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Lane Selection Edition
Previous thread: >>569524732

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
>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
>Timberborn
>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
All IPs are in the pad for security reasons.
>>
>>570338225
>side choosing
why not just let us drop on the near side of a belt at this point? why not let us pick things up at right angles.
just make bobs inserters vanilla
>>
Does anyone know how to stop the stupid airplane bouncing on KSP when trying to takeoff? or should I just give up on stock landing gear and use KSPwheel landing gear only?
>>
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>>570338547
this also happens with modded landing gears (pic related is stock but it definitely does happen on modded ones as well)
just the shitty physics engine at work
i think reducing the damping by a decent amount worked out in the end
>>
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>spend ages slowly flying around the KSC getting cheap early game science
>realize only afterwards there's a strategy for bonus science
fuark...
oh well my biggest limitation atm is money not science anyways
>>
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>lds cheat still available
>>
>>570338547
Are you using the placement mode where it looks like a hexagon or the one where you can freely place?
The former helps you get landing gear everything else as centered as possible, and the latter tends to cause annoying instabilities even when you think you got it dead center.
>>
>>570338669
>>570338853
OH it literally bounces
Yeah idk, fuck with the suspension settings or something, I've never had that issue
>>
>>570338669
I tinkered with tweakables and made it manageable (some oscillation but nothing that destroys the craft, able to take off just fine other than that) but every damn time its annoying. For me its the back gear thats bouncing/oscillating the craft, not the forward one like that.
>>570338853
I placed them on the fuselage at 45* then rotated them down 45*, later on I used absolute rotation to spin it 90 to make sure it was fully straight. It's definitely spring/damp related since adjusting them directly impacts how much cocaine the craft is on.
>>
>>570339038
Planes in this game just feel so unstable, you can tell they're kind of an afterthought even though a fair bit of even the base game's tech tree and parts is based around them.
It's even funnier as they kind of die out as a concept IRL, as space travel moves instead to reusable rockets, shuttles are all retired, and the IRL R.A.P.I.E.R. went bankrupt before they produced anything.
So now it's almost apocryphal, this weird little snapshot of a specific period in space travel where big fat schoolbuses with cargo inside seemed like a good idea for a reusable space vehicle.
>>
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WE CAN FLIP FLAP THE GRIP GRAB
>>
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>>570339838
FOOLISH FOOL
NO ENGINEER WAS EVER MEANT TO HAVE THIS POWER
>>
>can read pipes
my dick
>>
>Space Casinos are dead
What do you do now for Quality?
>>
>>570340189
fulgora
you know, the planet where you recycle shit forever or it bricks your production?

I can't believe people were unironically recycling quality asteroids
>>
>>570340280
Kinda funny that I made a massive Quality upcycling setup on Fulgora and /egg/ mocked me for it
I'm having the last laugh
>>
>>570340280
asteroids produced entire belts of legendary shit. good luck doing that on fulgora
>>
>>570340412
>and /egg/ mocked me for it
I did the same thing
>>570340426
I do that on fulgora as well
steel, iron, copper, plastic, stone, circuits
everything
>>
>>570340189
The House Always Wins.
>>
>>570340426
Scale problem
Just build more
>>
https://www.youtube.com/live/mZ29jgujrS8?si=JskHW-sUzDjb2I-G&t=8495
Dosh singing
>>
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this one's also interesting

>>570341172
can't you be parasocial on /vt/ or something
>>
>>570340426
fulgora cycling can turn a single epic scrap into epic end products.
which you can then break down into MORE starter products, all epic.

imagine getting an epic scrap, and turning it into an epic blue circuit, then into multiple epic red and green ciruits, into EVEN MORE epic iron plates and copper plates.

best part is, its all from scrap you were binning for holmium anyway (any rarity holmium turns into basic liquid so you dont even need that much more infrastructure) plus rockets are already free on fulgora, so shipping those rare materials back to your main manufacturing planet is easy.
>>
TOTAL CASINO DEATH
>>
NO CRYING

they're gonna restore that in a mod in like 5 minutes for you addicts anyway
>>
>>570342579
why stop at that? once you start cheating you can go all the way in and start using nilaus blueprints as well
>>
>>570343803
Don't you have to pay for those
>>
>>570343845
no idea but i dont think so
>>
>>570343913
no no, you do
>>
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fucking lmao
>>
>>570340412
>>570340508
can I see? I tried doing this once and it was a massive pain so I gave up
>>
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>>570344638
this is why i cant comprehend why these fucking reddit devs cater to the masses of retards and not just make a clean UI and uber stable game like they did in 1.1.
the inmates over ran the asylum.
>>
>>570344432
But don't forget to consent before.
>>
>>570340189
They must be saving the reveal of dynamic quality for the next fff right? No more needing 5 different recipes and machines that idle 90% of the time?
>>
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JESUS CHRIST
>>
>>570344432
they are on google uploaded by other people. there many versions as well
https://factorioprints.com/view/-OBAyDy9PnXey5SMeUra
>>
>>570345108
Legendary trains with legendary nuclear fuel will go crazy
>>
>>570345108
Finally a real use for quality
>>
>>570345108
1-1 train bases are still the most kino build in Factorio
>>
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>>570345265
whats the usecase for this one?
>>
>>570345108
A chill just ran across India
>>
>>570341219
>temperature range but no specific fluid
genuinely cannot think of any mods with multiple temperature-variable fluids
maybe you could do something cursed with molten metals?
>>
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>>570338225
>>
the "puzzle" of connecting pumpjacks to pipes
holy fuck you people that think belts and pipes are "puzzles" are retarded
>>
>>570346572
SpaceEX had different temperature coolants, multiple mods have different temperature steam
>>
>>570344913
>the inmates over ran the asylum.
Is there some magical faggot closet where all game devs are hired from? They all act and say the same things.
>>
>>570338225
What sorcery is this
>>
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>>570338225
>didn't do the honors for Oxygen Not Included
>>
>>570347939
right, but that's still only one fluid per mod with variable temp
>>
>>570347175
it goes hard
>>570346572
>genuinely cannot think of any mods with multiple temperature-variable fluids
py
>>
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Further MineMogul research: turns out threading rods makes iron ones go from $40 to $48, whil copper goes from $38 to $50.
I've changed my mind, I think the dev was just making shit up and/or not paying attention when setting prices.
>>
>>570347939
Yes, but those don't require a fluidbox filter that sets a temperature *without* setting an actual fluid - i.e. allowing for *any* fluid - which is what Raiguard is calling out here.

I'm honestly trying to wrap my head around any mods that would need machines capable of taking 'any fluid' at variable temperature ranges, and the only thing I can really think of is: fluid burner generators that have different fuel value at different temperatures.

...
...
Oh god no.
Py interstellar is going to use this as the upgrade for oil burners, isn't it?
And it's going to require mixing fluids to within [X..Y] temperature range...
>>
>>570344913
>why worry about features when modding exists?
maybe because they made a game, not an engine with an asset pack
>>
rest in piss my dear gambling goonship, you served me well in 2.0
>>
>>570350143
Oh right, I misunderstood the post entirely.
Coolants would be a pretty neat use tho, have machines spit it out hotter but still usable so you can just feed it straight to the next one before you have to cool it again. I do like my direct insertion.
>>
Just read the FFF
Why is Reddit pogging about the new wire red/green selector? We already had two colors of wire
>>
>>570350703
Ok retard
>>
>>570349956
>py
fuck i forgot about the whole nuclear temperature thing that's right
>>
>>570350840
That's not an answer
Why is Reddit pogging about the new wire red/green selector? We already had two colors of wire
>>
>>570350703
the whatnow
>>
>getting quality going is step 1 of the postgame
>It's gated enough by how much of a pain in the ass getting your first few legendary quality modules is
>"nuh huh, you have to do it PROPERLY"
>quality stays gay when it comes to Gleba, Fulgora and Biter eggs.
K, I'll go ahead and spawn an infinity chest with all the legendary items I want. Not even gonna bother searching for a "restore the casino" mod. Should've done this earlier instead of rolling eggs for legendary prod 3s for days. Thanks Wube.
>>
>>570342289
Actually no.
Space Casinos are not gone. Just slightly nerfed and postponed until later game.
Note how the FFF words it:

Quality modules were disallowed FROM THE REPROCESSING RECIPES.
They are NOT disallowed from crushers entirely. And even the REGULAR asteroid processing recipes have a 20% return value of an asteroid chunk.

But wait! Asteroid processing has a PRODUCTIVITY BOOST ENDLESS TECHNOLOGY.
So you can trivially, over time, turn that 20% back into the old 80% and wa-bam! space casinos are back in action, baaay-be.

It just takes more time to warm up and go into full swing. And uhm.. you need to get rid of the trash. But that's just an additional belt off to the side and overboard the platform, and buh-bye to the useless non-legendary junk.
>>
>>570351237
On the pipe wire connection UI there is a checkbox for red/green as the output value selector
People are saying how huge it is and I don't get it
>>
>>570351735
oh no clue
>>
>>570350703
in the video it looks like the R is highlighted and the G isn't, they don't look like tabs but if they were you could get two different outputs from a machine I guess
>>
>>570351735
it means you can attach wires to pipes directly now, currently you have to place a tank and then read it instead
>>
>>570350201
This.
The game was made in 3 years (bulk of the work done by 2 people) and then they just fucked around for the rest of the 6 years with this being the grand conclusion. Point being, I had a cope that they'll add something "more" to the game as spaced out sucks dick for a 30$ expansion, but they took a piss and went full balance-nigger instead which is both funny and sad at the same time.
>>
>>570351735
probably the temperature part. there was no way to read temps in mods before
>>
>>570352263
How is that huge? Tank+Pump seal was objectively the best way to monitor liquids. The pipes (especially after range nerf (fuck them for that, btw)) aren't useful for anything other than "are they empty or not" check which is redundant.
>>
>>570352656
>How is that huge?
it has uses
we needed to create check valves for that before
>>
>>570350143
>And it's going to require mixing fluids to within [X..Y] temperature range...
fwiw - this is absolutely going to be a thing in Py, because pipes can now have wires attached and you can read the fluid temperature. So it becomes deterministicly possible to get the correct mix rate to get your fluid into the right temperature range...
>>
>>570351005
"Why is reddit pogging" is not an english sentence that could be answered
>>570351735
Because that opens up the possibility of output on only one of the wires from a machine. In 2.0 all circuit outputs from a machine always go to both wires.
>>
>>570351735
>People are saying how huge it is and I don't get it
It means you now get to choose signal output wires.
This means you will no longer get mixed signals when combining 'read ingredients' and 'set recipe' on assemblers.
You can now actually build an auto-mall and 'it just werx (tm)'
>>
>>570352820
>it has uses
Saves a bit of space on rockets.
>>
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i didnt even know you could mix the same fluids with different temperatures
>>
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>>570338669
Monica
>>
>>570353956
Mods can use it for a lot of neat shenanigans.

Steam engines (i.e. entities based on GeneratorPrototype with burns_fluid=false) produce power based on the temperature of their input, right?
Common knowledge.

Well-- boilers and other entities based on BoilerPrototype expend fuel based on how much a fluid needs to be warmed up to reach its target temperature. So, theoretically mods could do stuff with heat-exchangers that use two flow-through fluidboxes that equalize temperature. You could then e.g. pass residual cooled-down steam's warmth to input water and thanks to temperature mixing, get the entire pipeline's water input to marginally rise without affecting flow rate of the input water. The slightly warmer water can then go into boilers to be reheated into steam at the full target temperature at reduced fuel cost.
>>
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I wont deny the utility of free 300W in early game & it does look kind of cool... But littering a shitload of neutronium patches around the map randomly really fucks with the layout of the base in Spaced Out! where the map isn't particularly large. Sou either go full 100% Aquatic pack or... The point is - there's no "or", which is annoying.
>>
>>570351659 (cont.)
Something else I just realized:
With 2.1 adding platform-to-platform logistics you can also just create an impractically MASSIVE stationary quality crushing platform in safe Nauvis orbit and have several other platforms continuously scouring the space lanes for asteroid chunks to deliver them back home.

Sure, they only stack to one. Boo-hoo.
Just like prometheum chunks.
And we already had a cheezy workaround for those by building massive belt-weaving contraptions.

So in summary:
what do you do when they take your cheat away?
YOU - CHEAT - HARDER !!
>>
>>570357308
Massive asteroid ore mining ships that go way into shittered planet just to gather chunks and then bring them to Nauvis for worse casino hours and total TPS death
>>
>>570357308
Getting a bunch of resources from space is what I was originally thinking the dlc was going to be. Now I can make a big forge platform and feed it with several ships.
>>
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who the fuck actually likes quality
>>
>>570357861
Kovarex
>>
>>570357861
Me.
>>
Shit- this didn't connect before, but:

The new FFF specifically mentions that they're doing away with the internal flow-through fluidboxes and are just making them part of the pipeline contents - right? And we can now attach a wire read to a pipe and use it to read the entire pipeline contents, right?

Well- space platform thrusters use flowthrough fluid ports. So the volume of fuel and oxidizer inside the thrusters is now directly part of the pipeline contents. This means no more wonkiness and fluctuation; you can now ridiculously precisely control the exact idealized efficient burn ratio.
>>
>>570357861
I like the platonic ideal of quality
>>
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>introduce a looter-shooter item tier nigger gambling into your engineer™ larping game
>proceed to nerf it in the name of fair play™(???)
>>
>>570357861
All it really needed is the ability to mix different quality ingredients in a recipe, rather than a hard lock on those, and it would've been fine desu
>>
>small, medium, big, behemoth biter
>small, medium, big, behemoth pentapod
>small, medium, big demolisher

>this FFF:
> Demolisher update
> We knew that there were some issues with the design of the Demolisher - a lot of the "flow lines" we included on the surface didn't really make sense, and didn't help sell the volume as much as we had hoped. However, it was a behemoth undertaking, and so we couldn't afford to spend the time reworking them before release.

