700649
>>562700698
>has never heard of time zones
>has never played a city builder
>bases his opinions on Steam reviews
least retarded Australian
>>
>>562698974
A realistic system would have each person working a stable job, and figure out a path through your transport infrastructure to where they need to go each morning. Instead of walking to the first empty workspace, working for 24 hours then dying to respawn at home.
>>
>>562700953
>all anons are the same
This is american education I see..
>>
>>562701165
sounds like your average tyranny-adapted mongoloid.
>>
>>562701871
Oh the ironing.
>>
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I had to restart because I royally fucked it all up.
>>
>>562701871
lmao, revealed
>>
>>562698347
Spoiler them but yes. I think I'm about to solve it but my solution is pretty bad
>>
>>562701165
I think a good compromise would be the option of assigning houses to certain factories, so all occupants go to work there. Unassigned houses would function the same as they do now, with people going to whatever job they find first.
>>
>>562653643
>it's impossible for two people to make things in a matching style
Wube itself had a team of artists, not a single person, yet they still managed to make things look coherent and have all the art fit together in the game.

Obviously time is the real constraint here, and obviously pY has a trillion buildings so the two autists working on it just don't bother creating nice looking sprites. However, that doesn't mean that they're immune from criticism about their sprites looking not nice. It also means that
>The style and production method of each mod is different from the base game. That's because they didn't pay the original artist of factorio to make their models.
Is something of a non-sequitur and not even entirely true; SeX is often praised for having art that fits really well with Factorio's aesthetic, despite having been made by some hobbyist modder guy that is also not the original artist of Factorio.

Or for another example, the IR mods are generally praised for their aesthetic too, even though it doesn't quite exactly match the original Factorio aesthetic; it's still a good aesthetic. The criticisms of pY are not "it doesn't match the original art direction perfectly", they're mainly "everything looks like fucking dogwater".
>>
>>562702805
>>562704610
What was it?
>>
>>562705379
I like pY's artstyle.
I dislike that it has the need to occlude everything, which is a problem already anyway in vanilla with elevated rails and really, really should be fixed in vanilla; and I dislike that all the buildings with connectors are a fat block of black on the ground with the building above it, making the prior problem even worse. I get why it's done that way (because it's a lot easier to plan for pipe connectors that may or may not ever actually be added to a design) but it's still cheap as fuck.
>>
>>562704106
if it works it works. don't be put off because it's not optimal.
factorio is definitely a big brained game that you can learn a lot about logistics from if you engage with it. copying min-max builds is not how you get better at the game. figuring shit out like you are doing here is the way.
>>
>>562698389
YES WAY BRO! SHE DEAD!!
>>
>>562711223
That's fair.
Personally other than these issues, I think a lot of shit is very detailed in a way that's really hard to read at a distance. Maybe if you play pY enough you learn to recognise the silhouettes, but generally there's no colour schemes separating buildings, and I just don't think they put in enough thought into having low-detail areas that are easily recognisable from far away zoom.
The distillation column is actually a great design (other than occluding behind it), and easily recognisable, but it still suffers from the problem of being the default drab grey that everything else in pY is. I get that there's so many buildings that having a dedicated colour scheme for each like vanilla does would be infeasible, but that doesn't mean that everything has to be shades of grey with random hazard markings.

Also, a lot of pY looks way too clean. Factorio is a rusty game, where you cobble shit together by hand to make a janky nigger-rigged rocket to get to space. pY buildings look like they were built in an industrial assembly line, maybe with some grunge textures in places to make them not literally sparkling clean, but otherwise still straight, impeccable, machine-built from pristine clean steel, no rust, no nigger-riged pipes, no wobbling vibrating jankiness to any of it. I suppose that's just a preference of style, but I find it extremely jarring especially for the buildings available right from the early game.
>>
>>562697303
won't it be very fuel-intensive to deliver all the ingredients via truck?
>>
>>562713430
What are you, some kind of LIBERAL?
>>
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>>562706121
>>
>>562701165
>Instead of walking to the first empty workspace, working for 24 hours then dying to respawn at home.
Sounds like the modern job market to me.
>>
Are factorio devs still refusing to lower the price? How many dicks does a nigga have to suck to buy it? Anyone know the going rates?
>>
>wube make a fantastic game where they put tons of love and care into it
>are completely transparent about the price, price it evenly so not to use psychological tricks, tell you it won't be on sale and they think it's a fair price
>this is evil
>crapcum will release a shitty, unfinished, rehashed fightingslop shovelware with a rootkit, in-game advertising, cut features, dumbed down gameplay and DLC
>this is fine
>>
>>562717338
If Capcom puts their shit for sale for 5 bucks, and they do, then yes.
>thing
>"ugh garbage"
>thing japan
>"i wuv u takeru-san take my moneis"
>>
>>562717221
just pirate it if you can't save up $35 at this point
>>
>>562717338
they increased the price on an already released game, after 1.0. Stop glazing these greedy fucks.
>>
>>562718758
LOL
>it's bad for an all white indie company to slightly raise their prices after working hard nonstop for a decade+
>but it's fine for a multi-billion dollar company to nickel and dime its fans
>>
>>562718825
nice strawman but you're the only one crying about capcom, i'm talking about wube, try to follow.
>>
>it's a strawman to point out reality
>>
>>562718926
https://simple.wikipedia.org/wiki/Straw_man
straw man isn't about reality or not reality, it's about making up an argument that your opponent hasn't made
just like you're doing when people point out the greediness of the comany you're glazing.

