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File: 241013.png (513 KB, 1827x566)
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Boiled /egg/ Edition
Previous thread: >>563714178

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.
>>
>>564455997
oh, so you hate your fellow anons?
>>
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>>564457890
No fag. That is a whole new phrase. What are you saying?
>>
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>>564459075
>>
>>564459343
Hell
>>
>>564461102
No, that was retardation. I 100% did not need to do what I was doing there. But I like the webm so I kept it. (It's not 2.0 so I didn't have elevated rails)
>Why do you have two sets of rails
Shut up. That's why
>>
KSP Principia seems not worth it other than for specific one-off missions or mega-tism. You're gonna have to do actual station-keeping as your commsats get perturbed out of their orbits and that's just fucking tedious.
>>
>>564461679
>mega-tism
Where do you think we are?
>>
I only realized that nillus was a factorio mod when it updated recently. My only context for it was that one image where anon as wolverine strokes an image of it fondly. It was the vague idea of another time and place which could not truly be returned to, only longed for, the realm of innocent engineers. I also saw gameplay from it, but had no way to identify the source of the images.

So, I'm playing nillus.

>research: checkpoint: consume 2hydrogen canisters. consume 1 water canister.
Riveting fucking gameplay. I've been driving my new car in circles for 3 minutes trying to spend this canister.
>>
>>564466459
It's been a few years since I last played Nullius. I remember some of the trigger techs flowing fairly naturally with the progression of tech unlocks and what you were building normally. And then some like the hydrogen canister consumption that were just stupid. Probably too late to be of any use, but making 2 locomotives and putting them on a small circle of track would use up the canisters quicker. Though I honestly don't remember if you even have trains at that point.
>>
>>564471024
You spend 1 train to create 1 car, so yes.
However, that involves also creating the tracks, and I don't think you can automate the train yet anyway. Not sure about that.

Anyway, I got some of the map explored this way, at least.
>>
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>>564457225
Cursed egg
>>
>>564473790
what the hell
>>
>>564473940
https://en.wikipedia.org/wiki/Century_egg
>Century eggs (Chinese: 皮蛋; pinyin: pídàn; Jyutping: pei4 daan2), also known as alkalized or preserved eggs, are a Chinese dish made by preserving duck, chicken, or quail eggs in a mixture of clay, ash, salt, quicklime, and rice hulls for several weeks to several months, depending on the processing method
>In Thai and Lao, the common word for century egg translates to "horse urine egg", due to the distinctive urine-like odor of the food
>>
>>564474430
of course the bugmen make such weird creations
>>
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>>564461679
>>564462641
>>
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>>564473790
I'm gonna do it
>>
>>564461679
Yeah that sounds awful. I imagine it's better suited for smaller more self-contained missions where you're not counting on something staying in the same place for a while, like CHODE.
>>
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>>564475052
>OP after typing up the most rotten egg in history
>>
Threadly reminder (I won't do this very often from now, don't worry) to vote for who plays in the next VGL
https://docs.google.com/forms/d/e/1FAIpQLSdZ0x8pDfueloAKIXT_LoAOSXPCj749pI9Tx0WriWMn51GTTg/viewform
>>
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Behold, the nothing device. It dumps 66.66~ water and 20 wastewater per second while powering two pumps.

However, it doesn't work properly. Turns out you can't just void power in this game, and instead need some kind of device that consumes power while producing nothing in order to make your supply of byproduct water into a consistent resource supply. Perhaps a few hundred inserters with circuit conditions set to operate only while a grid battery is above 95% power?
>>
>>564481081
I thought people used radars to sink power
>>
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>>564481081
And that means it's time to redo the base based on a perpetual supply of water.


So, here's the last I'll see of the early game base. Say by by to it and its special tangle.

>>564481510
Radar, which I don't think I can make more of yet, eats 100kw, while a pump eats 150.

But I have now installed the radar, anyway.
>>
>>564481081
Do you need to consume the power? I remember there being steam turbines that will always run, even if no power is consumed.
>>
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I think I've realised why the Timberborn devs hasven't used the simple 'move beavers to homes near jobs' system
Because folktails need room in the houses they occupy to breed, having them all move to the nearest house means they run out of room and, if they exactly match the spaces in the houses they're filling, they can't beed any more
So they just leave it as is and leave it to players to not have houses far apart instead of making an (incredibly simple) algorithm to just... not fill houses when avoidable

Note: the housing optimisation mod has over 13,000 subscribers
>>
>>564486150
Let the beavers live where they want you damn commie
>>
>>564486417
But they're retards who say "No I want to live 100 tiles from my job on the other side of the district" and never move otherwise
I'm being a capitalist, move into my slum so you can work longer damn you
>>
>>564485951
Turbines, when set to "exhaust mode", will "run even when no power is required.

However, they will not run when their output is full, and their output can become full of power. Like, power-objects clogging up their output slot.

So, while the turbine always tries to run, regardless of power draw, it doesn't actually run in practice unless you have someplace to put the power it makes.