> However, it was a behemoth undertaking
> behemoth undertaking
> behemoth

ehehehehe....
(oh no...)
>>
>>570358889
>introduce gacha to your game
>players find a vendor that gives you everything for free
>>
>>570359258
>Demolisher update isn't an actual update
The only meaningful interaction you'll have with Demolishers is killing the first one. There's nothing beyond that. They don't do anything. They are not useful for anything. Other tiers might as well not exist.
If I have to make it more clear, I really, really, really dislike the Space Age. It's so fucking lazy I can't even...
>>
>>570360119
tf do you want it to do, take you to dinner?
>>
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>>570360769
kind of, yes.

and now you're going to make me go commission some waifu demolisher worm art off twitter
>>
>>570357861
I don't particularly mind it.
>>
>>570361038
will you share it with us?
>>
idk why people care about quality changes. if you care, you'll just add one more mod to your mod list. if you don't care, then you don't care.
>>
>>570361038
there's a guy on reddit that's making a mod in which biters come to file complaints in your factory instead of attacking it, and he plans to make it so you can even hire them
>waifu demolisher worm art
remember to post it here
>>
>>570360769
Expand? Multiply? Be threat to the player?
Why would you pretend that I've said something incomprehensible, you giant faggot?
Factorio always had the laziest basic bitch tower defense & this DLC was a great opportunity to fix that. Instead they added "why even bother" enemy and called it a day.
With them officially killing off further development, I get to call it a shit game now, which it objectively is.
>>
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>>570360119
>build 100 of these on the edge of the demolisher territory
>bait it with poison capsules
>it dies
>pick up whatever turrets survive and do it over again
>build 300 of them for medium
>just about all the space you'll ever need for Vulcanus
>unlock the railgun and just go capping the fuckers, small, medium and big, in one shot
Yeah, it was badly implemented.
>>
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>>570361038
i got you
>>
>>570361640
Mods are cheating
>>
>>570362049
it's not an RTS game, enemies have been kept simple for a reason
>expand, multiply
so they'd be reskinned biters, that sure would have been the creative, non-lazy approach
>>
You can't make good combat in Factorio without it getting in the way too much
>>
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>new FFF
Still don't see Visible planets integrated.
>>
>>570362430
shai awooog
>>
>>570356224
that water does look spiffy though
>>
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Finally done with this playthrough. The trophies are just a grind, you'll already have everything set up to get the money by the time you're done with the missions so I won't bother with them in the future.
I'll definitely do more playthroughs in the future though, very fun game.

(The belt running directly over where you stand to buy things was there for most of the run and was probably a bad idea)
>>
What I don't get is the absolute vitriol people have against quality. Saw some posts in other places saying they're only now considering buying space age just because they're making quality a mod that can be toggled (when in game quality never appears without you purposefully researching quality modules and placing them inside machines, it's always been optional).
One real complaint I do agree with is the naming convention. They should have at least copied rimworld's quality names as they make more sense. But if the name of something is enough to prevent you from playing a game then that sounds too petty to me.
>>
>>570363840
>What I don't get is the absolute vitriol people have against quality.
Yeah I don't get it either. It's just a thing. To be fair I don't get why people hate gleba as well. People are silly sometimes.
>>
>>570363840
quality isn't a very smooth implementation, with all of the items being basically separate items. It's very clunky to work with as a result (you can't just say "use whatever quality I have available").
In addition (this one is much more subjective though), the builds it creates look very anti-factorio (although that's also just as much on the space age machines) - you end up with one machine having a full belt or more coming out of it, and the factories feel much less alive.
>>
>>570363840
The names are fine, I mean how else would you name a legendary fish? A masterwork fish?
>>
So im playing that new ONI expansion. What am I supposed to be using as a food source? Also those vents seem to be draining water way more than they are making.
>>
>>570364197
I prefer using quality machines to a bunch of speed beacons, though.
>>
>>570364393
salt first then fish farm
if you look at the tech tree they added underwater grooming stations and stuff
>>
>>570363840
I will admit I did install the quality renaming mod and just called them MK I to V
I am a joykiller at parties though
>>
>>570356038
same
this shit really should be an option
>>
>>570360119
>>570362158
It stems from the demolisher being a simple dps gate, you either kill it or you don't, and Factorio not being a combat game, so most of the combat is building turrets.
>>
>>570362714
>it's okay if enemies are shit because they are meant to be shitty
lol
>so they'd be reskinned biters
By that logic YOU are a reskinned bitter.
Factorio, is by far, the largest retard magnet by far from all the /egg/ games.
Why even reply to the post if you are going to pretend being a fucking idiot?
>>
>>570365332
He's right, you're retarded
>>
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By the way to any UVS Nirmana players, there's a new bonus campaign containing ten new missions. Haven't played them yet but am about to.
>>
>>570365324
>and Factorio not being a combat game
Yeah, it's just that 1/3rd of crating recipes are combat related and the only real resource sink besides heckin endless research is combat.
>>
>>570365078
I've always thought that it should be a toggled option on the assemblers, like "Use exact quality levels? (Y/N)". Maybe allow the circuit network to control it, have an option to toggle the default in the settings menu.

>>570363840
I like quality, but the implementation of it was too clunky for me to really love it. I dislike how much it clogs up the factory and how many times you need to set recipes, it gets tedious.
>>
>>570365516
Real engineers design bridges and see them getting built.
Most people who play factorio "design" (copy & paste blueprints they paid for) cope factories.
>>
>>570365730
>and the only real resource sink besides heckin endless research is combat.
And that's what I mean, combat is not the end goal of Factorio, it's a speed bump and a resource sink. It's there to pressure the player.to pick up speed or slow them down if they're growing too fast.
>>
>>570361670
>biters come to file complaints in your factory
and then what?
it's kinda like a chicken in a chicken farm trying to reach the farm owner to 'file a complaint'
>>
>>570366153
>it's okay for combat to be shit because it was meant to be shit
Here we go again... Best and brightest... I fucking swear, man...
>>
>>570366373
You're putting words in my mouth, I never said it was ok, I said that the problem is because the established mechanics didn't have a boss fight in mind.
>Here we go again... Best and brightest... I fucking swear, man...
Is this what you say everyday in the mirror?
>>
>>570339453
>So now it's almost apocryphal
I can't tell if the inability to (easily) engineer an asymmetrical shuttle rocket in KSP is an example of how hard it is IRL or a symptom of the game's limitations in general.
Can you still just slap a plane on the top of a rocket like in the old days or did one of the atmospheric updates along the way ruin that?
I still have no clue how to make normal planes in the game and remember there's something about angling your wings that some people swear by and evangelise but a lot of successful plane designs don't use that and the oldschool ones were literally just spamming them on the plane's interior because they worked more like magic, giving lift despite exposure or angle, than how today's one works... or doesn't work.

I'm still annoyed how everything seems to "work" better when you just slap on the NASA DLC stuff because it's just better and runs contrary to the vanilla rocketry lesson about size being bad for thrust and efficiency.
>>
>>570362898
Too busy adding details to the most boring "enemy" in the game.
>>
>>570366657
>I said that the problem is because the established mechanics didn't have a boss fight in mind.
No you did not say that. You were excusing combat being shit while being full of it.
>>
Rocket weight limits make 0 sense, it'd be more sensible to limit the rockets to 10 stacks of items per launch
>>
>>570368647
The only one full of it is you, full of hot air.
>>
>>570369126
it is absolutely critical to game design that you not be allowed to launch ammunition
>>
>>570357861
I don't mind quality but I hate the recycler.
>>
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>>570366657
>established mechanics didn't have a boss fight in mind
What does this even mean? Do entities in factorio have no means of dealing and receiving damage? Do they lack hitpoints? Can't traverse across 2D space?
>>
>>570369791
that is one of the takes of all time.
>>
>>570370295
The devs have admitted that it completely gutted their ability to add alternative recipes. Lower quality products should have just been turned into landfill.
>>
>>570357861
I think it's neat, but only on Fulgora, where my shit system can easily be expanded to allow for the various tiers.
>>
>>570369940
Yeah, mechanics wasn't the best word choice, is 'established game design' better? The point is, in Factorio, you're usually attacked by waves of enemies. Establishing defenses and funneling resources to said defenses are most of the combat in the game, the other part is kiting with a car or tank. Even late game combat is researching artillery to clear nests from your base. It follows the manual -> automated but manually built -> completely automated arc of Factorio.
They wanted to try something different with the Demolisher, but by making it have gigantic life regen, it became a dps check. And in Factorio if you don't have enough research, what do you? You turret creep it. It was a deliberate decision as you could've had a boss in which you dodge or kite but they added a slowdown cloud around the Demolisher.
>>
>>570371304
>muh fulgora
It's better on V-anus, because you can dump shit into lava and scale retarded setups endlessly.
>>
There are more major changes to come. Very interesting.
>>
>>570371758
>Yeah, mechanics wasn't the best word choice, is 'established game design' better?
Not, it makes it worse.
>The point is
You are not really making one, rather, you are just describing things you can do in-game.
>>
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bots
>>
>>570374141
Ok then.
>>
>>570374089
Yeah it's funny to me how 2.1 was supposed to be minor tweaks and fixes and they're genuinely dropping a great update so far
>>
>>570374335
these are the minor tweaks
compared to 2.0, that is
>>
>>570370825
>The devs have admitted that it completely gutted their ability to add alternative recipes
Which is bullcrap, because you just mark one of the product's recipes as the primary, which may be used for disassembly - and you deny the others.
>>
>>570375103
Yeah but you could get shit like Nullius where you could throw power poles made out of wood and get plastic bars in exchange
>>
>>570374335
They are all literally just minor tweaks. Are you from Wube's marketing department?
>>
>>570375263
Stop trying to deny me my alchemy machines
>>
Is that it for the new graphics, some tweaked planet clutter? I like the diagonal flamethrowers but seriously no facelift for the assemblers?
>>
>>570376075
No, marketing is for jews and their slaves
>>
>>570375263
isn't wood actually more expensive than plastic in nullius
>>
>>570376147
>marketing is for jews and their slaves
The 'indie' studio that makes HoMM Old Era has a marketing department of 5+.
Speaking of scummy things, every other 'indie' studio is data farming and selling off player info for a bit of extra income.
>>
>>570376373
No, wood is just a bigger pain in the ass to start up. Once it's up you'll need to find ways of getting rid of wood since you can't get tree seeds without making a shitload of wood.
>>
Do I need to worry about gleba science rotting or just stop caring about it until I need it
>>
>>570376791
Can you really call it indie when they're paid by Ubisoft to work on their IP
>>
>>570377224
People say everything's free on Vulcanus, but it in fact costs calcite. On Gleba everything is actually free.
>>
>>570377224
Shit literally grows on trees.
>>
>>570377815
>Shit literally grows on trees.
Imagine the smell.
>>
>>570377480
Fruits ain't free. The fungus of spoilage and egg gotta be littered with bullets of engineers
>>
>>570377224
i run science straight into my recyclers unless there's a rocket waiting
>>
>>570378687
This but I keep a whole shipment rolling and just have inserters that kick out the oldest science beyond that
>>
>>570374335
1.1 got a spdertroon. i hope we get something as big in 2.1
>>
>>570379829
TWO SPIDERTRONS
>>
>>570379829
A Tarantulator?
>>
>>570379829
Demolisher trains...
>>
>>570379829
Ship with spidertron legs
>>
>>570381756
>Trains padded with dead demolisher regolith armor
>They plow straight through behemoth biters

FUND IT!
>>
>>570379829
R O D S. From space
>>
>>570377480
it costs ammunition (which is free)
>>
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>>570381986
>R O D S. From space
I got you covered.
>>
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how come it's waiting for source items?
>>
>>570384340
Everything in Factorio is free.
All resources are limitless.
Building space is limitless.
Enemies are limitless.
It's the ultimate arcade experience.
>>
>>570384570
it's really "waiting for source items that the destination can accept"
>>
>>570366963
>I can't tell if the inability to (easily) engineer an asymmetrical shuttle rocket in KSP is an example of how hard it is IRL or a symptom of the game's limitations in general.
IRL we can set up differential thrust relatively easily to help maintain stability, primarily because we have been making computers to do similar things automatically since the 50s, to make VTOL aircraft that has to adjust thrust across itself automatically in a way humans just can't.
In KSP, you either install Mechjeb and use the differential thrust feature, or you manually adjust the thrust limiters yourself midflight, pray to god you get it close enough to correct, and abuse a strong reaction wheel just to keep the shit from spinning too much.
It's just an unreasonable ask when the tech for using multiple engines that can't even vector to maintain stability is an old technology.
It's definitely a limitation of the game that multiple engines won't vary their thrust to provide control/stability.
>>
>Vented almost 900,000,000 units of Oxygen in Nullius
>17.17% done with Oxygenation
I know plants are going to passively add to this over time but man
>>
>>570384737
it uses ups, which isn't free
>>
>>570385181
>which isn't free
For you.
>>
>>570385140
yeah honestly do that thing where you enter editor mode and autocomplete the stupid fucking milestones
>>
>>570386206
>yeah just cheat, bro
>>
>>570386314
Yes.
Quite literally, yes.
The milestones system is beyond obtuse and I quite literally cannot remove it manually.
Fuck whoever thought of implementing it in a mod like nullius. It adds nothing. It's busywork. The man has literal fucking brain damage if he thought it was a good idea to implement it.
And you too, for defending it. I would have gotten rid of the damn thing if every milestone remover didn't litearlly break the mod.
>>
>>570386674
There's nothing wrong with the milestone system. This isn't a milestone, it's literally a part of the win condition
>>
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>>570386861
Oh I wouldn't know, I don't play nullius.
>>
>>570387165
based shit stirrer
>>
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>>570278601
bioscience is great because it finally makes you create some interesting builds but this end game stage where you click on the map a million times is the most boring part of nullius.
>>
>>570357861
yeah I read this line in the fff
>Quality has been a divisive part of the Space Age experience. Some players love it, and some don't.
and my first thought was "bullshit, no one loves quality". And I say that as someone that is pretty neutral on it.
>>
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>>570345359
>>
>>570345108
that was already part of the "more quality scaling" mod
along with some optional stuff like belt speed, heat pipe capacity, rocket silo launch animation speed, agri tower range, etc.

>>570390282
I like it. But as a side-project, not actually using quality items at scale.
>>
>>570391321
that doesn't sound like you "love" it
>>
>>570390424
that's not remotely as fast as I thought it would go
>>
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will he make a return in the final FFF before release?
>>
>>570391568
Do we really need a farting tentacle monster?
>>
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Will there ever be a game that's Factorio + They Are Billions?
>>
>>570391889
we need something on aquilo
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>>570391468
yeah it's not worth imo
>>
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>>570391568
>>
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>>570392090
>>
>>570392068
>difference between common and legendary is literally <40 km/h
>>
>>570392035
It already smells like piss
>>
>>570392435
it's 15% more speed
that's a difference of 97.5km/h if you're using nuclear fuel
>>
>Need to produce any power on Aquilo
>Well, that's easy! I'll just place down this heating tower and... oh.
>Well... I have quality solar panels! They'll OH FUCK 1% efficiency
Ah, so this is why they say the beginning of Aquilo is the hardest bit for the planet.
>>
>>570393093
go nuclear
>>
>>570391889
Worse, those look like farting tits. I'm glad they didn't use that obscene monster.
>>
>>570384998
>and abuse a strong reaction wheel
Oh yeah, I forgot 99% of the simulation relies on this and it's why monopropellant is only useful for docking, imagine if we didn't have SAS :/
>>
>>570393093
>>570393093
It's entirely possible to jump-start Aquillo with solar panels. The nuclear shilling is just oil company lobby buying time and for the last big money squeeze before renewables take over. Trust the plan, brotha.
>>
>>570393317
Yeah, I already sent the ship back to Nauvis and picked up a spare reactor and cells. Just as another option if I can't figure anything else out.
It's such a nice and peaceful planet all the same, it's nice the final area of the game has such a comfy atmosphere.
>>
>>570391902
Mindustry is closest right now
>>
>>570393317
Doesn't help crack open the first barrel of water any faster.
>>
>>570393059
When most scaling is either 30% or 100%, and that's per tier
>>
>>570393602
I draw the line at shitting dicknipples, farting tits just feels too convoluted for me
>>
>>570393093
You can drop carbon from the ship to kickstart, if you're using a build that buffers it in storage.