you still havent addressed this point btw
>they increased the price on an already released game, after 1.0. Stop glazing these greedy fucks.
>>
>>562719134
>>>>>>>>>>>>>>>it's a strawman to point out reality
>>
>>562719171
I accept your defeat. Keep crying about capcom alone in your head.
>>
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>>562719232
Please explain how this isn't real
>>
>>562717221
yea, nowadays you need to call them and schedule a meeting with a representative in Czech Republic to get a quote
>>
>>562718758
they didn't, they undid automatic government discount
>>
>>562718758
The game has no DRM. The free market dictates that they will only make money if people think it's worthwhile to buy the game. Not only that but their game doesn't target the lowest common denominator, doesn't have dark patterns or engagement maximisation, and isn't really on consoles (except a janky version on switch, many years after release, where you have to play exclusively with joysticks), and doesn't have the kind of AAA brand recognition that reliably drives millions of copies in sales regardless of the actual quality of the product.

Given all this, the free market has dictated that enough people find it worth the price point to give Wube enough funding to spend 4 years sitting on their asses, rush out a half-baked DLC in the last year, then continue sitting on their asses for 2 years, and all the while their company is highly successful.

If you don't like it, again, the game has no DRM.
>>
>>562719304
i think paradox is worse, you are paying even more money for not a copy but a license to play their game. all their games are insane, stellaris is like $600 or something now. they are beyond awful.
>>
>>562720692
I really have to wonder how their business model works. Does anybody actually ever buy $600 worth of DLC? I suppose an extreme autist that centers their life around one single game might buy every DLC as it comes out over the years, but even then I don't know if Stellaris even has too many dedicated no-lifers like that. I can imagine that easier for Street Fighter even, fighting game autists can definitely dedicate their entire life to just one game, but not fucking Stellaris.

I can also understand how shit like the Truck Simulator games work, presumably the people who aren't pirating it are probably only buying a couple of the DLCs for the trucks or trains that they really want, not the entire pack. But Paradox DLCs are usually mostly gameplay so it actually costs $600 to get the finished complete game with all mechanics. How the fuck does this ever make them money rather than just driving literally every single player to just pirate it.
>>
>>562721690
Paradox customer base is extremely buck broken, and then they also go "well instead of buying, here's a subscription fee to all DLCs" which, from what I heard, gets used by people who have the base game to just have a playthrough or two in the month or so it lets you take all DLCs, which now that I think about it is very arcade machine pilled

What literally zero competition does to a mf
>>
>>562722215
Interestingly Creative Assembly may have the most buck broken audience out of everyone with the cost of the DLC and base games for Total War: Warhammer I-III
>>
>>562722716
I'd say it's more of a warhammer audience being buck broken
>>
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>>562719304
You think that's bad?
>>
>>562719304
He didn't say it wasn't real
>>
/egg/ers never seen Train Simulator Classic DLC list it seems
>>
>>562723827
At least all that dogshit is 100% cosmetic
>>
>>562719304
>9 dlcs
>191 dlcs
behold, 784 different DLCs
https://store.steampowered.com/app/24010/Train_Simulator_Classic/
>>
>>562724107
>>562724240
trains autists attach themselves to specific train sets, so they just buy the one dlc they fangirl over and be done with it. You aren't supposed to buy all of it.
>>
>>562717338
>when capcom does it
>this is evil
>when Train Simulator Classic does it x10
>this is fine
>>
can you tards go 5 minutes without seething about trains
>>
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>>562724546
okay, let's talk planes then
>>
>>562713430
Not really, given that it only carries when needed, and the complexity it would take to have everything plugged into your smelteries
not sure if you already played the game, but its one that always requires mainbelt crap for everything
>>
>can't progress because the millions of iron I need for the infra is stuck on the stone byproduct
>>
>>562698974
>What does a realistic network look like to you anon?
Any other transport sim game, from even regular city builders, to any of similar, OpenTTD, Simutrans Cities in Motion, Transport Fever and etc

>Because hub and spoke, feeder lines, ring lines, and the like are all possible.
I really doubt that anon, unless you can show me otherwise,

>Is the issue that you have to control the overflow or that you can't make haphazard connections
also my point that is such a mess that you have to micro everything, unless you think babysitting whereever passangers go to be fun gameplay

>people don't think a hub or whatever layout is realistic enough
I do in fact think making a hub is realistic enough, the point is that you can't really do that in this game,
with one main city is ok enough, as soon as you expand two or three cities with shared stuff and it becomes too much a hassle to manage
>>
>>562698389
who?
>>
>>562729160
Katherine of Sky, she was a factorio youtuber
>>
>>562723827
Fuck me, and here I thought Paradox was bad…
>>
>>562729936
it is
>>
>>562729889
>factorio youtuber
>she

Doubt that lmao
>>
>>562730381
I mean she posted video blogs with her face so you're kinda foolish now. Autistic women do exist. Well, did.
>>
>>562693020
>>562698347
what a great level. this basically has few steps
1) how to flood the level
2) synchronize the flood of nodes and reception of (name,#nerv) pair. multiple senders shall not overlap. collect it to file
3) sort the file

I found it necessary to not go backwards during the flood.
so for any direction I could enter, I had to have a function that doesn't do in enter direction. a bit verbose but werks

for syncing the messages, this is the biggest trick of the level. you can use some global counter for artificial wait. You probably could do something with an actual counter, but you can also use the file number since it's incremental. do some arithmetics on it and each exa will wait it's own time.
on receiver side, just do wait for N and kill the receiver, and decrease N until you find lowest wait time for which it works.

