Individually Packaged Belts editionPrevious thread: >>562331430This 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, TrailmakersAerospace>Chode - Children of a Dead Earth, Flyout, Kerbal Space Program, HighfleetLogistics and factory management>Autonauts, Captain of Industry, Dyson Sphere Program, Factorio, Factory town, Infinifactory, Oxygen not Included, Satisfactory, Shapez, Workers and Resources: Soviet RepublicProgramming puzzles (or most of Zachtronics)>Exapunks, Last Call BBS, Nandgame, Opus Magnum + De Re Metallica, Shenzhen I/O, SpaceChem, TIS-100, Turing CompleteThe 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/e6SPFz8VSRmpV91t8bmkWwhttps://fromthedepthsgame.com/Games that are not /egg/:>Minecraft>Endfield(bad) OP pad for new threadhttps://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rAWebM for physicians: argorar.github.io/WebMConverterReminder: /egg/ has no discord, any discord links posted are from tranny servers.Current and recent /egg/ hosted servers:>Factorio (pyserb)>Stationeers (Monday@2100Z)All IPs are in the pad for security reasons.
this OP sucks
this OP rocks
High delta-v missions really start to break this game. Even with a part expansion for fewer bigger fuel tanks and trying to minimize the payload, lifters get unwieldy. I had to shit a ton of support columns to stop it from collapsing on the launchpad even though it has no problem once in flight. I might reconsider and send the plane SSTO separately to cut a bit of payload. I also need to do some proper math because I'll bet it's well overbudget on mission delta-v.
>>562925987you should really use mods when playing ksp nowadaysthere's no reason not to
>>562926354The situation is a bit better than it once was, what with communications and resource processing being implemented vanilla, but modding KSP is still kind of a pain in the ass and bloats it like fuck. I was avoiding installing any part mods because I don't want to constantly hunt through them in the builder. TweakScale didn't fucking work or I would've done my damnedest to have no mod parts. I would at the very least have to go through the mod files and cull anything I don't strictly need.But the thing that most needs fixed I'm pretty sure can't be - their absolute dogshit piece-wise rigid body physics implementation and half-worthless PID stability control implementation.
>OP changes every threadpadtranny lost, eggineers won
>>562926818>but modding KSP is still kind of a pain in the assisn't it as easy as checking a box on ckan or something?
I color the floors >>562909614
>this dogshit OP again
rotting /egg/
>>562916746bit overbuilt for logi honestly
Man I love Industrial Revolution, I've been playing with the patchset and I gotta say Deadlock989 was a fucking savant when it came to graphics, I understand it's not to everyone's liking but the fact that most graphics haven't changed since Industrial Revolution 1 back in 2019 (pic related), shows how fucking consistent it was, the artstyle is consistent across all versions and sprites from it's first version up to the last. It's such a fucking sad thing that he had to be a brit and do his anglo schtick.I even began learning blender make my own free version of all assets, one day I'll be free of the curse, but the difficult thing for me right now is all the layers each sprite has, and the internal helper functions used in the code to align spritesheets, but that can be reverse engineered I guess. Also why do modders never share the blender models and only opensource the spritesheets?
when col 0.8.3
no fuel value? where's my semi-fluid generator
>>562952135You can't burn creosote, dummy.
>>562956953You can burn anything… with enough fluorine.
>>562957040>oxidizes your oxygen
>oxygen not included>there is indeed oxygen included
>>562958189Gotta love the Clang element.
if i start satisfactory now in 1.1, will i be able to continue the same save when 1.2 goes stable, or will i have to restartam i still ip blocked
Does anyone have cool SE builds to show off?
>>562922378boy am i glad this is not a vanilla feature and will never be a vanilla feature so i never have to deal with this dogshitand if it ever did become a feature i would mod it out anyways.
>>562965947>am i still ip blockedno, but gookmoot should block all satisfactory players
>>562951672Switch to experimental.
It's almost time to build my new power plant but first I need to get a few super computers to get mk.3 miners. The plant will be built in that crater area once I deconstruct the coal power plant there. Since all the numbers line up so nicely I'll build half the fuel gens first, turn them on and then build the other half so nothing catastrophic happens.
>>562978168After the power plant comes motors
>>562965947>if i start satisfactory now in 1.1, will i be able to continue the same save when 1.2 goes stableyes, it's always forward compatible
>>562978168>>562978284does it model several factories? like you know you make 60/s in one factory and consume 45 in another so it tells you you have 15/s left to use in a new factory?
Do I really need to use trains to transport liquids across bridges? I figured there would at least be a utility bridge of some kind but nope. I guess I'll have to make a land bridge if I want to tap water sources on the six different islands.