Given that you get the best rocket fuel recipe in the game it'd be stupid to not use it. I don't get the whole nuclear thing, so expensive to lift fuel cells into orbit and they burn through much quicker than you need to deliver new materials.
>>
>>570390424
what a fucking scam, legendary is like 2.5x better on other shit
>>
>>570392595
TOO MUCH AMMONIA
>>
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>>570394717
yes
now use the mod
>>
>>570393059
>most quality things scale to +150% of whatever stat at legendary
>>
>>570391568
>>570393602
Kinda looks like one of Angels' puffers. The inspiration for a bunch of Py animals. You can breed and butcher it for meat, and while it grows it transforms gases. Acid gas into hydrogen fluoride, nitric waste water into ammonia, etc.
>>
Is Goblin Nest an egg?
>>
>>570394717
>>570395125
So you expect your legendary locomotives using legendary nuclear fuel to replace your rockets in flying your cargo to orbit when they take a curve?
>>
>>570379829
lol, you get legendary trains.
nothing personal kid.
>>
>>570395632
it's just a simple management game
not even worth the effort to see the scenes
>>
>>570395648
quality is no longer part of the expansion
its literally a mod
>>
>>570395640
Sounds like something in renai.
>>
>>570395640
Right, they had to balance it for Renai Transportation
>>
>>570391902
would that be more factorio with the biters cranked up to the tits or they are billions with the factorio cranked down a notch
>>
>>570395640
yes, since that's the precedent they've set with the absolute blunder that is quality
>>
>>570395760
Yeah, that's what I figured but got a steam rec for it because factorio
>>
>>570395821
tell that to the fucking devs you dolt.
preaching to the choir.
also, the expansion is nothing more than a mod pack. however you break those apart, they are part of a whole.
>>
>>570396285
devs say quality is literally just a mod now. try again chud
>>
>>570396406
quick! go have them fix the poor intuitiveness of splitters!
too many retards cant comprehend!
>>
>>570396720
i see no quality in you pic. did you forget to install the quality mod?
>>
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>>570376373
lol

lmao
>>
>>570396976
feels weird that you have to feed in air
>>
>>570396976
What the fuck am I looking at. Anyway plastic is made out of water and air, from the very first science pack.
>>
>>570397443
if the atmosphere is thin, makes sense to effectively pressurize the greenhouse.
>>
Eh, you're breeding trees in what amounts to a sealed metal box
>>
surely they will add elevated rail unloaders and overhead rail loaders
>>
>>570397572
Yeah I mean you can either get it from complex hydrocarbons and electrolysis or you can get it by just pumping in air, water, nitrates and landfill. Also those woodchips turn into graphite at a 4:3 ratio

Shit you can use biters to make plastic eventually.
>>
>>570344913
The UI is clean tho
>>
>>570365557
Nah, too easy for me
>>
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>>570395821
The base MOD is literally just a mod retard.
>>
>>570357861
i like quality.
its a way to scale sideways, and its fun to make a single SUPER beaconed EM plant to produce an entire base worth of circuits.

BUT, the fact that EVERYTHING can be qualitied, and most of the boosts feel like slapped on "it faster" sucks ass.
i REALLY like the quality asteroid pickers, because the extra arms add more than just 'Faster" even though the actual output is just faster.
i would love if some machines got more module slots from quality.
maybe hide the inserter changes behind a layer of quality.
and make it more like a direct upgrade like assembler 1 to assembler 2.

having said that, i would have MUCH prefered if they just made direct upgrades, like assemblers.
or you know, like power poles, or chests, or turbines, or personal equipment.

i do also think you should be able to consume higher quality materials as low tier, maybe with a % boost to quality roll.

but thats a lot of programing overhead per item that i don't think factorio should waste.

in the end, i think of quality as being like circuits, great when you WANT to use it, but awful when you're FORCED to use it.
>>
>>570401640
>having said that, i would have MUCH prefered if they just made direct upgrades, like assemblers, power poles, or chests, or turbines, or personal equipment
I they they've been avoiding that for a long time now because that's exactly what Bob's is, and for a long time it's been the most well-known mod by far. Fully modular too, so you can skip all the recipe changes and just take the higher tiers of everything. It's very cheaty though, much worse than K2 even.
>>
>>570400345
if its just a mod then try to disable it
post results
>>
>>570401640
they did add direct upgrades though, all of the specialized assembler buildings that have innate productivity built in and the bigger miners
>>
>>570402101
People say that adjustable inserters (not the craziness of Bob's, just choosing which lane to drop) was big cheating and then Wube did exactly that...
...except its for parallel belts only. Why not go the full length and just let you pick which lane to drop on? Whats the difference of - - to | -
>>
>>570402670
>was big cheating and then Wube did exactly that...
don't be retarded
>>
>>570402627
yeah, and that was awesome.
i use a LOT more of those at basic tier than i do of quality.

until i need to put it on a space platform where space is "limited"

which is why they claim to have added quality, so you can fit solar and accumulators on a platform without needing hundreds of each.

but personally, i would have added some sort of space only upgraded solar sails that hang off the sides, don't add drag, but need to be protected by gun turrets, or can by deployed and retracted.

but now were getting into space exp territory with all the space only buildings
>>
>>570402670
I meant more stuff like Mk2 Boiler having 50% more power output while also producing 25% less pollution. When they go up to mk4 or 5.
>>
>>570393848
Don't you have to jump start nuclear with solar panels too?
>>
>>570404240
Why, just insert the fuel cell by hand

>>570393848
I can see it with airdropped carbon, but solar won't give you heat to power up the chemplants and start producing fuel.
>>
>>570404638
>just insert the fuel cell by hand
yeah, thats find for heat, but how do you start power production if you dont have water?
cant start melting ice if you cant power a chem plant to split the ammonia to ice, and another to melt the ice.
>>
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>>570381176
ding ding ding
>>
>>570405053
YOOOOO
>>
>>570193504
How can you tell SpaceCraft is specifically always online?
I want to try it but I also don't want to risk my favorite game going the way of Worlds Adrift.
>>
Bought Factorio a couple weeks ago and been having a ton sinking dozens of hours into it. Will probably get Space Age once I get the 8 hour rocket achievement in the base game.
>>
>>570406051
It's a very good game.
Even if I have some complaints about SA (I think it's less "perfect" and replayable than the base game), it's still very fun and worth getting.
>>
>>570393789
Yeah
I use RCS to help with minor landing adjustments too if my lander's particularly tall, but that's basically it.
I know gimbal engines are supposed to help with stability too when SAS is turned on but I don't notice it nearly as much as even a shitty reaction wheel at the center of mass.
>>
What are some tips for heavily train based bases? I'm already getting traffic snarls
>>
>>570405884
Nevermind, I watched some vids and read some comments, sounds like the 'single-player' tag is just a lie.
>>
>>570407009
Most visible with the Vector, it has a very wide gimbal range and high thrust. But I find that gimbal engines tend to add more wobble, because they're only applying torque on one end. While reaction wheels seem to magically spread the force over the whole ship.
>>
>>570395640
yes, you caught me, that's what I said, I hate waffles
>>
>>570407554
Why do you love pancakes?
>>
>>570407220
1. Make sure your intersection is signaled fine. Roundabouts are fine for some bases, but they are a problem for larger and denser bases.
2. Avoid 4-ways if possible, 3-ways are better. This is hard to retrofit, so if it's too late c'est la vie
3. Have loading bays/stackers for high traffic items (when i did a vanilla megabase, I just had 3 waiting slots for every station).
You'll inherently either have trains waiting or will have to build very sparsely - I think the former is perfectly fine as long as you never have empty receiving stations. This design would have been much smoother if I had made everything one signal length taller, but I really wanted the density since I thought it would be more fun.
>>
>>570407220
chain in, rail out.
1 way, 2 rails
reduce intersections/crossings.
train limits on stops
waiting bays if you need to
>>
>>570408023
because they aren't filthy fucking waffle
>>
>>570408224
weirdest city block base.
>>
>>570407220
More lanes.
>>
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I've been trying to mess around with the new vehicle paths and the BP auto-connect feature in Satisfactory. I made a sort of T-intersection, but as you can see a couple of paths remain yellow as if they're not fully connected. When I build the BP it shows that the paths are connecting, but clearly not completely.

Does anyone know what is going on here?
>>
>>570341172
Better than I expected, actually
>>
>>570412817
working as intended.
There's no use case for rail blueprints
>>
>playing satisfactory for the first time
>unlock blueprint designer, recreate the smelter manifold design I stole from an old man on youtube
>finish blueprint, very happy with it
>put it down
>I didn't fucking place foundations underneath the smelters so it's just touching dirt
AAAAAAAAAAAAAAAAAAA
game is very fun never really played a factory game like this before. here's a pic of my second coal powerplant array, gonna scale this up once I get the stuff I need to make mk2 drills
>>
>>570414371
Rail? That's a road
>>
>>570415652
yes, because theres no use case for rail blueprints, did you not read?

but same issue, satisfactory said for the longest time no-one wants blueprints, despite it being one of the most poplar mods.
then once they added it without auto connect they said no-one wanted it, despite it being the most popular mod.
and now they just cant get it to work right 90% of the time.

actual answer, is all sides on the same grid/wolrd grid?, they may be SLIGHTLY misaligned which will require manual connecting.
>>
>>570415935
>all sides on the same grid/wolrd grid?
yeah, everything is built with world grid snapping
>>
>>570357861
I like quality. Just don't have the autistic desire to create a fully automated quality base, when you unlock it. When you have a main bus, just add an extra sushi quality belt, where you can safely just dump all quality ingredients on. It's not bad to have a sushi belt. Quality is so convenient, you can even just have you regular smelting setup process quality ore, because they always end up at the back, because the inserters will only pick them up, once the smelter has no normal ore left, but it's guaranteed to pick them up eventually. You should split them off from the outputs though.
>>
>>570422240
I dont like quality and have the autism to make a fully automated base without it.
>>
>>570408243
Already do all that

>>570408224
My issue is intersections. I should see if I can't nuke my 4ways

>>570409986
And more dots while I'm at it
>>
>>570412817
Make an issue on the QA website :^)
>>
>>570358676
I like similar systems in other games.
I like randomly getting a unique version of a basic item that may be crazy OP in some way, figuring out the right build to make it work and break the game in a way that's completely unique to your playthrough.
The problem is that in Factorio, anything can and should be automated - legendary loot included.
You can't have a personal locomotive that zooms around at mach 3, because you can just as easily replace your entire fleet with them and practically teleport items around on rails and anyone else can and will do the same and turn it into the meta.
>>
>>570423725
This made me think - quality also has the problem of being used mostly with SA, where resources are so incredibly free and easy to get. In theory, these quality machines are taking 1000x the resources - however, the base rate of resources from like one mine of calcite (or floating asteroids, one big miner, etc), multiplied with the 18 built-in prod steps, mean that everything isn't actually expensive.
I should try a vanilla + quality (plus stacking, I think, to accommodate the quality machines) playthrough to see how that is.
>>
>>570423706
I think I realized what's happening and I doubt it's going to be fixed. On the lanes going into the intersection the paths are supposed to split in 2, there are 2 paths there starting from the same point (for example, a turn to the right and then a path going straight). When you auto-connect the BP to another, the game only connects 1 path and leaves the other disconnected, even though they're starting in the same point.

For this to work properly, the game would need to support connecting 1 vehicle path to multiple others if they're starting in the same position. I guess you could bypass this problem by making a regular straight path segment on the incoming lanes, then splitting from that common path into different directions. That way the auto-connect only goes from 1 to 1. I don't think I can fit that in a 4x4 BP thing and by the time I can unlock the 5x5 I can already make trains, so I guess there won't be much point in bothering with trucks at that point.
>>
>>570423725
Quality would be a whole lot more enjoyable if your machines could just randomly shit out a high-quality item and all the recipes and filters could be set as quality-agnostic
>>
is 3D factorio fun? it looks ugly desu
>>
>>570426029
you mean satisfactory? it's "fine"
>>
>>570426116
You mean satisfactory?
>>
>>570425639
I suspect Kovarex' first implementation was along those lines but was scrapped (heh) in favor of quality modules.
Think about how annoying it would be to have random quality items being turned into science all the time with no good way to catch them out and turn them into the quality buildings that you want.
>>
>>570426298
>Think about how annoying it would be to have random quality items being turned into science all the time with no good way to catch them out
You could easily just have inserters or splitters somewhere in your production line that shunt quality products somewhere else
>>
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>>570426160
>>
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>>570426647
>>
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nobody told me that they'd send waves against my base after creating them. I had no choice but to exterminate them again.
>>
finally tinkered a way out to get this fuckin 4x4 foundry design to fit. a little clunky and very clippy but it looks like it'll work, though I worry about running one line of ore down the middle and splitting it there instead of two lanes on the outside like I've been doing but I really just cannot figure out a way to do a layered lane on the outside and have enough space for it to slope downward. also I just realized I once again forgot to lay a foundry base down but fuck it I'm not redoing this I'll just manually pave the ground before I place this shit down.
>>
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>>570426925
>Nobody told me the biters would attack me
>>
>>570427418
they could have filed a complaint and tried to resolved things through dialogue if there was something that worried them. it could not have been pollution because there literally is none. there should have been no reason to lash out against me like they did. I gave them fertile soil to stand on, trees to build their nest around, fish to nurture them, oxygen to breathe, I gave them their very existence. but what I give I can also take away.
>>
>>570364306
Can't go wrong with masterworks.
>>
scared of starting aquilo any tips?
>>
>>570433763
don't bring ANY solar, just a load of nuclear.
learn how to build everything from scratch on aquilo, its great fun.
ignore the mech armor, its useless there
bring LOTS of bots
bring tons of landfill, its all water after all
be carefull of the jelyfish, pack a LOT of ammo
make sure you scrap your ship as soon as you get there, its the last planet so you never need to go back home.
>>
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>>570429989
There's a reason they're called "biters" and not "debaters".
>>
>>570427249
man you really just exist to find shit to be annoyed at
>>
>>570427418
id engineer them if you know what i mean
>>
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>>570436185
With that SPM? Don't be silly anon.
>>
>>570357861
Quality is the Gleba of modules.
>>
>>570376086
there will still be what, 8 FFF before the update drops? I expect one to be about a graphics pass to all the base game stuff
>>
>>570439139
>8 FFF
I thought they were targeting the end of june
>>
>lubricant :^(

>lubrican :^)