another idea for synchronization would be some token passing. each exa will try to receive on F, and only the one which receives will be permitted to send the #NERV and room name.

sorting the file: the issue is obviously that you need to remember both min value but also room name, which you don't have a register for.
I didn't figure out anything better than finding the minimum in first pass. and then finding that in file again and deleting in second pass. send it out and repeat until file is empty.

to floow
>>
>>562735542
I wouldn't know. I don't consume media where females are the main character
>>
What's the deal with modulus? It looks interesting on the other hand it seems like one of those cash grab games that'll be abandoned after a month or two.
>>
>>562738965
It's very similar to ShapeZ from what I fucked with the demo
>>
>>562739004
What the fuck are you talking about
>>
>>562739004
wrong thread anon
>>
>>562738965
it looks like shapez except 3D and I don't care for shapez and literally just make-the-shape toddler-tier gameplay, so I also don't care for modulus
at least infinifactory had a story with missions in cool environments, this shit has barely more than shapez
>>
>>562739143
>>562739407

Gonna be a pass for me then, I want to actually make real shit not just "generic cube but blue".
>>
>>562739560
I mean, even factorio is just "make blue science bottle"
>>
>>562742248
but I can make oil and a ton of other stuff too
>>
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New patch to make trains less shit in COI.
>>
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>>562723827
>Soundtrack costs more than the game
>>
>>562746945
so it's like logistic trains
cool
>>
>>562746945
How much does this path cost?
>>
>>562717338
>>562718758
In isolation, ramping up the price of a released game is shitty. But they keep updating it and the price includes that. It's more like incremental new "with all dlc up to this point" collections each at an increasing price. And then we circle back around to "ramping up the price is shitty" because anyone who bought at any time at any price gets everything in perpetuity.
>>
>>562717338
You conveniently didn't mention that the reasons given for not going on sale is retarded "early adopters should pay LESS" and some debunked industry CEO bullshit talking points.
Just say you like money, you dishonest piece of shit.
>>
>>562749120
>It's more like incremental new "with all dlc up to this point" collections
not really
the SA DLC is on top of the price increase of the base game to 35$
>>
>>562749647
>early adopters should pay LESS
They are correct althoughbeitever
>>
Price increase during EA when they are building the game and adding functionality is fine
Price increase after release is bullshit and anyone defending this shit is a retarded simp
>>
>>562749864
It's a descriptive analogy, not an actual comparison, you fucking imbecile.
>>
>>562750348
not when there's actual dlc and it's not included, dear retard.
>>
>buy game early
>get it for cheap
>devs keep updating it
>they charge later buyers more
>other people now fund free updates for me
Sigma grindset
>>
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>>562750453
>>
>>562749864
>>562750453
today's lesson: false dichotomy
>>
>>562730381
she was ugly as sin, it's fine.
>>
>>562747140
well it's not a very good game
>>
>>562735679
>sort the file
I went with the strategy of just sending the values already ordered using timings
how long did it take you to solve it?
>>
>ok nauvis is kinda bland I’ll just bumrush space and go low tech somewhere else
>18 hours in: well a 2x2 nuke setup is just common sense
fucking hell m8
I also thought the minimum setup required to go to space was a fair bit less than it is, takes hours and hours to launch the platform into orbit

maybe i should’ve went with an alternate mod statt
>>
what mods for ksp should i download if i want a better career mode
>>
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I'm seeing a collection of people's bases who actually finished pyanodon and I'm kind of scared
there's a bunch of variety though at least, a few shitty blocks but at least 6 spaghetti/nonCB ones too
>>
>>562754507
with a train, you can deliver to anywhere you want
>>
>>562754247
iirc the record for launch was under an hour
>>
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I'm tired of not having enough steel. I'll turn this island into a steel factory. Good thing it's almost done because I'm almost out of iron on my home island.
>>
>>562754879
Yea, by people who have blueprints of blueprints of 20 stages of nauvis base, this isn’t really playing the same game, more like solving a factorio themed memory puzzle
even turboautists like nefrum who do a full speedrun of the game twice a week for several years straight, but without blueprints / 600% richness / max size / peaceful take like 3.5h for platform and 4.5h to go somewhere with it
>>
>>562755473
I used an extreme example to show that you don't need 18 hours or a nuclear reactor.
>>
>>562755357
Where are the crushers?
You're not rawdogging all your iron ore are you?
>>
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It's almost like I'm there.
>>
>>562757713
You can't use raw iron with T2 furnaces. The crushers will be where the sorter ends up living once the area is flat enough. That's just a ghost so I could eyeball the size.
>>
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>1.2 hours into long haul south pole flight
>about to land
>go to save game in case something fucks up
>absentmindedly click "Load Save"
>type name for save in search bar
>everything in the window disappears because it's a search bar
>absentmindedly click load
>flight aborted, game loads random moon flyby save from yesterday
Why the fuck is the word "Save" even in the "Load" button
Why the fuck does this game hang every few minutes to create an "autosave" that doesn't exist
Fucking pilot fatigue is real. That is an hour I am never getting back.
>>
>make spaceplane that works
>try to reconfigure so the parts are arranged in a more pleasing way but with essentially the same design parameters
>performs dramatically worse
I really don't want to mod the atmospheric flight model but what the fuck
>>
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Just gotta drop a stack of iron plates, copper plates and the occasional plastic/sulphur/steel in chests. Why is this more enjoyable than soulless automation blueprint pasta promoted by youtubers. Have you taken the chestpill?
>>
>>562766646
figured out the automation myself
there weren't any factorio youtubers to spoil the game for me, back then
>>
>>562766646
because you're skinner box brained
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>>562766646
that's how I do it
but with logistick chests
>>
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The computer/aluminum factory is finally done. I just need to spruce it up a bit and then work on setting up more power because I'm a few machines from the entire grid going down.
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>>562746945
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>>562735679
>>562698347
I've finally solved some tests. Damn. This is the closest I've gotten. Only 72 and 88 fail. Fuuuuuck
>>
behold: gleba.
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I was going to make a post complaining about quality in factorio but then I looked up mods and the quality condensor mod is literally what I actually want quality to be so I guess i'll be playing with that next time I'm playing factorio again.
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I really should expand my power. A few machines click on and it's over
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>>562769179
>quality condensor mod