>>562982849*Forgot my pic
>>562978832You can set the input from one factory to another
Man- it *REALLY* pisses me off that it's been, what? two years now? -- and Py mods are *STILL* using the fucked up hidden beacon centered over buildings via script to add TURD-related special effect modules to buildings. Factorio 2.0 has a base_effect on the effect_receiver property of all crafting machine prototypes for this, which doesn't need the sloppy, performance sucking beacon-hack. But most importantly: using the base_effect works transparently correctly with any planner mods like Helmod or Factory Planner.Helmod requires you to manually configure an additional beacon with the hidden effect every time. And Factory Planner just flat out doesn't support the hidden beacon's module effects AT ALL - and any plans you draft with TURD-module affected buildings are permanently fucking broken and wrong once you enable one of those.
>>562978551Caveat: they sort-of/kind-of guarantee forward compatibility between stable versions.They explicitly DO NOT DO SO between a beta version and its stable version.E.g. loading a 1.1 save into 1.2 betas, and playing it there and then afterwards loading it up in 1.2 stable may result in game-state corruption, crashes, or the save failing to load. ALWAYS keep backups and ALWAYS treat beta experimentation as a separate branch to be thrown away once the stable version releases. NEVER carry forward from beta to stable - you WILL hit cases where subtle issues slip in which won't be fixed anymore, and on a massive thousand-hours save you WILL regret that mistake.
>>562982849>I figured there would at least be a utility bridgeAn undercarriage for piping would be super-sweet.But given that electrified trains and train networks have been made part of DLC already - you can guess where THAT would end, right?
>>562991293in theory i agree, in practice it hasn't happend after dozens of experimental branches yetyou can also unfuck corrupt saves with the SCIM save editor
>>562983186Can you set it to 2 others? or is it one to one? I'm using satisfactory-factories.app right now but i'd prefer a local software
>three mission trip>repair satellite>get temperature scans and crew reports around the Mun>repair the satellite first, super easy>move on to adjust for other stuff>miss about 15 times in a row either by proximity or altitude>eventually just orbit into a crater wallNot even mad, didn't think a couple of scans would be a hundred times harder than an orbital rendezvous but here we are.Even if I didn't orbit into a crater, we would have run out of fuel just trying to get all 6 targets.
>>562991790Man I'm just going to start building land bridges again. Looking at the 10k steel cost for a small bridge across to the next island is crazy. I might as well dump the coal and iron into the water.
>>562993216>>eventually just orbit into a crater wallSome of those hills are a several thousand meters above sealevel. Better check the body metrics next time
nothing wrong with me
>>562993759I gave up being safe after the 15th orbit adjustment because our inclination was changing a little with every pass and I was making no progressReloading and fixing this satellite again didn't even take 5 minutes, time to try again.
>>562992684>you can also unfuck corrupt saves with the SCIM save editorTo a certain degree, as far as it relates to no longer existing UnrealObject subtypes, etc. - but there will be things it won't be able to fix. And then it becomes a game of: do you wish to chance your thousand-hour save on that, or not?I'd err on the side of caution and at least keep a 1.1 backup _somewhere_ such that if shit hits the fan, you can always revert to that. Means you may lose a few hundred hours, tops - rather than a thousand plus.
>>562990786yes yes, well done anon, well done anonHOWEVERyou can't change prototypes at runtime stage
>>562993317>Man I'm just going to start building land bridges again.Just don't fall for the trap of mass-spamming the new dumping towers everywhere.Their enormously convenient utility has a price tag.Namely: an enormously high Maintenance I consumption.And we all just LOVE Maintenance, don't we?I mean, personally, I LOVE it when someone drives a rusty nail through the back of my shoulder and twists it so it tears in nicely and hits JUST the right angle under the shoulder blade to permanently ruin my ligatures, don't you?
>>562994560Not a problem. Py already has several cases where TURDs swap out entire machines for alternate copies. Such as having to accommodate for saw mills where one of the TURDs swaps out their use of normal modules for sawblades.Anything using a TURD module effect would simply use the same mechanic: update its building recipe to spit out the TURD-base_effect-ed buildings. Update any stocked items of the building to the TURD-ed version; and swap out any placed buildings.For additional clarity, instead of using the standard TURD icon in the bottom-right corner of the TURD-ed building, it could use the icon for the specific TURD module-effect. E.g. the sickle-moon icon for the night-time TURD on Vrauk.
He doesnt know
>>562993865Vrauk1 are utter shit you're not seeing a full tank of formic until you hit the 4th science unless you pick wohler which you shouldnt
>>562994560>>562995039...Actually, technically you don't even need to set it up this way - come to think of it.Because you can create a unique module effect rather than just re-use the base productivity and speed effects, and attach THAT effect to the building's effect_receiver.base_effect property. And then you can have that specific unique effect, which is set to zero by default, be upgraded to its actual effect when the relevant TURD is activated.Which is something that IIRC you *CAN* do in the runtime stage.