This is my slick joke.
>>
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>>570439190
damn you are right, I had the end of summer in mind but once the experimental release will be out by the end of this month all the features should be set in stone
>>
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>says artillery wagons will now be affected by quality
>when they already are
What did they mean by this
>>
>>570357861
>>570358676
I like the idea of quality as a bit of a statistical puzzle where you have to think about things probabilistically. The issue is the implementation just makes actually interacting with it ass and not really very fun to solve in the slightest. The fact that quality compounded with other dlc stuff like foundaries makes so much other stuff from the game completely redundant is also not something I'm fond of.
>>
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>try out a rover on minmus
>it is the most uncontrollable, slow, tumbling piece of shit imagineable
The gravity on this bitch is so low I think I'll just leave the rover attached to the lander and fly biome to biome, fuck trying to drive anywhere
>>
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>>570274243
Thanks I hate it. I don't care if it's more 'realistic' that it's red at those temperatures, give me back my tank of molten blueberry.
>>
>>570439598
>devs went back in time to make it so the new patch was already in the game since 2.0
now that's commitment
>>
>>570440270
A small probe hopping biome to biome is the way. Rovers are too jank even with gravity.
>>
>>570427418
I am their creator, their GOD
AND THEY SHALL HEED MY WORD
or suffer the consequences
>>
Is anyone going to host a 2.1 vanilla serb?
>>
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Eggbros, touristlurker here. I was waiting for Satisfactory 1.2 to drop for me to play and I saw that it has resource randomizer now. Why shouldn't I always enable that even though I'm kinda new?
>>
>>570441837
if you hate exploring or if you want to go full minmax autism I can see why one would prefer knowing where everything is in advance, but imo having a different resource placement in every playthrough is much more fun
>>
>>570442659
Yea it's what I was thinking too. It just seems better for replayability and just more fun in general.
I've played it before but only with friends, and we never finished it so I am (a bit) familiar with the game. I remember we were surprised the resources weren't random when we started a second playthrough.
>>
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lmao there's multiple of these now
>>
>>570444087
what a bunch cheating cucks. just change all recipes to produce only legendary items at this point
>>
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>+12 Morale for low tech dish
Honestly, couldn't care less. I'm a Berry Sludge kind of guy anyway so it's all noise to me.
But I'm ready to bet this will get nerfed to the ground the next patch which is yet another reason to hate live service niggery.
>>
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>>570399076
i cant walk across my base without shit flickering at me or some faggot idiot alarm flashing noise at me. sure the menus are all square but interacting with the rest of it is obnoxious, and the fast these fucking retards never even thought for a second that maybe some fuckers would want the guardrails removable is mildly infuriating.

in short, go buttchug some bleach you zoomer faggot.
>>
>>570365557
i havent finished the main campaign yet but it really is by far my least favourite zach game
why is it so much worse than anything he's made before
>>
>>570408359
waffles are just pancakes with butter catchers.
>>570407220
irregular shaped blocks are fun... just think ahead, or learn to love the cancer of jaunts.
>>
>>570435553
debaters? you mean future engineers and scholars amirite?
>>
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>>570447961
mux/demux logic equations aren't the most fun engineering disicipline and there's not a lot of room for optimization and at some point there always exists one solution that becomes obvious once you're reasonably proficient and then all the time is spent tard wrangling the component/bus placement.
Like the first map in that bonus campaign where you have to use a mixer to output a steady stream of gold out of three mixed red-green-gold input streams, and it's obvious what needs to be done but actually routing it is a fucking nightmare and I can't be bothered to do it.
>>
>inserters can choose drop lane
what the FUCK

>inserters will now always drop to the input sides of splitters.
actually massive though fuck always having to have an input belt on splitters
>>
>>570448361
i generally find the non-programming zach games to be much more tedious
>>
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>to milk the horse you have to go to space
Can you blow my whistle, baby, whistle, baby? Let me know
Girl, I'm gonna show you how to do it and we start real slow
You just put your lips together and you come real close
Can you blow my whistle, baby, whistle, baby? Here we go
>>
>>570357861
Basically this >>570358676
It's a late game goal to build a factory that can go 2.5x faster on everything on average, plus compounding productivity, and basically makes number go up. It's fun when instead of the post-rocket goal being "ok now I just scale up my factory 100x and build a 10kspm base and I'm done", first you get to spend another 50 hours building a quality base with incremental scaling, and THEN you can start scaling up 100x and that lets you build a 10Mspm base.

But the way quality is implemented is the most uninteresting way possible. You just need either a raw material casino or you just build your entire mall 5x over. No mixed products means it's a massive pain pre-postgame, so I've never even bothered with the whole "hurr just build a few rare items to put in important places!". Wow I can place three solar panels on my space platform to make the power of five, incredible, such space savings, and all at the cost of having a fuckass deadlockable setup in panel production and my ship not being blueprintable.
>>
>>570448123
>debaters
I mean future lawyers, politicians, and rabbi.
>>
>>570368647
NTA but he did say that
>>>570365324
>it stems from... Factorio not being a combat game

It's well known that Factorio combat can be mediocre, because of the fundamental design of the game. That doesn't mean it's OK for it to be mediocre, it just means it's fucking mediocre. And demolishers are just a particularly, extra mediocre part of it because they fit even more poorly into what little combat mechanics Factorio has, since they can't even serve as a resource sink.
>>
>>570416684
That's still not a guarantee because they use floating point world coordinates and incur drift.
(Satisfactory is completely fucked from the foundational level up. LITERALLY.)
>>
>>570424647
That would explain it, yes. Autoconnecting train blueprints have the same problem. You CANNOT start a fork/join split of a line at the autoconnect point. The autoconnect logic cannot handle that, because Coffeestain wrote it wrong. Each single autoconnect capable coordinate can only connect 1:1
>>
>>570426029
Satisfactory is not 3D Factorio. It plays totally differently.
Also, it does not live up to the name. Neither to Factorio's, nor to its own.

Satisfactory is something of a "cookie-clicker meets The Sims" of the automation genre.
>>
>>570426029
If you mean Satisfactory, then the best way I can put it is that it's good but calling it 3D Factorio isn't really accurate and it's going to give you wrong expectations. Factorio is a game with an incredible amount of attention paid to its mechanics and with a lot of freedom and control over how things work. Satisfactory has factory building, obviously, but overall at the mechanical level it's a lot more simplistic than Factorio. If you go into it expecting the mechanical depth of Factorio, you will be disappointed.

I feel like you should almost look at it like Minecraft with factory building. The enjoyment of the game doesn't strictly come from the factory building element, but also from building something which you think is cool just for the sake of it (in the same way how a cool building in Minecraft doesn't necessarily serve a real mechanical, gameplay purpose). If you can look at it from that perspective I think it can really be an enjoyable game, but if you go in literally expecting 3D Factorio then you're not going to get the same depth or mechanical focus that Factorio has. It trades off mechanical complexity and depth for more of a "build nice stuff and see it work" strictly aesthetic element and if you can't find any enjoyment in the latter you will probably be disappointed by looking strictly at the factory building mechanics.
>>
>>570452058
>mechanical depth of Factorio
What depthh? It's pretty simplistic.
>>
>>570452572
Satisfactory is even more simplistic, I'm talking about the difference between them.
>>
>>570441837
>>570442659
>>570443328
A lot of nodes are placed in a very intentional way, if you've ever noticed. Sometimes they even go as far as setting up specific ratios that ensure specific places are most well-suited to certain things.
It's fine to randomize if you've played enough to need the variation, but if one is new to the game I wouldn't recommend it to them.
>>
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>>570452572
>What depthh? It's pretty simplistic.
>>
>>570453237
>If you take A and combine it in B, you get C
>If you take C and combine it with D, you get E
Pic unrelated.
>>
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Almost done.
>>
>>570453602
You've described basically anything people do ever.
>>
>>570441837
I feel like the question should be the opposite, why WOULD you use the randomizer if you're new? If you're new then you don't know the map and resource placement anyway, it's all new to you already. The randomizer is something you use as an experienced player to switch it up a bit if you replay the game, I don't really see what benefit you'd get by using it when you don't know the map anyway.
>>
>>570453993
>You've described basically anything people do ever.
Are you genuinely retarded?

Regardless, you don't require any prerequisite knowledge to play factorio. The recipes are simplistic. The gameplay is simplistic. The mechanics are simplistic. It's THE normie game which is supported by how popular it is and by how much it sold (3 million "copies" 4 years ago).
The reputation of it being "le engineer" game is only spread among stupid larping halfwits with 0 self-awareness.
>>
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This will end well and not devolve into a retarded slapfight where no real comparisons or alternatives are brought up.
>>
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>>570453237
>let me tell you about the ingenious concept called "main bus"...
>sir, why are you saying that every distribution system ever uses it because it's so fucking obvious?
>sir! What does a regular a freeway have to do with it?
>sir! You seem to be blind to the fact that I'm very, very smart, sir!
>>
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Still can't get over how pretty volumetric clouds are
>>
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>>570455476
>>
>>570340189
NO CRYING IN CASINO
>>
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2 down, 7 to go. fucking hate docking heavy ass fuel modules
>>
>>570461387
What are you assembling?
>>
>>570461469
jool 5 ship. its fairly overengineered but i want it to be big/have plenty living space/have a centrifuge/etc. so my crew is comfy since a long mission. as such i need an absolute fuckton of fuel to get something of that size to jool, between the moons, and back
>>
>>570461387
With that many nukes, aren't you actually carrying more engine weight than fuel? Surely it's more efficient to have just one or two and do the maneuver over 20 minutes, in 4x physical timewarp.
>>
>>570462049
>do the maneuver over 20 minutes, in 4x physical timewarp.
This shit is why I stopped playing KSP.
The un-fun time sinks
>>
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>>570462049
>With that many nukes, aren't you actually carrying more engine weight than fuel?
yeah, transfer burns are whatever but i want to have a vaguely not shit TWR as otherwise capture burns are absolute ass cancer to figure out. im sure it would be doable but id rather just spam more engines and add more fuel when building the ship than spend ages figuring out an hour long burn just to capture into orbit at vall or whatever

my last massive ship was picrel which i slapped some engines on and pushed to duna, granted its heavier than the jool 5 ship but it had 12 nukes and still ended up having to dip into the atmosphere to aerobrake for an efficient capture kek

i guess the alternative would be adding some regular engines and rocket fuel tanks specifically for capture breaking but thats only occurred to me as i write this and the ships designed now so this is what were going with
>>
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>>570453729
Oxygen Not Included: Aquatic Planet Pack - Done;
>>
>>570455476
yeah let's gang up on this guy with the dumb anime image
>>
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incredible...
>>
>>570466491
How is the screenshot in such poor quality
>>
>>570467886
AI imagined what the screenshot of it playing would look like
>>
>>570435963
No, you're annoyed. I'm sad
>>
>>570467886
Hey, thanks for pointing it out! Unfortuantely at the time I did not know how to take screenshots, so I asked Claude to vibe code a screenshot tool for me
>>
>>570467886
I sincerely apologize for any confusion regarding the image quality—after carefully reviewing the available visual data, it appears the screenshot underwent a highly advanced compression pipeline (i.e., I mashed the screenshot key and uploaded whatever survived).