What's it do?
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>>562767997
>I just need to spruce it up a bit
how about I spruce my cock up your ass, you fucking queer
>>
>>562771173
it upgrades an item to higher quality
>>
>>562771173
It's a recycler that just spits out the average expected quality versions of the item you put in based on the quality% of your module
It keeps the concept of quality where you put in significantly more resources to get better versions of what you want, but removes the rng aspect and the whole needing to play the game in a different way thing due to how the quality recipes are incompatible with anything but their equivalent quality resources.
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Yatta I did it.
I was almost filtered
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>>562768790
False, Gleba is a featherless biped
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>>562768790
>>562774726
BEHOLD

A GLEBA
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>>562767997
>spent all this time making the factory
>start looking at making the new parts I unlocked
>factory won't even get me 2 new items per minute and I still need to bring in a bunch of other shit

What's even the fucking point of planning shit out when the stuff you make will just barely supply the next thing either forcing you to build with multiple future parts in mind or basically remake the shit you just made for the sole purpose of supplying the new shit.
>>
>>562775560
>what's the point of making stuff if you're just going to have to make more stuff later
huh
>>
>>562775560
add somersloop to double oyur output
and also, alxways make twice as much as you need
but yeah it's very disouraging seeing that you now need to rebuilt the same factory again
>>
>>562775560
Just build bigger from the start?
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>>562775560
In satisfactory, the goal is non-scaling, by which I mean arbitrary and not linear and mostly not comparable between "stages".

Like, imagine for a moment, setting up your whole-game power-plant in stage 1, attempting to supply enough power for stage 5 using leaf-mulch.

You build your factory so that it preforms the current stage at an adequate rate. A working definition for "adiquate" here could be "my factory has reached a point where 1 minute more spent setting up my production saves less than 1 minute in the completion of my current goal.

You will not, will not, have as many iron-sticks per minute as you need for the late game just because you set up "enough" production in the early game. If you somehow do have that much production, you have made a mistake.
>>
>>562776050
>>562776265

I've "over produced" before and all the materials just end up getting sent to a sink. It's hard to know what you should be "building big" and what stuff you can make hardly any of unless you've played before or build with 6 steps ahead in mind. I think the best course of action here is going to just go rebuild somewhere fucking else because everything on this factory is set with the ratios of the original intended output if that makes sense and tweaking one thing, or adding a sloop where there wasn't one is gonna fuck everything up. I mean I guess it could be done so I over/under clock so the machines all stay the same but even then I still won't be getting anything worthwhile. I should have just bought the god damn parts from the awesome shop, unlocked the next tier of parts and built towards that.
>>
>>562776742
no you add a sloop only on the last step when you make the final output to double it, not in the middle
but yeah that's what I was saying, just rebuild the same factory elsewhere
without blueprints like factorio or dyson it's very annoying
>>
>>562777231
I'm using satisfactory modeler to plan everything out and adding a sloop to the end product still changes everything else.
>>
>>562775560
dick penis
>>
>>562657558
The home planet and the moon are both at 0 inclination so there's an eclipse every 4 days or whatever the moon's period is.
>>
>>562747140
honestly not all that uncommon, it's pretty regularly done to just have the OST as like a supporter option
>>
>>562729936
Paradox is worse since they lock gameplay and core mechanics behind their DLC paywall.
Cosmetics is always optional, but gameplay and mechanic hooks for mods are not.
>>
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>>562755357
you are more ambitious than I
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>>562775560
I has occurred to me I may not need a ton of those advanced materials and can maybe get away with just crafting them on a single machine with sloops and power shards
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I dun wanna go to work tomorroww
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>>562783343
vrauks aren't that bad, at least. they're just water, sap, and flowers right? gonna be slow as hell for a while though. got the basic substrates ready or not yet?
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>>562784618
got all of the parts before sterilization/cellulose since those spoil
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>>562784618
I think his statement is that he had fun vrauking and wants to continue the insanity rather than getting in the wage cage

>>562784927
>spoil
Oh my god what are you doing what mod did you install
>>
are big mining drills at -80% pollution/energy more pollution efficient per ore than standard -80% electric drills?
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>>562784927
>spoil
did you enable spoilage in py
absolute fucking madman
good luck
still less foolish than the guys who played pyblock though
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I think it's time to scale up my power production.
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Man getting the rush to space achievement fucking sucks, this BARELY made it to Vulcanus without getting blasted by asteroids because of missing out on physical damage upgrades. Can't wait to get that and logistic embargo unlocked so my run becomes normal again.
>>
>>562789120
>Just realized elevated rails are locked behind purple science
FUCK
At least I didn't go to Fulgora first.
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Finally. The real concrete.
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I love my Nullius base. It finally broke me of analysis paralysis and being unwilling to tear up previous production centers.