This matters because the closed turbines generate 33.3333 waster/second, and if they get clogged with power, they can't actually make the water. So, if I was using some water for awhile while not doing much else, I would eventually run out of water because I wouldn't be using enough power so that I would be able to make more water.
>>
>>564486150
>>564486506
Make actual districts then. There's no distance limit now, but they're still useful for breaking things up into manageable pieces.
>but the district center is fuckhueg!
There's 3D soil building now, platforms and whatnot as well. You can MAKE more space if you need it.
>but what about food/water/wood/etc.
Make a warehouse district and build "highways" through other districts to supply them.
Can also make a "red lights district" where all the breeding happens and which supplies new workers.
>>
>>564487132
I've always found the way district connections work pretty irritating, needing dedicated workers to trade anything (not to mention locking the trading posts behind a tiny bit of research which feels slightly petty for some reason). It feels like too big of a bandaid when there could be deeper controls over how/where they live that go further than completely dividing them up.
Is there a mod for improved migration? Something more than 'minimum number of adults/children' would be good, automatic migration only does anything once one of them maxes out
>>
>>564486150
>Note: the housing optimisation mod has over 13,000 subscribers
does that work properly?
>>
>>564473790
All my instincts say that's rotten
>>564475052
That's a big egg
>>564475593
Satisfactory?
>>
>>564488083
>Something more than 'minimum number of adults/children' would be good, automatic migration only does anything once one of them maxes out
IIRC you can set both min and max thresholds, adults/children, and their "irradiated" variant.
But I do agree that the current inter-district "trading" system is a bad bandaid.
It used to be more flexible, as you could place it anywhere, now it's restricted to where the districts meet.
>>
>That's a big egg
>>564490227
>>564490227
>>564490227
>>564490227
>>
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begun work on my space station. so far got a lab, storage, 2 rockets to get the crew home (planning for a crew of 6; in hindsight i could have just sent 1 rocket that supported 6 but i was just being lazy and using an existing design), and a solar array to power it all. next step is mining/refining equipment and some landers to go up and down to the surface, since the plan is eventually to push this thing to a duna orbit. i havent worked out what thatll take though so i might just go to minmus instead if thats not feasible kek
>>
>>564490728
>i havent worked out what thatll take though
Once all the heavy tech is in space it's easy enough to bring in more fuel tanks, or a small asteroid to use as fuel.
>>
>>564495280
yeah thats kinda what i figure, as long as im getting it up there in bits i can just add as many fuel tanks as i need to burn to duna from orbit. and ive unlocked nuclear engines now which should be helpful.
>>
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>forgot to add the sounding payload
comrade mao is NOT gonna be happy about this
>>
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I'm bored and burnt out on Factorio, how complete is Dyson Sphere Program right now?
>>
>>564500694
It was feature-complete five years ago. Then they added combat and imo it doesn't really fit in with the other mechanics. But it's optional.
>>
slag recycling/contract factory achieved
>>
>>564508325
we did it reddit
you can indeed build pumps over walls
>>
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>>564508515
Unfortunately you still can't do it on the same plane. I tend to put walls between them like picrel
>>
>>564508325
how much slag are you exporting to keep 3 sour water strippers running!?
>>
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>sour water stripper
>>
kill yourself
>>
don't do it anon, you have so much to live for
>>
kill yourself but post more before that
>>
no don't
>>
>>564490589
what
>>
>>564513815
Four (You)s
>>
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I'm having fun with RP-1 so far
>>
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what sort of setup should i be looking at for an ore mining operation? how many converters/storage tanks should i have/whats a good ratio of them to aim for? and how many drills would i need? from what i understand there can be issue with overheating; how do i best mitigate that? just slap radiators on?

picrel is the first converter module ive sent up, planning at least one more
>>
>>564514573
but why
was I that funny?
thanks :3
>>
>>564515148
don't worry, no charge for them
>>
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Do you look up strategies, layouts and setups developed by more experienced people in these games do you think the fun lies in designing and optimizing your own stuff?
>>
>>564515309
I'm out here making shit that just barely works and then slapping another one next to it if I need more of whatever it makes
Maybe if I'm feeling generous, I'll try to improve an existing design of mine
>>
>>564487132
Districts are a great if you want your beavers to be extremely inefficient. I sure do love jobs being wasted
>>
>>564508325
>blue trucks
NOOOOOOOOO
>>
>>564514876
Hard to say when you can always just fast-forward until you have enough fuel. They work very fast though, I never built more than 1 drill+refinery.

iirc you need radiators stuck directly to the refinery and to the drill's parent part, or "thermal control system"s anywhere on the ship, those seem to pull heat to themselves. Small drills need a minimum ore richness on the ground and waste a large portion of asteroid mining output, no reason to use them.
>>
>>564515309
looking up other people's stuff sounds incredibly unfun
>>
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>>564514876
https://wiki.kerbalspaceprogram.com/wiki/%27Drill-O-Matic%27_Mining_Excavator
It says here that you want 1x Gigantor XL per drill (~44 EC/s on Kerbin) and 100 kW of cooling assuming a throughput of 0.05 ore/s (output can be modified by the presence of an engineer and ore concentration)
https://wiki.kerbalspaceprogram.com/wiki/Convert-O-Tron_250
A 250 converter chomps up 0.5 ore and 30 EC/s
so that's 10 drills to 1 converter at an ideal input of 0.5 ore/s (output of 0.45 LF/s and 0.55 oxi/s; 1 mono/s), with at least 11 gigantors solar panels for mün/minmus operations + however many radiator it requires



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