That said, I appreciate your feedback, and I’ll certainly take it into consideration moving forward—assuming the next screenshot contains more than 14 total pixels.
>>
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>>570467886
You know initially I thought it was just me taking a screenshot at like 360p because I had set the quality down for music in the background or some shit, but no.
fouur fooken keigh
>>
>>570468663
>you're annoyed.
Every goddamn time you blathered about not having nullius
then when nullius was around you blathered about not knowing which version of nullius would work for months on end
now that you have nullius, you complain about seablock
you stupid, meaningless insect
>>
>>570470714
So you're saying he's right?
>>
>>570471015
He's not sad. He's merely stupid.
>>
300h, haven't left Nauvis, send therapy, 10 char.
>>
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5/9. because i very wisely didnt actually check this configuration in the vab or hanger before i started assembling in lko the remaining 4 won't fit with the current setup, but all it should take is a slight redesign of the fuel module to basically offset the docking port and have the modules sit further out from the central one and we should be fine
>>
>>570471114
I don't know what he is but you're annoyed
>>
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>>570471114
>He's not sad. He's merely stupid.
>>
Am I enjoying space age
>>
>>570480562
Depends, what quality is your nuclear reactor?
>>
>>570481397
Why does that matter
>>
>>570482150
I can use it to extrapolate your enjoyment of SA
>>
>>570483894
I mean nuclear reactors have to be the most useless thing to grind for, you could just copy/paste 1000 normal quality reactors in the time it'd take you to grind for a legendary one
>>
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>>570471590
your !Jupiter ship reminds me of the Jupiter ship from Planetes
>>
>>570484359
I was looking for a green or blue one. If you only interact with quality once you can recycle or get legendaries then of course you won't enjoy it, that's what all the complainers on /egg/ do.
>>
>>570338749
dont be like that
>>
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I hereby conclude my last nullius session. it's ok I guess. as mentioned previously >>570389579, the bioscience builds turned out to be the best part of the mod. but I don't like the late game map clicking part. I solved the train upgrading problem, the biggest problem of this mod, by making my own mod but wube is going to make train upgrading possible in 2.1 so.. the final base is way smaller than I thought it would be. I completely avoided iron 3 and aluminum 3 by just vertically scaling the existing builds with better machines, belts and modules. there's no massive giga bases and gigantic train networks, at least not compared to space exploration, which imo is by far the best, most large scale factorio mod I've played. but it's ok.
>>
>>570494812
>bots
You didnt beat the mod
>>
>>570495345
?
>>
>>570494812
My Spex build was far smaller than this. I don't think it actually forces you to megabase anywhere near nullius scale.
>>
>>570494812
Havent played Nullius yet, I'm watching Dosh do it
But I am currently playing K2+SE again, on 2.0. The problem with SE is there are tons of dud stuff you have to make for the sake of making it and using it in only one product (Astrology science I'm looking at you).
In Nullius you have 10x the number of intermediates, but they're all used somewhere in some sort of scale. And there's of course way more improved recipes, while SE only has them so you can use the new ores.
>>
>>570496561
but that's impossible. you not only have a megabase on nauvis, but on multiple planets and space platforms and the megaest one is the space base above nauvis.
>>
>>570497595
>and the megaest one is the space base above nauvis
It was like four screens at default zoom level iirc. All the science stuff in those unnecessarily huge assemblers, and then eight machines for arcosphere rolling.
>>
>>570497459
I like this because it makes builds a lot more modularized. you can design massive modules and the pressures they will exert on other parts of the base are limited. nullius is insanely interconnected, especially with liquids. scaling one thing forces you to scale many other things at the same time, which themselves force other things to scale. you solve this by overbuilding everything from the start and making it scaleable as needed. the nullius base cannot be fragmented, everything must be together in one big base. but it's still a smaller base than my SEX nauvis base which had massive modules separated by great distances, and a vast network of mines. in nullius I only needed 3 mines, that's it.
>>
>>570498934
We have polar opposite views
I'm looking forward to eventually play Nullius precisely because of this: everything is interconected.
For Space Exploration, lauching rockets and setting up new interplanetary bases is cool the first couple of times, but gets old fast.
I hope Earandel eventually goes the same way Space Age went with new planets: each one (or each new resource in the case of Space Exp) needs a complete different loop to produce the basic stuff. Y'know, make them more unique like the Gleba organics and the trash from Fulgora.
As is every planet has the same procedure: drop down, slap down mines, crush, wash, melt, refine, smelt, put in rocket and fuck off.
>>
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9/9 fuel modules docked. i have one final resupply of miscellaneous stuff i forgot, and then were off to jool
>>
Going back to my space exploration save (fairly early, only E2A1) and i'm waighing adding stack inserters/stacking from miners. Has anyone played with them? My only real expectation for changing things is on the big vita/iridium setups, but I'm not sure if it actually makes the setups more interesting.
It's a 10x modifier so I'll need to build big, which is the only reason I'm considering it.
>>
>>570500904
You're gonna make me reinstall kerbal for the eight time. Are there any planet mods left that don't crash or bug out?
>>
>>570503120
outer planets and promised worlds are the two i hear people mention a lot, havent tried them myself yet but i assume theyre good since theyre in most mod lists
>>
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I'm experimenting with trains before building them in my game
Why is it refusing to connect this bypassing section to bidirectional rail?
>>
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>decide to sort visual stuff on my satisfactory structures
>wanted to do white concrete but it looks like a gray instead
>switch color schemes entirely
>spend hours designing
>googling something about concrete
>find unrelated video about concrete colors
>find out you can get proper white concrete by simply typing a higher value and ignoring the slider
>>
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I rebuilt it manually instead of copy pasting and it's working now, weird behaviour
>>
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My save files have normal names.
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>>570503229
Thanks, didn't know about promised
since it's in active development it might actually work
>>
>>570508342
I see you too are tired of the single biter mothers and their ever expanding neighborhoods
>>
>Swap Factorio between my Deck and PC
>Suddenly my Deck doesn't like my bootleg Nullius save after literal months and one of the mods is broken and won't load
>Whatever I'll load something else
>My Deck doesn't like my Angelboob run either and nukes a few recipes if I try to start it
>They don't share mods and my PC works fine with them both
What the hell is going on?
>>
>>570514823
Does you deck have wine?
>>
>>570357861
Its fun until tier three (rare), then it sucks. My issue with it is that it all comes down to recycling over and over. Theres no creativity in it. Would be much cooler if there would be some recipes that require specific quality, and some crafts that can guarantee an upcycle in quality. This would spice recycling up.
Like using foundry recipe with high tier quality modules would give you higher rank gears or some shit like that. And then you could upcycle them to engines and so on without putting them all into grinder.
>>
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according to wube aquilo's oceans are "at least 200km deep" but we can put elevated rails with no platforms required down.. so can they float or does it go all the way to the bottom?
>>
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>think about playing Satisfactory and all the ideas I have
>start up game
>ugh, I have to build a conveyer build all the way over there? forget it, this is too much work
>quit
>repeat
>>
>>570526096
>aquilo's oceans are a mix of ice and ammonia
>water ice is denser than ammonia
>there's still floating surface ice
>we can build concrete platforms and cover them in large metal structures without any of it sinking
>>
>>570526151
one must imagine sisyphus automating
I've been in this area for 90 hours and am currently rebuilding my iron factory for the 5th time
will probably rebuild it 5 more times as well
>>
I had been playing Factorio for years before I noticed the WUBE on the title screen
>>
>>570350703
It makes it possible to read and write to a machine at the same time, without the machine's own output also being counted as an input or contaminating whatever other machines are also reading from the same wire. You could already prevent contamination by running the input through a decider that is trivially true, or an arithmetic combinator set to +0, but that costed a tick's worth of lag on the signal.

>>570351237
pic.
>>
>>570532026
I guess I can see where that could be useful
I'm just too smooth brained to have ever created a system where I was needing that kind of control
Except for a S/R latch for backup power and some thruster enable/disable to control speed, I don't do much with wires
>>
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>>570539696
is the rust from the gun or the butchery
>>
>>570541763
>introduce metal, water, oxygen to system
>why is there rust
>>
>>570526704
Depends on what kind of salts and metals are dissolved in that ocean, density can vary a lot.
>>
>>570454975
>it's THE normie game
The average normie hops on overwatch, the occasional AAA blockbuster type game, and maybe, MAYBE some random indie title someone shilled enough to make them try. And odds are high that indie title is cheaper than Factorio.
Factorio isn't anywhere near the most complicated /egg/-slop but saying it has no depth is just hilarious in that it's the kind of thing only someone in this thread would say.
It's like someone saying a racing game isn't real racing because they play autistic rally games where you adjust wheel suspension and shit like that.
>>
>>570526710
reminder there is no point rebuilding
just leave it running inefficiently and go start a new one on the next vein
>>
>>570546987
I still don't get what's happening to the bullets. Also you'd expect them to be lead not iron, without actually playing nullius for a few mins.
>>
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>>570551215
the bullets cook the egg
>>
>>570503120
nta but you can also check out MPE and Kcalbeloh. Do keep in mind you will need at least 32 gigs of ram with all the planet mods.
>>
>>570551215
the gun and bullets are used for controling the beasties, thats why you only get 6 out of 9 eggs
the rust is the guns remains and the spent casings once they do break out, and the sludge is clearly biter corpses.

cmon man, use your noodle
>>
>>570554253
I guess when bullets run out you throw in the gun as well
>>
>>570554417
what happens to your gun turrets when the run out of ammo?
>>
>>570552952
the inciendiary of the bullet cooks the rice
>>
>>570554253
Py is fucking retarded
>>
>>570554253
>the gun and bullets are used for controling the beasties
It's a machine.
>>
>>570555673
gun
turrets
>>
>>570555667
That's nullius son
but I agree, athough there's much nuttier recipes

>>570555673
>Nullius: A Machine for Biters
>>
>play ONI
>see sparkle streaker
>remember the old days when they would travel from map end to map end in a minute
>not sure what it does now
>check dupe's bio
>nothing
>ask internet
>reddit, years ago: "Makes them go fast!"
>AI: "Makes them go fast!"
>reddit, a month ago: "Makes them go fast!"
>wikigg: "+Athletics and +Athletics for every nearby dupe!"

>check dupe that passed by
>+Athletics
>recheck streaker
>nothing
It's been like this since I think 1.0 because klei decided it was too useful. Did everyone who talks about this game online not play since then?
I've also only just learned super productive = 10% chance to complete a task immediately... but because I've never seen it happen I'm not sure it's "real". I'd almost expect klei to say anything that uses a building would be exempt.
>>
>>570526710
i like your factory draft
>>
>>570555783
It's a game optimized for the chinese crowd
>>
Longtrain lovers, we're back
>>
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Oh and since I'm talking about oxygen I'll ask a question,
finally found a natgas geyser, am I doing it correctly or is there room for improvement?
>enclose
>gold = 125C, gas = 150C -> need steel (don't have a dedicated refinery yet, or plastic, not enjoying they now have X+1 steps to build)
>pump -> gas detector + 2 powered gas shutoffs/valves
>>if natural gas detected for 5s -> it's natural gas, don't filter it
>>if natural gas not detected at all -> filter it
>(if packaging for dupe transport) thermo regulator until 25C


>>570555902
Surely there are too many indian and muslim characters for that?
I wish there were mods to let you recolor everyone, I'd rather muppet people (or to copypaste my skintone all over), but sprite modding seems to be one of the last things anyone cares to figure out for this one
>>
>dosh hates logibots
>>
>>570556257
in regards to factorio quality trains? it's the opposite. CoI seems like the last bastion of the long train.

>>570555783
You shouldn't be surprised getting bad info from three unreliable sources. Is the in-game wiki still half assed? They certainly change things around too much and have too many obscure mechanics to rely on the community to free wiki data entry.
>>570556527
>recolor mod
I remember some anon posting one here, check the archives.
> room for improvement
it's been ages since I've played ONI, so I don't remember or my knowledge might be out of date. But that's irrelevant, figuring out the machines is most of the fun of the game.
>>
>>570456289
I'm coming
>>
>>570556680
he's trying to be fancy with sushi but a sushi mall is pretty dumb
>>
>>570556886
>Is the in-game wiki still half assed?
Yes and it still has a lot of dead pages that I'm still not sure if it's because I don't have the DLC or not.
I tried looking up what the deal is with the "new" plant husks but didn't get far. The best I got was "ehhh" and noticing it's wood that's more power and labor intensive than... just... growing trees... and I didn't figure out how I could even compost it (the game doesn't mention that's an option, it just tells you to turn it into fuel in a machine that takes more power than the wood burner looks like it produces).
>archive
There's one for /vg/?
>most of the fun
My most fun step, once I have renewable (natgas geyser) power is to make enough steel to tame a gold volcano on my doorstep I haven't unplugged yet.
My main idea is to see if I can use a normal steam turbine, then disconnect the chamber except for a hydrogen thermo regulator once it's not super-hot just to see if I can bring down the temperature to 20C. I'm hoping gold will hold too little energy to make it take forever unlike volcanic rock.
>>
>buy satisfactory
>install on my 2015 gaming shittop
>was 2000$ adjusted for inflation
>hits 40fps max in the menu in ultralow
>fake frames make it worse
Fuck me and fuck this gay unoptimized game
>>
>>570559325
>he bought a shittop for gayming
>>
>>570551098
>reminder there is no point rebuilding
counterpoint: fun

>>570555862
thanks anon
>>
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>>570557350
it can get very pretty
>>
So is it out 2.1? Just going to load it, gleba depussified and space casino allowed(its postgame shit anyways who cares)
>>
>>570559325
Its 11 years old what do you expect?
>>
>>570559325
bro really out there trying to play a title that beefy computers struggle with, with computer parts from 10 years before the game's release

yes it's bad what did you expect
play anything else
>>
>>570563807
Satisfactory is 7 years old.
>>
>>570560993
>So is it out 2.1?
"End of June" for experimental branch, probably end of summer for stable
>>
>>570564103
>7 years old.
satisfactory came out in 2024
>>
>>570565292
>came out
I don't think so.
>>
>>570565471
early access doesn't count
>>
>>570565292
Don't care what gender it identifies as, it released in 2019.
>>
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>>570565617
It never came out because it was never in the closet to begin with
>>
>>570566247
When will Satisfactory come out as a game?
>>
>>570563807
>>570564103
That's my strike zone!
>>
>>570566601
it's a gayme.
>>
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>>570565292
Pfft
Yeah, and Besiege only came out in 2020.

Oh god, even the 1.0 release was 6 years ago now
>>
>>570555902
>for the chinese crowd
Stop lying, it still has brown and nigger dupes. I've spent like 30+ minutes re-rolling before starting my colony, so that my starting dupes are decent enough and contain 0 melanin.
>>
>>570559325
Just out of curiosity your should hunt down older versions of the game and see how they run. Looks like they have seeders.
>>
>>570560993
>casino
why do people use words like casino and gambling? I'm really bothered by this. if 1 in 10 items is tier 2 then it's not gambling it's just ratios. there's nothing random here in fact every rng algorithm must guarantee precise ratios of numbers in the set of numbers it generates, specifically 50% 0s and 50% 1s, the only thing that you're not supposed to know is the order of these numbers but the order doesn't even matter here it might as well be 9 tier 1 items followed by 1 tier 2 item every time it wouldn't make a difference.
>>
>>570570151
>it's not gambling it's just ratios
Gambling is just ratios. House never loses.
>>
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>>570570372
But when you're the one in control of all the items, you become the casino
>>
help me all my spare time has disappeared into KSP RP-1
unfortunately I'm too late and did things too inefficiently to beat the yanks to the moon (although I did manage to get something roughly similar the X-15 to space well before Gagarin's first orbit, not all bad news i suppose), so I'll make space stations first then I'll try to land by 1982 at latest.
>>
>>570570151
In that case, Quality could've been done the same way Productivity is
A bar that fills up until the next craft is of X quality
As it stands, it is still random bullshit that can and will fuck you over on the RNG front over and over again
>>
>>570570372
in gambling order matters for the gambler because he's only getting 1 number and it must be the right number in a set of billions of numbers in order for him to win it's a completely unrelated situation you fucktard.
>>
>>570570772
Yes, you are doing that at scale in factorio.
I preemptively accept your apology.
>>
>>570571029
>Yes, you are doing that at scale in factorio
lol
>>
>>570571268
Tell me more about this rng algorithm Factorio uses that guarantees precise ratios of numbers.
>>
>>570570717
it could have been and guess what, productivity could have been rng based as well and you wouldn't notice because the ratios are exactly the same and the result is exactly the same.
>>
>>570571621
Only in theory over an infinite amount of time
Within a finite timeframe as a playthrough, the random distribution will still be chaotic
>>
Whenever I have a 10% chance my brain reads it as a 0% chance, but when I have a 67% chance my brain reads it as 100% chance.
>>
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Can't have extra geysers for default asteroid now... When did they nerf the world gen (again)?
>>
>>570572453
for me its below 20% and above 85% fuck you, Focus Blast on Pokemon
>>
>>570571621
That would be horrific.

The goal of a process in factorio is to saturate its output and fully utilize its input so that you can use that predictable output to fuel yet another process reliably.

If you add variance to the rate of output on individual buildings or on processes, then either the output increases and decreases or the input is used less and more at random. This means that either later processes or earlier processes would then be made to stall out, creating even larger variance from the stalls and variances of those processes.

This can be partially solved for by adding an array of chest buffers to the output of every process which uses productivity, which would be horridly annoying and would then run on the acceptance that all output belts should, until they reach a buffer, only use a portion of their potential throughput based on the productivity's maximum output from a set of particular, buildings, which may not actually be calculable. Potentially, if productivity simply can trigger constantly, then inherent inefficiency on every output belt may have to be accepted, as they would inevitably occasionally stall from overfilling, or under-produce.
>>
>>570572582
>and above 85%
In nuCOM you better throw grenade even with 98% shot chance.
>>
>>570572321
an rng algorithm would be a bad rng algorithm if all 1s would be on one side and all 0s would be on the other. a good rng algorithm must also guarantee a uniform distribution. if you subdivide the sequence in small sections then it must guarantee that the ratio in each section approaches exactly 50%, the length of those sections must be as small as possible but large enough for the entire sequence to be patternless.
>>570572613
you can increase or decrease variance by adjusting how often you generate progress as the bar fills up - the more often you do it the lower the variance.
>>
>>570573917
RNG algorithm is still exactly that, random (as best as randomness can be emulated on a digital plane)
And that randomness isn't a guarantee of fucking anything
>>
>>570574056
>RNG algorithm is still exactly that, random
there is no such thing
>>
>>570573917
If I have 10% productivity, and that means "occationally you will gain 10% productivity points", then the variance is like:
Minimum 100%, maximum 10%, average lets say 105% if we assume it's a coinflip for each trigger. I don't know the word to describe the distribution of probability provided by a coinflip, just that it's vaugly pyramid shaped.