It might have broken me of hiding in the editor and making "ideal" setups but this might just be because there aren't any biters (yet)
>>
>>562785001
>>562784927
nta. py spoilage is nothing like gleba's, I find it interesting
>>
>>562791114
What's the red lines in the top left?
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>>562746945
>>562747662
Ohhh nice, seems like this is what I was trying to do, shame I now redesigned my whole network to suit the old system

>>562748285
I don't get why all the shitpost bant for this, the DLC was literally nothing, they fully delivered on what they promissed, and even as far as egg goes, its one of the least cancerous dev teams
>>
>>562791114
this kinda makes me miss how distinct all the floorings in py look
here you've got greyish brown and brownish grey
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>>562791234
Thermal solar panels. Basically solar panels that behave like heat pipes. Early Nullius is a struggle for power and thermal solar is a great bonus while you're tilting at windmills

>>562791616
Only because I just unlocked lightish grey

I could have also put down some red-brown brick which is slightly better than stone brick but I don't really...care enough to do it
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>>562791957
Ha. I decided to put some down for the hell of it and it's just a weird overlay over the terrain and it's not even reddish like I thought it might be
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>>562331430
been away from factorio for a while, any overhauls got ported to 2.0?
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>>562792856
no
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>>562792856
Define "a while" because there are a few overhauls that work now
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I'm hauling big wagons with small trains and nobody can stop me
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>>562795019
Is it full of mac n' cheese?
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>>562795160
120 tons of it
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>>562795160
mac n cheese is disgusting
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>>562795275
The workers yearn for the Kraft

>>562795331
I used to be a child too (Kraft is gross though)
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>>562795331
A quality mac with actual cheese sauce is not difficult to make, my dude.
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>>562795594
I don't like grocery shopping
I don't like cooking
I don't like eating

My meals are either meal replacement shakes, delivered meal prep or door dash and most of the time even that's too much of a hassle and it just goes in the bin except the shakes because it's the only thing I can actually finish. Thanks for asking.
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>>562795778
>I eat nothing but soilent and doordash
Klaus Schwab would be proud, anon
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>>562796052
I use Huel
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>>562795019
have you used the new train stuff yet?
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>>562639392
>>562640028
Why is this program such shit? Why can I not see the connections objects have? Why can't I undo connections with erasing everything or moving shit around? Why is there not a slider element?

I'm gonna have to learn an actual CAD program, aren't I?
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>>562769179
i don't understand that image
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>>562796120
>have to look up Huel
>this is one of the first pics I see
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>>562798027
I use their powder not the meals
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>>562798027
Not gonna lie, that looks pretty tasty.
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>>562795778
Meal replacements are very bad for your health. They currently all lack very important nutrient and your teeth need to be used or else they fall off.
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>>562754507
Has anyone here played pyanodon and beaten it? Apparently people spend 3000h in it.
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>>562798027
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>>562798027
>food in pot used for heating
>implying it can be held in hand while the food has not gone cold
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>>562799738
fuck off
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>>562775560
Welcome to satisfactory.
Do the bare minimum and leave the game running to go get lunch.
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>>562781861
Do you do recycling elsewhere or is it just hidden?
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>>562800041
You disagree?
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>>562800632
I think I've made myself quite clear.
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>>562789120
that's way too big that early on for rush to space what the hell anon
early on you're gimped by the pricespace scaffolding with tier 2 assemblers, my first rush to space ship was a pencil
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>>562791114
mullius kind of feels like py lite, I'll have to try it at some point
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>>562799239
>Apparently people spend 3000h in it.
Almost all the wins in the pycord I've seen ran around ~1K H give or take a couple hundred hours
There was one guy rushing to py in 560 H for phyrric actually
they even had megabases with >100 actual pySPM (that is a megabase for py standards, I assure you)
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>>562802209
>>
>>562775560
>What's even the fucking point of planning shit out
There isn't. Satisfactory being like this is the number one major fault of the game. /egg/ probably would actually like the game if it wasn't for that bullshit.
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is this a decent seed for deathworld spage or are the trees so dense that I wouldn't really see any meaningful biter attacks before fucking off to space?
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>>562799493
>>562798027
She got cute hands.
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>>562794485
about a year ago like, i just found out Pyanodons is available
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>>562804765
It's the same problem GTNH has. Old builds become obsolete the second you unlock new builds
Interestingly, space age has a similar problem, while vanilla factorio doesn't
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>>562772743
time to dig into the bonus campaign
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>>562776742
>>562775560
You have to kick your planning up a notch and plan not just for specific numbers, but for ease of future expansion instead.
Don't build big from the start, you'll just waste a lot of resources on that and then will have to rebuild everything after unlocking new tech. Build a row of machines, then just add to it when you need more. Build a second row next to it in the space you've left after you run out of belt capacity. Etc.
Don't fall for load balancers meme, they're for when you have your entire production planned out and just want something fancy, manifold is king.
Blueprinting here is quite unsatisfactory but you can still make small modules like a building paired with a splitter and a merger and some belts then slap rows of them by dozens a minute.
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>>562813237
Spage does not have the same problem. Spage gives you reasons you would want to upgrade your base, but if you don't it is still capable of outputting science.