>>562995314Double-checked: nope, still can't adjust it in the runtime stage. Only reason it's in the runtime docs is because it has a *read* capability there, but it's read-only.So you'd still need the entity-swapout strategy mentioned in >>562995039 as Py is already applying for sawblades and others.
>>562994647I had one the was hooked up to my slag/dirt/trash early on so it saved a shitload of fuel and truck time before I made the switch to all yellow. I'm getting ready to reshuffle my entire island for trains so I'll need to find a good way to hook up all the trash products and haul them off to a good dumping zone. >maintenanceThat reminds me thread I need to make a recycling zone too for whet my glass rocking chairs break.
>>562993865Is there some kind of dick measuring contest between modders to have the biggest buildings or something? The fuck is the point of making them so massive?
>>562994383for surei used to backup my valheim world file after each session
Another more measured attempt and we've completed the three missions. Now I have a little less than 700 delta v to return home with.
>get to Aquilo>look inside>you just ship everything in from other plants instead of making intermediates on site>undergrounds and heat pipe spam for every building>Wube clearly knows this because they tried to head off bot malls by making energy drain 5x fasterafter Fulgora and Gleba I was excited for this
look at my spiral
>>562995270>unless you pick wohlerDoesn't wohler synthesis just give you a TURD-specific recipe to break down cyanic acid + formic acid + hydrogen into ammonia, in one of the worst possible ratios imaginable?I'd think the only TURD option you ever should choose for Vrauk should be the +15% prod, -25% speed, -50% energy use one.-50% energy use literally turns paddocks into two-for-one passed the initial construction cost and the placement area, completely cancelling out the -25% speed. And the +15% prod is pure gravy sex for an alien-life building that can't take normal prod modules.It's only real problem is that it fucks up rate calculations in Factory Planner and Helmod, as per >>562990786 and you cannot rely on any ratios involving Vrauk paddock buildings anymore.
>>562992823I don't know what you mean but you can have multiple outposts (factories) and have them all link if you wanted but for much larger builds it bugs out. It's easier to just add the item, say you have X per minute then use that as an input. I like modeler because you can build from the ore, or build backwards and you can also use it to build your power plants. It's free on steam and even has steam cloud. You can even add chests, splitters and sinks. It's hands down the best planning tool out there and it's not even close.
Jeb and Bill have made it home after the Mun triple mission.The heat shield survived until the landing, where it protected them until the very end.The capsule is a little heavy for one chute when it comes to landing on solid ground. Something to note for later.
>>562922378Why aren't the belt motors powered?
Hopefully this flight will be less cursed than the last.
The Wing returns to the sky after completing its first ground survey. One of its wingtips got clipped though and it is now missing some of its control surfaces.Since it has many along its length, the ones at the far left have been disabled and the next outermost set over have been switched to Roll controlIt is still able to fly straight and stable despite the damage and is making its way back up to its flight ceiling.
progressI wasted a lot of time trying to set up mini trains to vrauks instead of just pulling a longass belt
choo chooafter 100 years of trading Ikea furniture for coal, I finally reached a deposit and can mine it again.Coal for furniture was OK but ended up being quite steel and wood intensive.
>>562997594if you're earendel it's to make people see your artif you're mootykins it's because you have an undiagnosed mental illness
>>562982849you can just as easily use water trains
to the anon using the molten trains in the last thread, what is the benefit of transporting molten anything vs just casting it in the same area?
The red ones go faster
>>562946384those sloped boxes with a couple robot arms on top and a hole in the middle look oddly familiar. bunch of other mods use the same design for the machines. did deadlock make the graphics for other mods?
>>563016003none. but you get to choo choo around molten shit.
>>563016003>>563018592Funny, I just came here to post again about my molten trains. I think there is a use case for sure.Each carriage holds 480 metal, which is enough to keep a single caster busy for 20 minutes. While it's definitely a bit niche, I found it easier to move the molten copper to a site where acid was available for electrolysis. You might argue that I could have just brought the acid by train to the smelting location, but that's less cool.
>>563019351they do look cool. they look like bombsI bought the DLC too but mainly to spite the cheap faggots who constantly cry about being poor. I haven't used trains at all yet but I'm getting close
>play KSP, designing craft>iterate on chunks to find a configuration that works out to how I want it>use undo whenever possible instead of building a really long undo buffer>this somehow causes a memory leak, consistently, and I have to restart the game before it eventually uses all memoryhow the fuck
>>562952135sorry, only after soaking wood in itfucked up how there's actually nothing else to do with the stuff
>>563019351Feed your poor starving population something other than potatoes
>>563013315It just seems silly. I haven't messed around with T2 trains yet so maybe the throughput isn't that bad. It's hard to beat T4 pipes though.