If you have 20% productivity, then, the variance previously described would double. The 100% would still be possible. The max is now 120%, and the shape of the variance would be the same, just larger.

Meanwhile, if productivity is instead a measure of the odds of getting a new product, then there would be very little variance at, say, 1% productivity, and also at 99% productivity, so I expect variance to max out at 50% productivity, without thinking about it too hard.

But all of that is basically irrelevant. Adjusting your amount of productivity isn't an actual option. You are allowed the amount of productivity you are allowed, in the slots which you are allowed, based on your current research at a particular stage of the game and your investment into modules and quality. Once you have applied the productivity you desire, you then have to go through the work of designing your factory to process materials using the intended modules, and so the shape of your belts and chests and circuitry and train interrupts are the things which the engineer is able to freely manipulate while creating the strategy he will then repeatedly implement.

Why yes, yes I WOULD like to have more productivity, but that ain't a solution.
>>
>>570447703
Are you only complaining about alerts? Not really an UI issue then
Also, it's zoomers who usually complain about uis being too complicated
>>
>>570408224
>So much space and UPS lag for a few dozen machines
>>
>>570391568
Earendel left so there's nobody to make the art
>>
>>570570151
>there's nothing random here
what's the maximum number of coins you can flip before one of them turns up heads?
>>
>>570581309
In real life? infinite
In factorio? Go check their pseudorandom number generator for the longest sequence and you'll know
>>
>>570581786
that only works if zero other random events are happening
>>
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was an absolute bastard to set up with eva construction but the docked liquid fuel modules are now all properly aspergers staged. i wanted to do it with fuel lines because the fuel priority system has bugged out on me too many times for me to trust it

with that, the big rcs tanks, and the miscellaneous cargo supplies i sent up with the fuel lines, were now ready to go. i could strip off the small empty monoprop tanks littering the ships to save on mass and frame rate but i dont think i will because i cant be fucked. currently showing about 9000 m/s of dV, which feels a little low for the full mission, but thats why the tanks are asparagus staged, and ill be shedding landers as i go too, so the overall mass of the craft will decrease a lot over the course of the mission.

next stop, jool
>>
>>570583220
How long is the burn?
>>
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>Decide to finally start doing train based production from scratch with arc furnaces and other stuff I have unlocked
>Need to move coal power plant though
>Might as well use woodchips for power using large unused part on the back of my island for forestry
>Set up forestry
>Build power plant
>Realize I can't afford to add any more pollution from trains and new buildings since I'm already spending unity to boost health
>Could start burning waste to save on landfill pollution, need fuel gas for that though
>Could switch vehicles to hydrogen also
>Expand my oil processing to make naphtha, fuel gas and hydrogen
>Need more population for all that
>But now I don't have enough food from my old setup and will need to expand my farming before I add anything else
>Still haven't touched trains yet and I'm not going to for a while
I love this game
>>
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realised i forgot some antenna so decided since i was sending another launch id suck it up and just strip the monoprop tanks, since theyd need to come off the landers at the very least sooner or later and just doing it all now would mean a less cancer framerate

picrel was the resulting abomination im sending to explode in the atmosphere

>>570583312
just going to get my transfer window now, my TWR is 0.09 so im not exactly expecting it to be fast kek. had hoped spamming nukes would help slightly but im carrying so much weight in fuel i move like a fridge regardless
>>
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>>570583312
>>570586101
yeah seems reasonable
>>
>>570586101
>>570586562
Could try using Persistent Thrust, though it is buggy so quicksave before you try with a vessel that big.
>>
>>570583220
well i just learned some interesting things about asparagus staging, maybe these are common knowledge but they were news to me

fuel ducts are literally entirely decorative and all they do is change the fuel priorities of the tanks you attach them to when you use them in the vab (which you can just do manually). if you use them outside of the vab (ie in eva construction) they do nothing. furthermore, despite incrementing by 1, fuel priority only has effect if the difference between two tanks is 10.

so i attached those fuel lines with eva construction, wondered why they werent working, manually tweaked fuel priority to 4/3/2/1/0 to be safe, wondered why that wasnt working, then finally went to 40/30/20/10/0 and it worked

this fucking game
>>
One-match warning, pur second game against /lcg/ is up soon! This one might be the decider for if we advance, given we already have a win from last week.

Group rivals /hgg2d/ and /1999/ are having theirs first, so watch that now if you're invested in group points or some nerd shit, ours will be in ~40 minutes or so
https://cytube.implying.fun/c/vgleague
>>
Aquilo is just painful to start, unless I'm doing it wrong.
>Building ice platforms to get enough room to make anything
>A single fluorine vent, which seems a bit stingy otherwise I have to build for miles to reach a group of them
>Getting power started took forever
Still looks comfy though.
>>
>>570589516
I don't remember "fuel priority" ever being visible anywhere, is that a new thing in advanced tweakables, or some mod? Fuel ducts work, at least ones assembled in the VAB, they constantly transfer resources in the flow direction. You still need to actually empty the tank you're trying to refill.

Normally fuel priority is handled automatically by setting up stages with decouplers, and setting the decouplers to allow fuel crossfeed. The ones to be thrown away first will be drained of fuel first.
>>
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>>570591473
>I don't remember "fuel priority" ever being visible anywhere, is that a new thing in advanced tweakables
yeah, i guess it shows up with advanced tweakables. all that fuel ducts do is change this setting without you having to go into the menus to do it
>>
Was anyone able to design a gleba base that can cold start and shut down gracefully?
>>
>>570591773
Guess they must've fucked with it at some point
>>
>>570591945
Designed, not built. Spoilare into nutrients is easy, and you can recycle biochambers back into a pentapod egg. Or at least it used to work.
>>
>>570592330
I think we have different definitions of designing something. What you did was a feasibility assessment.
>>
>>570589780
>>570589780
>>570589780
It BEGINS
>>
>>570593130
No I actually have a blueprint for the egg restarter
>>
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>>570338225
Good luck /egg/mans, hoping for a good match
>>
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nice
>>
Is Dosh streaming today?
>>
RIGGED
>>
>>570589780
SACKED IN THE MORNING
>>
its not looking good
>>
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i am 25 hours into this playthrough and all i do is just rebuild to satisfy my autistic needs and everything i make i am never satisfied with
>>
>>570595640
You trick them by losing and then catch them by surprise. Trust the plan.
>>
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>>570596202
>>
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Bad luck with all those post shots /Egg/ers. We both know this stupid fish couldn't save a ball if she tried.
>>
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>>570597557
>>
>>570589780
To be honest lads, I saw something like this coming - /lcg/ were the ones I was most apprehensive about for good reason. Countered it as best I could but not enough with all those damn post-hitters from SOMEONE, their attack is deadly

Onto next week, though I don't have too great news for that one so I'll break it to you now: I'll be at work and we'll be running full auto on pastebin. I'll plan ahead as much as possible but we'll have to be careful, the next opponents might be just as nasty (and I don't just mean their general)
>>
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Put up a good fight.
>>
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Good match eggbros, hope you guys manage to turn around in the next match
>>
>>570578845
>a few dozen machines
a few thousand, but yeah. Not pictured are 3 silos (1 in starter base, 2 for science), 61 radars, and one speaker.
Managing logistics is a lot, I don't want to run the 56 belts of iron this took side-by-side or anything. I was also at 60UPS, you need to be going way past 1 blue belt of science to go below.
>>
>>570597820
the fault lies with her
>>
>>570599283
why waste ups on lamps when there's nightvision goggles?
>>
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>>570601325
I like the mood lighting they bring, even though I still use night vision anyways
Also i'm at 60 FPS, it's much easier to have lamps anyways and remove with one decon planner if it ever became a problem.
>>
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went to eat dinner then started doing my transfer burn bit by bit. underestimated how hungry this thing is for monoprop though, so sent a resupply during its final orbit before kerbin escape. hopefully should have enough now, accounting for the ship getting lighter. time to finally actually go to jool
>>
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first set of tanks expended
>>
>>570602648
Do those RCS jets actually work when they're clipping inside the neighboring fuel tank
and why are you not using reaction wheels instead
>>
>>570604004
the clipped ones probably dont but there are enough non clipped ones to work
reaction wheels on a craft of this size just invites the kraken, at least if you use enough of them to get your manoeuvres done before the heat death of the kerbol system
>>
>>570556527
There's no need to filter the gas at all if you can get to it while it's dormant. Pump out the box until it's a vacuum and just use an atmo sensor to only pump it when it's above 1.5k ish to save power. If you're worried about the temp melting your machines then just don't use insulated tiles at all and let the surrounding air cool it naturally through regular tiles. Unless this thing is right outside your base the changes it has to the air around it should be minuscule.
>>
>>570584637
Don't burn sulfur. Turn the excess into slag instead and you can either trade it,use it in concrete production,or expand the island with it. Burning sulfur is kinda nasty on pollution.
>>
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on course for a tylo gravity assist that should give me a free capture (minus the cost of like 100 dV during transfer to set it up), and from there it shouldnt take too much to swing over to laythe and capture for the first landing
>>
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>>570608525
I haven't burned any sulfur in a very long time, my health has recovered since I started scrubbing exhaust in power production, moved my vehicles to hydrogen and stopped dumping waste water and solid waste, I still have some air pollution but it's minimal at this point

Currently I'm trying wrap my head around food production chains, ratios, byproducts, water consumption and fertilizer production for my new food setup
I'm pretty sure this alone is more complicated than vanilla Factorio, having 10 food types with entirely different production chains alone is diabolical
>>
>>570610595
It's not just the chains. Your consumption actively changes all the time through pop growth and diseases, and overproduction is what feeds organic fertilizer to even maintain current production levels. Also, running out of one food will spike usage of everything else.
>>
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>>570611028
>>570610595
Using trading can help cut down on some of the farms you need. Turning computers into chickens is actually huge since you need a decent amount of farms to just feed the damn things. More interconnected system means more failure points though. Never end up in a situation where you rely on the slag -> sour water trade or things will turn to shit the moment your smelters turn off.
>>
>>570608042
>let the surrounding air cool it naturally
You know what, it's so far away this is the best idea, and then when I have infinite steel I can put a turbine there to cool it all down
>>
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1 landing out of 5 done :D
thats probably enough for tonight, ill worry about getting back to orbit and doing more landings tomorrow
>>
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didnt realise how strong the gravity was here kek, had to lower the landing gear so theyd be able to get back in the plane
>>
>>570611028
>>570613316
Yeah, I think I'll forget about chickens for now and just supply tofu
Also fertilizer production is really expensive power wise, I'm calculating about 10 MW to sustain 140% fertility on 7 farms with ammonia synthesis
>>
>>570578845
>>570601325
anon there are people with better PCs than you
>>
>>570610595
le hydrogen car meme the game
>>
>Couldn't be bothered to work out the ratio for ice platforms since you seem to get more gas than ice from the process
>Just set up a bunch of tanks around the cryoplants and erase and replace them every now and then since I doubt I'll need endless platforms anyway
It feels like a shit solution but hey whatever works.
>>
>>570619616
It's optional, actually worse than diesel for performance since it's the same size fuel tank but consumes fuel faster.

Would be kinda silly for co2 emitted to affect you directly, but they call it "pollution". Probably talking about the usual exhaust pollution, CO, smog, etc.
>>
>>570621145
Nitrogen oxides I assume, nasty stuff, you'll get from combustion even when burning the cleanest fuel from temperature alone
Hydrogen must be fuel cell kind since if it was combustion it would also release them
>>
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After a break I decided to settle on 144 fertilizer 2 per minute, limestone, sulfur and hydrogen connections are temporary until I demolish old greenhouses to make space for proper connections
>>
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horrible fucking change
>>
the call of the factory beckons
I answer
>>
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I built my gas collector
It's good enough
Swapping over to make it entirely powered locally
Should probably fix my oxygen issues (I'm producing it off-site so when the flow is constricted, fewer oxygen masks are ready to use, so fewer dupes can go outside, so less oxygen is delivered, so...)
>>
I just found Trailmakers and it's really fun. What are some games that are slightly more complex than this? I've tried Stormworks but it seems like it's all about boats?
>>
>>570629045
No idea why they did that. Smearing roboport blueprints all over the countryside is going to be clunkier now and for what? Were they mad people weren't actually placing down radars that much?
>>
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>Space casino goes bye bye
>LDS shuffle is kept in the game
>People forget blue circuits at 300% productivity have 100% upcycling return rate
>Can be done at lower productivities but still, It's free quality mats
There, you can go have your legendary quality items again.
>>
>>570638669
Its good enough... for now... but the infinite heat it produces will eventually become a problem for your planetoid. Thermodynamics is a bitch.
>>
>>570644415
I haven't played stormworks but I know you can make more than boats in it. Some guy posts his train occasionally and I'm pretty sure regular vehicles and aircraft exist too.

There's also from the depths, mars first logistics,terratech,scrap mechanic and probably more I can't remember. Not all of those count as "more complex" but it might help you find more games.
>>
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Does this get damaged when the plastic evaporates or when the metal melts?
>>
>>570655303
Check the item properties once built. I think it takes on the refined metal property instead of the plastic.
>>
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>>570655790
You're right
I'm surprised

This will make things easier
I'll just have to remember to cool it off before deconstructing...
>>
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>find out need a secondary skill to build steam turbines (engineering 2)
>probably just never noticed this before/always had builder-operators, or something
>click skill to learn
>poof
I hope this won't be a recurring issue
>>
>>570402601
https://mods.factorio.com/mod/minimal-no-base-mod

(Was never updated to 2.0 to include the new necessary prototypes, but yes - it's possible to run Factorio without the base mod.)
>>
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Fully pipelined, 60 recipe/s, stochastic sushi smasher.
Tell it what inputs to expect, what outputs to make, and it recursively probes for ingredients with the dummy assemblers, and assigns/stops production subject to constraints (limit to no more than M items, produce only when all ingredients are present, and less than N items on the belt).

This was fun to get working, and might be a workable approach for Space Age, but for Nullius with its plethora of alternate recipes I don't think this approach using the item signals is really the way forward. (Note how even in this toy example, the small assembler keeps loading unboxing recipes for foundry items -- the only reason this doesn't cause problems is because the foundry has higher priority.)

If there's even such a thing as a good solution, it's probably going to need lookup tables encoding the desired recipe signal and/or machine type for each item to be produced. Which benefits from 2.0's logistic groups -- you can enter each table once, and toss it into constant combinators whereever you need it.