Satisfactory's problem is nearly every single milestone _requires_ you to overhaul your base and completely fucks up any ratios you planned for.
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>>562775560
>>562816371
What the game actually wants you to do is jerry-rig a shitty 1item/s shit setup and then go exploring for 10-30min. You're not supposed to make a nice factory.
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>>562816595
Well it will work but you can do better
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>>562816372
>well you can theoretically stick with shitty miners and shitty furnaces instead of increasing your efficiency by like 800% by replacing them with foundries and big miners the second you get back from vulcanus
idk man
at least it's just some areas of your base, namely smelting/mining from vulcanus and modules/circuits from fuggora instead of the whole base
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>>562817874
The point is with satisfactory if you make a nice base, then it will run for 2 minutes and then come crashing to a complete standstill until you overhaul it, rinse and repeat, which is very demoralizing.

With Spage, your shit will keep running and you can upgrade it when you get around to it.
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>>562785001
just startup settings
>>562791130
yea so far the py spoilage is quite different
I think maybe WUBE fucked up by having almost every recipe involving spoilage be spoiling items into another spoiling item, fueled by a spoiling item. That is a lot of spoling to handle all at once, an early recipe chain where only one link is spoiling, and/or a item that spoils back to it's base component instead of spoilage could've gone a long way in gently introducing players to the mechanic
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>>562775560
>>factory won't even get me 2 new items per minute
unironically an overkill in shartifactory, you will have to much before you're finished building other shit
>>562776050
>alxways make twice as much as you need
terrible advice for the game
>>562813237
in GTNH the better build may be unlocked in multiple voltage tiers, that is a lot of gameplay and a lot of mileage of what you've made, in the meantime you can get a rolling upgrades by swapping hatches, coils etc.
in satisfactory the existing build is entirely obsolete after it makes 500 or so of the output
then you unlock the next stage, upgrade your existing build to make the next tier of item, and it's obsolete again, because scaling it up would probably take more time than doing something else while it trickles the pitiful amount of stuff you need
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>>562778501
>adding a sloop to the end product still changes everything else.

no it doesn't. you have the same input in your factory, the same machines everywhere and just get double the output.
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>>562816809
brother, don't transport Quickwire on belts
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>>562820176
Does it explode?
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>>562820492
That's not funny asshole, my brother died that way.
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>>562820492
somewhat
it expands x5 from ingots, so you should transport ingots, not wire

kinda like Copper cable in factorio which your shouldn't transport either because it expands from the plates
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>>562791130
It's not particularly interesting per se
I feel like it's gonna become mandatory with the whole biomass-> biocrud power plants because that feels like the way they're gonna nerf biomass power into the ground without it becoming silly but a lot of it feels punishing for the sake of punishment honestly
I gave it a good hard look and there's one singular option that is interesting and it's blood->albumin-> spoils into urea in logistic
you only get blood->urea in py2 and blood is a 100% waste product by logi
everything else feels like it's specifically been made to waste your time so I dislike it
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>>562822343
Cellulose spoiling is just an annoyance having to void the waste. Meat spoiling into jerky just makes it lose half fuel value. I didn't see any others so far.

The official note mentions radioactive decay as the highlight, adding new production paths.
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>>562822953
>The official note mentions radioactive decay as the highlight, adding new production paths.
That worries me the most because reworking chemsci as a whole with an unfinished optional feature feels like a terrible idea
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>>562822343
>>562822953
there's tree seedlings spoiling back into seeds and sterilized petri dishes getting un-sterilized
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>>562823254
As I said, those are quite literally all annoyances.
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>>562823436
nothing wrong with forcing you to build differently from the usual to account for them
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>>562823708
>gears spoil into plates
>this is fine, not annoying

The concept of enabling an optional decay for py is to make the game more interesting, not add busywork for the sake of busywork
that's the earendel way
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>>562824108
making new builds is interesting
being forced to make a build that can cycle tree seeds back to be made into seedlings is more interesting the the regular belt of one thing, belt of another thing, belt for output everyone has done 1000s of times
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>>562820864
>it expands x5 from ingots, so you should transport ingots, not wire
Ah it's fine, this is inside the factory, sort of a main bus design. They only go from wherever they're being made to whatever needs them, just in a bit of a roundabout way through the buffer, dimensional depot and overflow sink all grouped together at one end of the factory
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>>562800346
there is a furnace by the waste sorter which exclusively smelts the iron scrap. Given this starting location's lack of wide open spaces, I'm probably going to end up putting most products on trains. In fact, I think that might actually be a use case for the molten metal transport - smelt the copper where there is sand and ore, then cast it elsewhere, where there is access to acid for the electrolysis.
>>562796324
I haven't dared touch the train network stuff, I think that is probably for the very late game when you have lots of resources to build trains and stations.

There's something so satisfying about burying pipes in this game. It's funny that it wasn't even an intended feature at first.
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>>562816809
does the game now continuously randomize the item spacing on belts just to make it look irregular? this wasn't there b4.
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>>562834321
nice buried pipes but seems kinda pointless to lead them to a train depot

>be a use case for the molten metal transport
you should do a huge smeltery with trains on it like that some of those old timey soviet nightmares
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>>562746945
Wait, this is on a experimental branch?
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>>562837174
>you should do a huge smeltery with trains on it like that some of those old timey soviet nightmares
I briefly thought it would be neat to have furnaces that made either molten copper or iron, depending on what was needed, but they don't have enough inputs to handle the ore + sand or limestone + coal.
>nice buried pipes but seems kinda pointless to lead them to a train depot
building trains requires diesel or hydrogen as one of the ingredients????????????