Damn it's hard to stay undersize for these bonus puzzles. 3 in a row I've been too big forAlso holy fuck this puzzle took eons to resolvehttps://gofile.io/d/JAF2xn
>>562993216I always skip those "take measurement" missions, reward is nowhere near the effort involved.
>>563002376I do like the water one as it makes the whole vrauk setup smaller
>>563031985You're doing the extra credits puzzles
>>563033582Yeah, but water is also completely free. And it's just one more belt. Actually; it's not even that. The consumption rate p/sec for most stuff is so low, you could probably just feed vrauk paddocks off of a sushi-belt. 2.0's full-belt sensor mode makes that piss-easy to maintain.
I really hate the statistics tab in COI. It's like they're afraid of giving out info. Plus having to click on every single individual product is really fucking annoying compared to something like factorio. Food is the only one that shows more than one product at a time and even then the limited timescales are annoying.
>>563035554Yeah well, piss easy is a level above not having to deal with it at all. It's also a return belt for the empty barrels.
>>563002116woman screenshot
quality is such a waste of time before endgame
>>563036068>It's also a return belt for the empty barrels.That can be the same belt.
>>563037604I like to put quality modules on the end products in my mall. Minimum effort and will produce some green+blue assemblers, smelters, solars, modules, etc to make early ships better, and better fortify some locations with long-range towers.
>>563038972outside of asteroid fondlers and personal armor none of it is worth a damn imoI must've added 40 hours to my first playthrough by figuring out the logistics of quality, and even when I reliably had quality everything I wanted (rare combat armor pre-vulcanus, rare mech armor pre-gleba, rare everything that mattered buildings-wise) I think I'd have done better to just ignore the whole thing until post-game where you cheese modules with LDS and then cheese everything with asteroid shuffleit just isn't fun dealing with it imo, unless you go full autist megabaser
>>563031985>301/150damnat that point just use a new exa for each test case lol
>>563039173I'm just saying, "dealing with it" can be minimized down to putting quality modules into a dozen assemblers at the end Treat whatever comes out as a bonus.
path to PTer?
>>563036885delusion affirmation comment
>my dumbass mod got downloaded over 10k times for some reasondamn that's a lot of nerds with bad taste
>>563040307Neat. What did you do?
FWIW - to anyone thinking to update to the new release of 2.0.48 release of the Factory Planner mod for Factorio: Be sure to disable the display of the satisfaction amount in your save games before you update it.(Reachable via the ingame 'preferences' window in Factory Planner - not via the Factorio mod settings.)Version 2.0.48 fundamentally changes how its internals behave, which leads to a lot of recipe chains needing to be 'repaired' - resulting in missing steps. It looks like recipes locked to a single machine now no longer allow machine selection - which changes their internal representation and causes the old versions to be wiped. Not migrated to the new ones - just flat out WIPED. You'll need to re-add all of them manually. (Which is fun in e.g. Py, which has a lot of machine-specific hard-locked recipes ...)The problem is: not only will you need to re-add them, but the mod's internal calculate_satisfaction function has a null/nil dereferencing bug trying to perform arithmetic on a satisfied_amount field in its data structures which it assumes will never be null - but potentially due to this half-baked not-quite-migration gets stuck with a nulled out value and crashes the game.If you don't disable the "general preferences -> satisfaction amount" setting before upgrading, you may end up stuck in a crash-loop when loading the game, and may need to downgrade the mod again to be able to load your game and actually access and disable that broken setting (which- again, is not accessible via the general purpose Mod Settings dialog).
>>563042131 (cont.)Also - you might want to consider just not updating the mod at all, because it removes the dedicated power usage column and cumulative report and instead lists 'power' as an ingredient tile. And it doesn't have an overlaid amount visible like normal ingredients/products do. You have to hover over individual power-ingredient tiles to get the tooltip overlay to show and read the actual power consumption. Which is total ass.
>>563042131>>563042583thanjs chatGPT
>>563001863I had the same experience with Aquilo. I was hyped for some big challenging culmination of things where you applied what you had learned, but nah, it's just a 'have you gotten your platform logistics sorted?' check and then, like, 30 minutes of putting heatpipes around everything.Very disappointing that that is the ending of the game and not some xenomorph death world where you have to build the most convoluted bullshit to mine the core of the planet for magic or something.
>>563040303Weird lightning rod.
I wish there was a way to upgrade planner/blueprint tiles (in fucktorio) across raw dirt without replacing any of the already placed tiles.