And then there's all the recipes with fluid ingredients. Not insurmountable -- add another table(s) for the fluid ingredient(s), and then it's just a matter of delivery. Pair each assembler with a barrel pump (or chemplants with what, 3?) and add a second sushi belt for barreled fluids? Or bite the bullet and plumb up a fluid crossbar switch?
>>
>>570661226
Very clever, but what problem is this solving? Minimising the number of assemblers in the sushi mall? I would've thought the throughput of the belt was the main concern in nullius. As it is with sushi belts anyway, but it's exacerbated in nullius.
Is the idea to have a couple of these with subsets of outputs with overlapping inputs instead of throwing everything on the same sushi belt? I suppose that works with many items being components of higher-tier versions.
>>
>>570661226
You got the sushi belt and sushi assemblers you clearly need sushi pipes
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>>570662328
Honestly, I'm not entirely sure what the point is; I just did it for fun.
(In case it's not clear, the picture with two of each size is just a proof-of-concept, which is as far as I expect to take it; if you were doing it for real, I guess you'd have dozens of assemblers and supply it with plates, rods, etc. instead of forging them from ingots in the automall.)

I'd been meaning to make an automall for a while, but hadn't got around to it yet. (Picturing something robot-based you could paste on Space Age planets or whatever, not this thing.)
But then Dosh said he's planning to do a sushi automall in his Nullius stream, with the goal of producing Physics Research.
And with all the restrictions on recipes vs assembler sizes, I thought it sounded fun, so I gave it a shot myself. Hadn't thought about the alternate recipes and so on until I got in the middle of it.

Anyway, I think Dosh's idea is less minimizing the number of machines, and more minimizing the bottleneck-hunting, where if you just slap down one assembler for each product, then you have to figure out which one you should have made a half-dozen of instead. But there's also a lot of "something interesting for the viewers" in there.
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>>570599283
still, very few machines for that much space and rail
>>570618327
his ups is dropping after one blue belt of science kek
mine dropped after 4 stacked green belts (I assume he plays the base game so not comparable, but I still win)
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>>570647079
It's not about that. It's about devs being a reddit balance niggers and meddling when they shouldn't.
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>>570647079
It's not about that. We just want to cheat.
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>>570657656
I just keep around one mech guy and give him a booster for these annoying ones. Try and see if that works until they patch it, it's technically another "skill".
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>>570647079
I imagine they either don't know about it or don't want to get to 300% prod, but at the same time it's not like space casinos were not expensive in the first place
>>
The constant whining around the space casino is too pathetic to look at. I only hope the devs don't give in to the pressure.
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>>570665143
well it is certainly entertaining. I guess science you want high throughput which would be a big power draw with bots, which is an argument for sushi.
Automalls mostly are about minimising space, which is one of the things you have plenty of in nullius. They'd obfuscate identifying bottlenecks if anything, compared to static set ups. At best they just do nothing, reading the sushi contents and displaying it doesn't have anything to do with it being an automall.
>>
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An attempt at "taming" some water
Basically it calls water if the chamber on the left isn't at 80% and then cools it until it's roughly 20C
I'm sure I did something wrong, the game isn't nice to complicated builds

I wish it wasn't so expensive to cool steam turbines
I also wish dupes didn't do jobs that they'd not be able to even reach before breaktime, it sad to see one make it to work in time for the whistle
>>
... speaking of distances, oh whoop de doo had a scald victim and their savior? The dupe currently the furthest away...
Thankfully cancelled it and got a closer one to pitch in, about 5s left on the clock
I honestly don't understand how triage cots work, I usually assign dupes myself as a means of getting them out of harm's way because there is no non-lethal harm in the game except for attacking hatches
>>
>>570666327
The whole premise for that nerf is stupid. Might as well just erase productivity altogether.

Every factorio e-manwhore made a "omg space casinos are busted & I bet wube will nerf it" so they nerfed it due to popular opinion. Can't get any lamer than that.
>>
>>570668526
>The whole premise for that nerf is stupid.
Cool
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>>570616859
Very vanilla design. I like it.
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>>570667773
I just realized what might be an improvement post-hardsuits
>geyser water is 95C max
>just run geyser water pipes next to turbine coolant pipes
>turbine cannot physically overheat
>material + power cost: one aquatuner
it'd be too dangerous to do this without suits
>>
>>570668916
Are you implying it isn't?
Am I supposed to pretend that it's game-breaking or "too strong"™ (whatever it even means).
It's lame and unnecessary.
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>>570669761
No, I simply don't care
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>>570670012
>I respond and reply to things that I apparently do not care about
>in fact, I don't care SO HARD I must announce it to everyone in class
https://www.youtube.com/watch?v=AibtyCAhyQE

Ok, thanks for sharing.
>>
>>570669456
>he doesn't encondomate his dupes outside of their designated living area
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>>570670328
lol
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>>570670340
Electricity cost
I otherwise would

I'm on cycle 365, I assume by this point players who have gottengud would have a solar powered sourgas boiler, without using magma
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>>570338225
Do you guys like banished? I'm having a blast
A population blast to be precise
>>
>>570667773
What is the purpose behind keeping aquatuners separete from the water they're heating?

>dupes didn't do jobs that they'd not be able to even reach before breaktime
There was a related mod, adds a new schedule type "finish up" where they stop accepting new tasks and go do toilets+food, but still finish what they were already doing.

Also helps if you can reduce their travel time with metal tiles, plastic ladders, or transport tube.
>>
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Just how in the fuck is this vehicle path supposed to be turning too sharply when it's just a gentle 45deg turn? How in the fuck have they implemented these paths?
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>>570668972
thanks anon. id never tried planes before this so didnt want to get too fancy, just played around with designs on kerbin and went with the first thing that vaguely worked. none of the landers for the mission are anything too special, all of the overengineering went into the mothership kek.

the problem now is i forgot to put any batteries or solar panels on it so im going to have to get my kerbals back to orbit without SAS (or get a solar panel down to the surface somehow). the plane was always meant to be discarded after laythe so its not like i need to outright dock with the mothership, but i do need to get the kerbals there which will be trickier if i cant manoeuvre out of atmo (and the mothership is too sluggish to be of much use).
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>>570673087
nevermind im retarded, the engines generate electricity
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>>570672242
>What is the purpose behind keeping aquatuners separete from the water they're heating?
For stability and, allegedly, better heat transfer.
If you put them in the steam chamber directly, the temperature can spike and even steel aquatuner may overheat. It's especially useful if you make aquatuner from early shit like gold amalgum.
>>
>>570673087
You using stock or FAR? FAR designing always busts my balls.
>>570673213
Aye, iirc fuel cells should work in stock too if you have any.
>>
>>570674463
not fully stock, i have some mods on, but i dont recognise the name FAR so i assume im stock for the purposes of whatever youre talking about
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>>570674769
Ferram Aerospace Research mod, more detailed aerodynamics, better than stock, but comes with its baggage.
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back at the mothership, next stop: tylo
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>>570674352
Oh right. Water's fine for heat transfer until all of it evaporates, and ONI doesn't change the boiling point with pressure. Still that should only require four drops of oil, not an entire separate chamber.
>>
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Got tired of going to the wiki to check at what rate an inserted would actually move items.
Learned how to make a timer for 60 seconds. Turns out a tick is 60 per second, so 60 seconds is 3600 ticks. If you set up a logic circuit to increase a signal by 1 every tick, then once it hits 3600, that's 60 seconds.

Never mind that.

What matters is, look at this stupid shit. Those green inserters depositing directly into those splitters will fully saturate that green belt between the inserters, which means you can saturate a belt using only 6 tiles and 2 inserters, and it's goofy looking.
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>>570680143
So this splitter trick allows it to deposit items at twice the usual rate?
>>
looking up stuff about landing on tylo and it seems like i may have underestimated the juice my lander would need, it has a single terrier which i dont think will cut it. going to try and macgyver some bullshit by borrowing the engines from the other lander and/or lifeboat craft. itll hurt the overall dV but one problem at a time
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>>570681224
normal rate 25 per bulk legendary onto passing green belt
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>>570681224

the splitter basically just clears the belt twice as fast, since you're dropping in 2 places at once.

you still have the same time to swing the inserter around
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>>570681921
splitter rate 38.
38/25 = 1.52, so about 1.5* the output. Also, a fair amount of potential output is wasted using this method, but if your goal is to fill a belt, that's fine.
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This arrangement only manages 47, which is worse than double the normal case of legendary bulk onto passing green belt, which means you would be better off dumping directly onto two different belts
Was really hoping this was better than that.

Implies that two bulk inserters in a row is even worse than you might think.
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>>570682738
No, I'm dumb, half a green belt maxes at 30, so whatever inefficiency two bulk inserters in a row might represent, it easily saturates half a green belt.

Also, two inserters move 51/second, which is more than 2*25, so remember that I'm ignoring the decimal places here.

That'll do for now, unless there's a suggestion I guess.
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>>570683234
The ideal situation is two sequential inserters at the same swing speed, with the second one's stack override tuned to fill the exact hole the first one leaves on the belt.
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>>570395640
Anon have you ever built a (common) train and had it go around a U-turn on coal fuel? The literal cheapest early game trains (yes coal is cheaper than wood shut up) exceed realistic derailment forces probably by multiple orders of magnitude. This has NEVER been an issue for factorio trains
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>>570661226
sushi is really dumb for a mall especially one that makes hundreds of items but it can be a good side project. if you're really going to do it here's an idea. make 6 half density sushi belts feeding into 3 max density sushi belts that supply the mall. you compress at the start and decompress at the end to maximize throughput and mall efficiency. each of the 2 full belts joins the 3rd full belt 1/3 of the way. you do this twice to make it symmetric, ending up with 12 half density sushi belts. even with that implemented it's going to be a slow mall.
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>>570686173
dosh does what dosh wants
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after nearly an hour of reconfiguring the ship (it wasnt really designed with redocking in mind; the idea was id just snap off largely single-use landers as i went. also the kraken was hungry) i managed to get the engines off the other lander and lifeboat, tripling the tylo landers thrust. the dV readouts still look acceptable so im hoping the impact of the triple engines on my weight isnt too bad. likewise i hope the slight weight imbalance from the shrouded one doesnt cause problems.

hopefully this gives me enough TWR to pull off the landing, since its this or bust
>>
The redpilled way is doing like Michael Hendricks does: handcraft and handfeed everything
Just make tons of intermediates and buffer them
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>>570687672
that guy is a genuine moron
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>>570686173
sushi is just really dumb in general
looks cool though
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>>570687798
lets see your 1000x science cost 600% deathworld base
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>>570688258
I can't see \you\ with how deep you're throating, nonny
you're hidden under the fat rolls
>bro just use the most tedious ways to exploit the game
>bro PLEASE I NEED ASTEROID BELT WEAVING PLEASE PLEASE I BEG YOU DON'T TOUCH IT PLEASE IT'S AN INTENDED GAME MECHANIC PLEASE
>>
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2/5 :D
absolute bastard of a landing, i can see where it gets its reputation
cerlie wasnt supposed to come on this one - was supposed to be a scientist instead but im going to need her to reconfigure the landers engines mid ascent. well cross that bridge when we get to it though, for now im going to hang out on tylo while the batteries recharge
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>>570688417
>>
>>570688242
there are legit use cases for sushi, like for science
>>
I wish DS embraced the alt recipe path. The standardized, oversized recipe selector UI they use is meant for having loads of alternates in the corners. Really would be nice to be able to substitute some iron for titanium even if it is a partial split in the recipe (meaning more ingredient inputs).
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down an engine, so ill have to swap the remaining terrier from the pol/bop/vall lander to the lifeboat if i ever need to use it, but were successfully back from tylo (after a brief 2km jetpack trip, lugging a terrier in tow). ascent was fucking tight but made it work.

liquid full tanks show just under 6k dV remaining ahead of tylo escape burn, im hoping that should be enough. tylo ended up being super costly because i brought the ship into a low circular orbit to save fuel on the landers descent. next stop: vall
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>>570688242
I know, right. Eating raw fish? Beyond silly.
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>>570644415
I'm the local Besiege shill so I will say that there's actually a surprising degree to which you can make complex vehicles, if you don't mind not having much to do with them unless you hunt for workshop levels
And if you're willing to dive deeper, there's plenty of mods that basically let you do anything you want with block shapes/parameters
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>>570426029
if you mean gregtech, yeah, it's really fun
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>>570426029
satisfaggotry has more in common with endfield than factorio
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>>570692014
That's how you get intestinal worms
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>>570601325
nightvision is fucking ugly, I don't use it at all anymore these days
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>>570696927
It should have improved with quality. Bob's has a nightvision mk2 and mk3, the third one looks like daytime without any overlays.
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>>570647079
>building a massive asteroid gathering ship being the optimal strategy was too boring!
>let's nerf it so the optimal strategy is just blue circuit casino that you can slap down anywhere, even on nauvis, doesn't need asteroid grabber logistics or fragment balancing, doesn't need route planning, fuel and ammo production, never risks stalling or getting destroyed from running out of fuel/ammo due to misbalancing
>just stamping down a bog standard surface production line is so much more fun!
bravo wube
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>>570666549
>They'd obfuscate identifying bottlenecks if anything, compared to static set ups
What I meant is, you don't bother finding the bottleneck, because instead of the whole production line stalling waiting for the slow step running on a single machine, the automall brain just ends up dispatching that recipe more often and/or to more machines, so it gets a greater share of manufacturing capacity.
Obviously that flexibility comes at a cost to efficiency, since assemblers waste a lot of time cycling their contents out with every recipe change, and that's in addition to all the waiting-for-items inefficiency inherent in a sushi belt with a ton of items.
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>>570698251
I haven't looked at the actual setup in detail but this has made me think
>instead of the whole production line stalling waiting for the slow step running on a single machine, the automall brain just ends up dispatching that recipe more often and/or to more machines
>Obviously that flexibility comes at a cost to efficiency, since assemblers waste a lot of time cycling their contents out with every recipe change
Can you do the same thing but with a much wider window/more hysteresis, so that production dynamically adjusts to demand as demand evolves but doesn't constantly change and waste recipe switching time due to microstutters in demand?
In something like nullius you need a giant mall and it could be an interesting premise to make an auto-balancing mall that can make anything in the proportions you need, without having to basically manually balance it as you find bottlenecks and progress through the game. But usually demand will not change second to second, so having it gradually stabilise on an equilibrium over the course of a few minutes, and generally remain stable and avoid drastically reassigning machines for small instabilities, could help significantly reduce the ingredient clearing out overhead.

Then you still have the sushi belt throughput issue that much is true. But a self-balancing mall of assemblers could actually almost work with a bot mall too - slap down universal assemblers to expand and it automatically balances recipes according to demand, if there's a way to globally quantify that demand.
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>>570697670
they didn't say that it was too boring, they said it was too strong, make of that what you will
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>>570697670
I’ve been calling them lube since the first price hike, because they tend to facilitate someone getting fucked one way or another.
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>>570698670
It made me think of the guy who wanted to run his whole base on two assemblers.
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>>570698803
Things that are too strong are bad only when they're too boring to be interesting. Legendary prod mods are also extremely strong but they're not considered too strong because they're an intended game mechanic that's meant to be fun.