I thought this iron was going to last a long time, but I'm getting through it at an alarming pace now all those furnaces are running.
>>
>>562839798
>nts????
It's a one-time investment per locomotive, shipping it in by truck is less effort than shipping all that dirt away then putting it back
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>>562836804
Item spacing does sometimes change slightly along the belt, especially the curved ones, and they might've changed the specific way it's happening at some point(s) but it's not random. It's purely a visual effect though and doesn't affect the belt or factory performance.
Or if you mean some belts in that particular video not being completely filled it's just how the items are being dropped off from the machines making them.
>>
>>562798027
I can't believe I used to eat that shit for a couple months at one point, good grief. It was horrendous, too, tasted like absolute shit. At least the experience made me pivot hard to eating mostly meat, so something good came out of it
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>>562797562
it's the dumb patrick meme combined with the belts in endfield
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>>562846383
I used Huel (the liquid kind) for one meal per day during a particularly dark time. My other meals were a bowl of cereal in the morning and a white bread and cheese sandwich at lunch and an apple at 4 pm.
Every day I suffered from crippling intestinal pain and bloating but I gaslit myself into believing it was "just one of those things".
>>
>>562839798
You can actually have some multi-melting setups, either steel/iron, or iron/copper
for reference my recycling plant (some anon said earlier having one lonely recycling smelter)
it can probably work better now with the improved train logistics,
>>
>>562851007
Yeah, that shit is unironically poison
>>
Fucking nice, the new train stuff is exactly what I tried to do before. Now I'm quite suspicious some of the dev may lurk around here.
Either way, it works almost perfectly, I'll need to readjust a couple of things in the station, but this way you could easily handle everything more efficiently
even just a couple of trains can pull a huge volume
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>>562853016
honestly sounds more like a lack of fiber
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>>562853374
As if it wasn't obvious from "anon" defending the paid DLC.
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>>562852948
is there any reason at all to make iron once you have steel set up?

>>562853374
are you sure you have enough sand there
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>>562860253
Iron is more efficient for construction parts by quite a bit.
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>>562851007
>Every day I suffered from crippling intestinal pain and bloating
oh hey thats me but for me reason is alcohol abuse
>>
>>562853374
>>562853742
Let's write a post to marek2, one word at a time, I'll start:
Dear
>>
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I have no idea what I was doing when I last played before the latest update and what things might be broken and what things might need periodical manual intervention
>>
I'm getting kinda tired of Satisfactory....there's no other games I want to play. Transport Fever 3 looks interesting but god only knows when that shit will come out and it's EA so it'll release with basic stuff missing that other games have somehow had for 20 years yet the devs couldn't put it in and then it'll be in EA for 5+ years before 1.0 but it won't even be worth playing at that point since it'll have already been out for 5 years.
>>
>>562861052
how extremely embarrassing not to have noticed that
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>>562866641
Play OpenTTD
>>
>>562861052
Also retaining walls still need iron.
They did say the plan is to skip iron entirely in future updates and start off with steel.
>>
>>562868851
no steam, no play
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>>562869417
>>
>>562869629
>2004
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>>562869792
ok, zoomer. stick to slop.
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>>562866641
i usually just cycle between factorio dyson satisfactory when i get bored of each
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https://mods.factorio.com/mod/disastercore-belts

Cool mod.
>>
>>562869629
>10 euros for a free game
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>>562873485
blame the french
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>>562873570
i already have 3 times today
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>>562875262
more
do not stop until the blemish upon the maps of the world that is the accursed nation of france is gone
>>
>>562875384
I like their women though
>>
>>562871819
No.
No, that is not cool, that is deranged.
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>>562877050
It's cool, no transportation should be free. All movement requires energy.
>>
>>562877349
There is a degree of abstraction for the sake of UPS management.
>>
>>562877349
it should run on steam, before you can make electric engines
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>>562877703
The customer support chatbot when I ask why my grandmother's ashes have been sitting in a distribution center in Boise for two weeks:
>>
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at the start of this run, I told myself I would be much more neat and disciplined with my building
here's how it's working out
>>
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I started work on a launch/transfer vehicle for my spaceplane which I wanted connected by a docking port. That meant re-rooting to the vehicle pod thanks to the stupid finicky placement requirements of radial vs endwise snap point. The plane docking port is on a center wing segment which was on the fuselage prior to rerooting - now the fuselage is on the wing segment. That was all fine until I grabbed the main fuselage to which the plane was attached, at which point the game shoved over everything after that wing segment and I can't get it back in place, either by reattaching (again, finicky placement requirements) or trying undo or grab/replace to get it to unfuck itself. Reeee.
>>
kids these Days dont want a good old fashion American 'Engineering Game' all they play is MineCrap and five night a Freddy
>>
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>>562889246
This is gonna be a huge pain the ass.
>>
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>>562889305
Good friend Chang's "Engineering Game" is good enough grandpa.
>>
>>562887425
Eventually you run out of fucks to give. I'm sure you've thought "I'll make it better later once I have more room"
That day never comes because it would be a pain in the ass to set it all back up.
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>>562887425
>>562896817
I simply have areas that I "surrender to chaos" from the beginning. It's places that WILL become a rat's nest, simply because of how much different shit is being moved about.
In my case, the most egregious case is building/vehicle component and science equipment production.
I clump several assemblers close together, dragging this into chains as I unlock new stuff.
Warehouses at the beginning of it, and a couple in the middle to buffer stuff up.
It's anything but neat, despite my best efforts. I know it'll be messy so I don't worry too much about it.