>>570698815
>nooo not an extra $5!!
Absolute nothingburger.
Even if you want to talk about "business practices" and "value" or whatever, the base game after the price hike is still a better and more consumer-friendly offering than SA at its base price, yet almost nobody complains about the expansion's price (compared to the melties from the base game hike).
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>>570699131
SA is a good point. The base game doesn't even follow inflation with price increases, but the expansion is not even worth half the game's price and they're asking full. it's just a glorified mod.
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>>570699131
A factorio account is a safer investment than gold! Don't tell me you didn't at least smirk, that joke is about more than the price anyway.
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>>570700683
I didn't because I have autism and don't understand your point, the comparison seems irrelevant
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>>570699131
>Things that are too strong are bad only when they're too boring to be interesting
yeah I agree, nerfing stuff like space casino feels pointless
>>570699498
the expansion easily adds as much content as the base game so arguably the price makes sense marketing-wise, of course this doesn't translate to the value perceived by consumers and a dlc that costs as much as the base game itself simply doesn't feel good (I bought Factorio when it was 20€ so I was kinda pissed after seeing the SA price tbqh). But still in the modern gaming industry 64€ for the whole package sadly doesn't sound all that high, it's less than Rimworld with its expansions for example. Also one could argue that without the monetary incentive of the dlc they wouldn't have updated the game long enough to get to a 2.0 version
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>>570701640
>the expansion easily adds as much content as the base game so arguably the price makes sense marketing-wise
The base game is an entire engine + a small but well-polished campaign. (Also "small" is subjective, while it can be speedran in a couple of hours it's common for new players to take 20-30 hours to complete.) By buying the base game you gain access to a huge library of free content built on top of the engine (i.e. mods).

The DLC ships with a few tweaks to the engine and a lot of new campaign content. Arguably, the new campaign is probably around 2x as long as the base game. But it doesn't come with a revolutionary engine, as that already existed. In some ways SA brings less content than something like Nullius; it's probably more polished than most one-man overhaul mods, but conversely it's also less polished of an experience than the base game campaign.
SA also comes with a variety of QoL and minor feature improvements which are very hard to quantify in terms of "value".
But I think, taking it on the balance of things, the benefit and amount of fun you get from obtaining access to the base game (including the engine itself), far outweighs the benefit and amount of fun you gain by obtaining access to the SA campaign and QoL tweaks. In other words, the jump from "not playing Factorio" to "playing Factorio", is much more significant than the jump from "playing base Factorio" and "playing SA".

>sadly doesn't sound all that high
I honestly don't think it is; in absolute terms, Factorio is really a cheap game for how good it is, and I don't regret my purchase of SA at all. Given the quality and the amount of content, I think even $50 would've been a fair price for the base game (not sure about SA though).

My point is simply that the insane amount of spergery for the $5 price hike makes zero sense, especially when contrasted with the SA release price.
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>>570702624
>well-polished
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3/5 :D
a lot simpler than the previous two kek. might be a little tight on dV for the ascent but i think we should be ok
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>>570702624
it's kinda like with sequels, they are often built off the engine and assets of the first game but still cost as much if not more.
As for the price hike my theory is that since Kovarex and friends know that they won't be releasing a new game anytime soon they wanted to make as much bank as possible off Factorio (within reason) so that they can spend the next few years working on a new project without pressure
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>>570672242
>What is the purpose
Maintenance
If/when I need to do that, or move the construction, I don't need to open up the steam chamber to rewire my aquatuner and the steam will be cooled into water
I got into the habit of it when I first started using aquatuners because I didn't know what I was doing, wanted to modify it a lot, and wasn't using steel (gold amalg, like other anon said) so occasionally damaged it

If your setup is permanent and infallible, it's unnecessary
This is also a bad version of it because if I ever opened up the oil compartment, I'd need to turn it into a vacuum to refill it aesthetically, because it's placed under the steam chamber

>transport tube
Bit early for that, don't even have a drecko farm yet (or shine bug now that's a thing) and plastic drops from the printer are outproducing me and my currently unrenewable oil

>>570703061
Looks fun, anon!
I wish landers were more integrated into the game
I like trying to copy the IRL design of two stages but it gets so tight on fuel I'd need one of the "cheat" mods to tell me when I should start burning to reconnect with my orbiting ship, and I wish the wiki's dV map was ingame
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i decided cerlie (engineer) did so much work in salvaging the mission at tylo that she deserved to come for the rest of the landings over tedzor (scientist), even if it meant missing out on some science

it was a good thing i brought her. redocked with the mothership with picrel fuel leftover, having jettisoned the following to save weight:
>ladders
>docking port (could reattach a new one when i got close to the mothership)
>solar panels
>two of the science experiments
>the spare monoprop tanks
>all but 2 of the rcs thrusters

bop and pol should at least be straightforward now
>>
my iron factory has entered beta stage
I still need to add another floor for assembler crafts and actually sort out tractor paths to get the ore here but I already built the road for that
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>>570703046
Kurwa
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>>570708253
Use single V, they're Czech
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give me egg
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>>570709593
Shouldn't they suffocate?
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>>570710478
That's what the tyubes are for
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>>570710478
That floor is inside the ship

also, no, or at least they can hatch in space
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>>570702624
>Factorio is really a cheap game for how good it
It's a shit game regardless of the price. The win condition is piss easy, the failure state is more of a formality than anything. And at the end of the day, you can just turn off hostiles altogether. The gameplay doesn't evolve or build up towards anything. It tricks retards with science packs colors and item tiers when in reality you'll be doing the same pointless shit all game.
Basic bitch base building
Basic bitch combat
Basic bitch tower defense
A "logistic game" with no logistic puzzles
>>
>>570710969
He mad
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>>570710969
Factorio is an incremental game. Don't like it don't play it
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>>570710969
>>570711423
Yup- he mad. Seething even.
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>>570710969
>A "logistic game" with no logistic puzzles
What is a logistics puzzle in your mind?
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4/5
landing took nothing at all but getting out to this fuckass orbit ate up nearly 1500dv of the motherships fuel. i think i did it pretty inefficiently compared to my previous transfers between moons, but i jettisoned more shit off the mothership and im optimistic about having enough fuel for everything and not needing to break out the lifeboat
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>>570713713
getting his mom out of the bed
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Permanent industrial zone started
Now to permanently fix oxygen
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>>570711423
>>570711601
>>570712945
>>570713713
Kovarex ditched feature development as soon as EA money started rolling in. Turned 3 science packs into 7 and called it 1.0;
Then came back few years later and sold a mod for the same price base game goes and you carry water for him.
Factorio players are the ultimate suckers.
>>
>>570713713
Satisfactory
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back to the ship. i actually rendezvoused earlier but made a second trip down to the surface (all on the same tank of fuel, so didnt affect the margins for the mission), because when i was on the surface the first time i realised id forgotten to have a scientist reset mystery goo and science jr kek. im not trying to squeeze every last drop of science out of this mission but it felt a shame not to get at least one of each experiment per moon and i had the fuel to do it

next stop: pol (the kerbol systems most racist moon)
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>>570717561
He deserves as much water as I can carry
>>
>>570717561
What a sucker, I get a game and all he gets is some crummy water
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>>570717561
Damn, I paid him two tens or however much it was and got more game out of it than modern AAA and AA
Sucks to be me
>>
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I wish I knew when I'm ready to go to aquila what the fuck nigga!!!
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>>570719092
>holy reddit cope
Based Jews spitting facts about how goyim are not people.
>>
>>570719260
Making a ship to get to Aquilo is much harder than making a ship for the inner system. I made something that works well unless the ship is parked for too long in which case the rocket production jams because it produces a retarded amount of carbon and not enough sulfur. I'm so bad at using unbalanced ratios, I never know how to get rid of excess.
>>
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5/5! :D
now just to get home
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>>570722140
You put an inserter at the end of the carbon belt, and start throwing it away when there isn't enough sulphur
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>>570709593
Vacuum of space doesn’t affect buggers
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>>570719260
Look in factoripedia
see which asteroids appear during the trip to aquilo
see how many shots it takes to kill each asteroid types
Keep in mind that asteroids will appear in clumps occasionally, by chance, and so you may suddenly have to destroy far more asteroids before they reach you.

Once you have enough firepower to dispatch clumps of asteroids faster than they can approch you, you're good.

>Example
Lets say I pretend that your ship moves at 500km/second, and that the asteroids in space approach at about 10 tiles/second at that speed.

The range of a rocket turret is 36 tiles. It's 10-ish tiles to the tip of your collectors from your rocket turret, in this made up example. So, you have 26 tiles of range between you and the approaching targets. That buys 2.6 seconds.You have 1 rocket turret, which fires at about 1 rocket per second. Lets say it takes 5 rockets to destroy 1 medium asteroid. If a clump of 3 mediium asteroids appear, then it will take 15 shots to destroy all 3 asteroids, which takes 15 seconds. In that time, the medium asteroids will travel 150 tiles, which is far enough to damage your ship.

Now apply this reasoning to your actual ship and situation, and account for having multiple turrets with only partially overlapping ranges.
>>
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last one for the day
lookit that sexy bitch
>>
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>>570719260
For me the trick was stockpiling the ammunition. To that end i have all parts involved buffering with a wiggly belt of ingredients and then a metric fuckload of ammo in circular belts which make sure to pad out to both sides of the belt. So i am both ready to shit them out and already sitting on a vast supply. Don't forget your laser turrets either, when you're sitting at aquilo you're going to get fucked if solar is powering that, go nuclear and then later use that to jumpstart your fusion, the last time power will ever bother you again.
and of course, filtering the targets on the turrets helps not piss ammo on nonsense.
>>
>>570723509
So much empty space
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>>570723509
I feel less bad about my ship looking at this spaghetti.
It probably performs better than mine though.
>>
>>570710478
Biters live just fine in space.
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>>570722326
It's actually better to change the crusher recipe based on if you don't need more of the secondary output because you get more of the primary if you use the basic recipe

I have a single combinator that controls what is allowed on the ship. The asteroid signals are the amount of asteroid chunks that need to be present on the belt before they get reprocessed into different ones and the asteroid signals are the amount where they just start getting thrown overboard
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>>570724215
>Science in SPAAAAAACE
>Up Go Fulgora, Up Go Vulcanus
reddit ships
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>>570724642
Excuse you, I stole my names from The Muppets and BPL Tex
>>
>>570724793
>le hecking wholesome reference
>>
After hours of not coming up with platform names I'm just stealing ones from Ian Bank' Culture Series.
>>
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>>570724928
You will be forced to see my heckin' quirk chungus platform names
>>
>>570719481
>>570724928
You gotta step up your game if you want to shit on the floor here
/egg/ is a veteran of raids far worse than your sharty teen ass can create
>>
>>570726539
/qa/ won (and sharty lost), non-sequitur
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after close to 6 years of MET, time to bid the jool system farewell and go home
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>>570722140
>>570723253
>>570723620
pfft I honestly forgot to stockpile rockets like I did with regular ammo
I got to aquilo, had no idea what to do and just loaded an older save so I can plan ahead
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>>570722140
funny you say that, I have the opposite issue where I just dump sulfur
I just check if the early belts are saturated and start dumping them
I can probably hook up the same thing to the carbon fork above
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home safe :D
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jool 5 complete!
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>>570724215
Yes, but you get so many more asteroids than you need even before reprocessing productivity.
>>
Fitting space for heat pipes on Aquilo is pretty annoying, actually.
>>
>>570724793
Wumpa fruit?
>>
>>570737340
I guess. Kind of thinking of getting a ship spun up. In the future I'm going to build mine so I can ship all the shit they need to get going rather than wait for the ship to eventually get enough resources to start moving

>>570737550
Of course
>>
What the fuck is Dosh doing?
>>
Anons, how can I stabilize the request by a circuit network that is always changing?. Ex: I have 20 green circ extra that I want to trash.
But when robots passes and retrieve it to place it in the requester the network says I have 0 to trash and it removes the signal (so the robot goes an retrieves part of the contents).
I guess I can snapshot the request for a few seconds. But this doesn't solve the problem completely.
Is there a simple solution?
>>
>>570698670
Yeah, a more stable algorithm could improve it a lot, and applying that to a bot mall might just make it practical. At first I thought there'd be a problem with extra space taken up by the per-assembler combinators increasing bot flight times, but if you figure at least half the machines in a normal Nullius bot mall are idle at any given time, then anything less than doubling the size would actually be an improvement in that respect.

My setup controls each class of assembler with a single wire, where a positive signal represents an available recipe to run, and a negative signal represents a stop order for a recipe.
Recipes are never preemptively started, only made available (output low and all ingredients high), unavailable (otherwise), or stopped (output maxed, or any ingredient zero).
When an assembler is idle, it randomly selects an available recipe; once it does, it keeps producing that recipe, even if it becomes unavailable, until it sees a stop order.
The big problem with this signaling scheme is, when a certain recipe's output fills up or input empties, every assembler producing that recipe receives the same stop signal and drops the recipe at the same time -- no way to incrementally reduce the number of assemblers on a recipe to match consumption.

So it needs a complete overhaul to make progress in that direction.
Maybe a three-threshold concept:
> 0 < n < T1 : periodically increment production
>T1 < n < T2 : do nothing
>T2 < n < T3 : periodically decrement production
>T3 < n : immediately stop all production
Maybe use both wires:
green wire: - for decrement, + for increment
red wire: immediate stop
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>>570739906
Just hold it in a memory cell, I guess
>>
>>570739232
An overcomplicated solution to a mall for the content.
>>
>>570741930
Is he the one who says you didn't beat the game if you used bots in any capacity around here?
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>>570742305
nah, he's just silly like that sometimes
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>>570751272
Based
>>
Holy shit artillery is bullshit
>Constant alerts from Gleba
>The pentapods are endlessly stomping in and damaging everything before they die, only for it all to get repaired by the bots
>Fuck it, fine, I'll import a couple of artillery turrets I guess
>I never get an alert from Gleba again
This is just broken. What's with the artillery trains though? I can't see a reason to use them.
>>
>>570755627
Some people have an artillery train rather than setting up dedicated firing lines. I typically slap one or two on the end of my wall supply trains
>>
I like painful Factorio mods

Should I bring ice with me to Aquilo? I have free ice on Fugg and I'm already bringing like 500 slots of crap with me
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This is a very old collage
Does anyone have a newer/larger version?
>>
>>570762829
NICE
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>>570762829
Where's the Australian version?
>>
>>570761445
you will also have free ice on aquilo (the ice planet).
It's one of the few things you'll use there that you shouldn't bring from elsewhere
>>
>>570765818
People were bitching about how long it takes to generate ice at the beginning so I had a big think while I looked at my Aquilo base dumping ice into the void
>>
Any way to pin windows in Factorio so it doesnt close when you open something else?
Specifically, the Factoriopedia recipe window



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