Mind you, I'm still looking for a way to do it without tangling things up too much.
It's mostly the case for the first "layer", with vehicle components and science needing both machine and electronic parts.
Successive "layers" consist mostly of previous layer's product and a new element, so it wouldn't be as messy.
Problem is, it's all very close together, so I have to maneuver stuff around, and smoosh belt lines close to let trucks pick up from warehouses in the middle of the chain.
Elevators are a fucking godsend, tell you hwat.

Perhaps it might be better to have a logistic zone and have a couple trucks manage everything, much like logibots move stuff around in malls in Factorio.
But it doesn't feel like it's worth doing it, since, to repeat myself, most of the tangling happens in the beginning.
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>chasing a satellite for an hour
>get frustrated near the end
>almost no fuel left
>decide to see how close I can get
>run out of enough fuel to stop with
and there it goes...
... I can't remember the best strategy for orbital rendezvous
>>
>>562899101
Make an accurate transfer orbit to match the rendezvous orbit. There's really no other strategy.
>>
Anyone know any cheat sheets for Oxygen Not Included?
Things like geyser and vent taming?
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>>562899101
just go faster so you catch up to it obviously
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>>562899101
>get near their orbit
>while your orbit is bigger, they will be traveling around the planet faster than you. While your orbit is smaller, you will be traveling around the planet faster than them. In other words, decelerate to go faster.
>as the two rotations, yours and your target's, around the planet get closer to synchronizing, also make the orbit's shapes closer and closer, so that less distance is begin gained/lost per trip around the planet.

Once the object is within view, after you get as close as you can, pay less attention to orbital mechanics and simply accelerate softly towards the target, a few m/s. Worry about leading your shots only after you are a bit practiced at this. Ideally, you would simply align the orbits so well that this step was not required, but that is not realistic.
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>>562899101
Can't you do a Hohmann or bi-elliptic transfer?
>what's that?
https://en.wikipedia.org/wiki/Hohmann_transfer_orbit
https://en.wikipedia.org/wiki/Bi-elliptic_transfer
Read it nigger, you're going to be doing this a lot.
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Yey
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I'm almost there...
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I did it
I got to the satellite.
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>>562853742
>As if it wasn't obvious from "anon" defending the paid DLC.
Well that was me, and I'm no dev, you need to be a dev to call out a retard sperging out for no good reason.

>>562860253
>are you sure you have enough sand there
Can never have enough sand
actually trying to clear up as most as I can from deposit nearby
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>>562869792
Wait till you hear what that game is actually from
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And then mission accomplished.
Learned a lot on this trip. Now I just have to hope they can get this untested pod back home and not die otherwise this is all for naught.
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Splashdown. Bill and Jeb live to fly another day.
Couldn't possibly have a better landing.
>>
>spend like 2 hours tryinng to find a color I like it satisfactory to make all the machines
>find a few colors
>can't decide on any of them
>keep flip flopping on liking a color or not
>finally give up and just make everything unpainted

I may also just start color coding all the machines based on what they produce since I already do that for pipes and I have all the hex codes but I'm not sure yet.
>>
>>562878567
you're not allowed to transport human remains through a carrier like fedex or UPS. it's being held while they make a determination what to do.
>>
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>>562911172
>you're not allowed to transport human remains through a carrier like fedex or UPS
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>>562911697
i hecking LOVE efficiency modules
>>
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I paid for the train DLC, I WILL use the molten train transports
It's actually pretty handy, there is an endless supply of sand right next to the copper mine to smelt it.
No matter what I tried, I couldn't get my combined station to work for trains to drop off coal and then pick up slag.
>>
>>562911697
reducing pollution is a noble goal; your industrial activities produce a negative externality on the local flora and fauna.
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>>562911967
>molten train transports

That sounds pretty cool. How is COI, I keep seeing stuff posted here but the reviews are super mixed especially about later on.
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>>562912052
it's great, the recent mixed reviews are exclusively due to people who are salty about the paid train DLC being released while the game is still in early access.
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>>562911697
factorio daughter mod when
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Shabams

Blamzo
>>
>>562912004
>negative externalities
>getting jacked af
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>>562912052
sloooooooow to develop, but IMO it's 2nd best right now
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Also now very slowly my T1 bots will be replaced by T2 bots
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before
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>>562916597
god danmit

ok that image is after my rebuild
here is before

Organized, upgraded, and ready to try to figure out t3 science.
>>
>>562912271
>>562914817
Ah right, one thing that scares me about this game is everyone talks about death spirals.The only factory game I've seen that mentioned so much is this game.
>>
>>562917785
it has some light colony management elements and basically everything you do has a "tax" so yea once you are in deficit it can spiral down hard
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Newegg
>>562922378
>>562922378
>>562922378
>>
>>562753529
I read the assignment as the last thing that evening, thought about it a bit, slept, and solved it the next thing in the morning in like 30 minutes
>>
Make a new one.
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>>562925512
so 2 days
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>>562901639
>Can't you do a Hohmann or bi-elliptic transfer
All taht sspess nonsense is for cheapskates
just add more fuel
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>>562927917
It the case of 4K and most other sci-fi, it's more like "have an impossibly efficient thruster"



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