[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vg/ - Video Game Generals


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: NICE.png (2.68 MB, 1920x1080)
2.68 MB PNG
NICE Edition
Previous thread: >>570338225

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.
>>
loli
>>
>>570814464
is the best
>>
>>570808698
>Also setting up oil on Gleba takes like two seconds
am i missing something?
coal liquefaction plus getting rid of the petroleum seems like kind of a big deal
unless you mean shipping in barrels of light oil continuously
>>
>>570814608
>plus getting rid of the petroleum seems like kind of a big deal
You've trained for this moment during the whole planet. You can do it. I believe in you.
>>
File: 20260616100409_1.jpg (1.49 MB, 2560x1440)
1.49 MB JPG
>>570814608
Narp
>>
i like eggs
>>
>>570813665
>I doubt the game was designed for a usecase like this currently. But other than UI and rendering/view, this is basically possible right now in terms of core engine capabilities.
I think it's a bit exaggerated to say that. It can clearly be done, but it would involve significant work under the hood to implement it and it would probably require significant work on the graphics side as well for things going up and down slopes. It's not as little as you make it sound, plus if we take building on slopes into account I think the "different surfaces in a trenchcoat" approach may not end up being wise.
>>
File: 20260616101319_1.jpg (945 KB, 2560x1440)
945 KB JPG
Hey this place sucks
>>
I have 3k hours in Factorio and always played with biters off or very nerfed
Gonna start a Rampant Fixed run
Wish me luck
>>
>>570815905
but do you like the way that sucks
>>
File: That's the Horny.jpg (81 KB, 932x599)
81 KB JPG
>>570816729
I WISH IT WOULD SUCK MORE
>>
>>570815443
I genuinely think it would be easy if you take the dorf top-down rendering approach, with yeah graphics around slopes being the main problem probably, but I'm 90% sure some clever spritework can easily make it work in the current engine. In the meantime a placeholder graphic with some arrows pointing up/down would make it playable, just ugly.
Building on slopes would not be any different to building on anything else except that two belts/connectors on matching slopes on adjacent Z-levels would teleport items between each other. Item teleportation is already a proven concept (e.g. Factorissimo). You could probably disallow buildings on slopes as well just for realism.
In fact since Factorissimo did exist and you could build a bunch of factories with items teleporting in and out in large quantities with no issues, maybe even performance isn't going to be that much of a problem.

Probably teleporting trains correctly would be the most difficult part of implementing something like this. Still fundamentally doable but you'd need to hack around things to make sure e.g. a locomotive on one layer can still drive wagons on another layer, and having pathfinding work. I would be surprised if the modding API didn't let you hack around this though.
>>
>>570811414
And that's just what has remained after countless fixes and patched exploits. For example the Water Sieve used to output water at a fixed 40C regardless of input or machine temps.
>>
>>570818986
You could also do it in first-person 3D...
>>
does weight on space platforms actually matter? do I want to try to make small platforms for speed or is it just a case of just adding more engines
>>
>>570820617
Yes, but it's a negligible effect. The only thing that really matters is width vs thrust. Ideally you should take up the full width of the ship with high quality engines.
>>
>>570816525
>retard plays factorio
many such cases
>>
>>570815085
Nice.
>>
when is the multiplayer rampant fixed sesh?
can a dozen retards fight back against an unending tide of bugs?
>>
I had a dream
a satisfactory dream
a factorio dream
a fulgoran factorio satisfactory dream

I found myself on a great grey slope, populated with little more than earthy wrinkles, running down from summit to base. The sky overhead was empty and clear, but, high up, higher up than on earth, hovered a great dirty cotton mess that couldn't be clouds as we know them, sealing the environ like a secret, permanently separate from the cosmos, wrapped in a savage blanket.

Lightning arced across the sky, loud, fearful. While I possessed some form of safety, some building, perhaps some bubble shield, or a lightning rod, there was no progress here, no material with which to expand my domain. I would have to explore, but I could see perfectly well for miles and miles down slope, and would surely be smote before traveling far enough to see more.

But, inevitably, I would incur.

I hoped to find something find something in the crevice of the next wrinkle over, or the wrinkle after. I struck sideways along the slope, down-slope to my left, up-slope to my right. The lightning came. Again after each lull, it came, but not for me. As I approached the top of the first wrinkle, I began to see a pattern. That lightning which I saw to fear was centralized above the valley at the bottom of the great slope, often failing to reach for the ground at all, and instead forming somewhat circular arcs, back up into the sky.

Survival, then, is secured here not by avoiding the lightning storm all together, but by knowing where the storm has traveled.
>>
>>570823457

At the smooth ridge of the first wrinkle, I could see that I could see nothing. I spared a glance back at my site. Forward, grey and smooth and dirt, all the way down into the valley and all the way up to the summit, and with no more at my feet to aid me in the collection of information than was so far. The little curve behind me would be just the same, if not for the cone of extra light descending from my own structure, or the grey and orange metal of the structure's walls and railings I could make out within that cone. That information, if it would aid me, would have prevented this journey already, and the storm, full of fury, was still far away. I did not particularly take note of my own footprints behind me, if I left any.

I continued down from the first wrinkle. I could, perhaps, justify a full ascent. Now that I knew I had time, and would not be immediately ended for the attempt, reaching the top of the great slope would likely provide the greatest increase in visibility per unit of invested time. But, I had the barest knowledge of the working of this place, and could withstand only the risk of this more limited wandering with the comfort of knowing I would only be a short relative distance from potential safety with no way back when danger finally came. Also, as the [piongineer], any discovery of merit to me would need investment proportional to its distance from home before it could be of use. So, I continued down from the first wrinkle, approaching the second trough.
>>
>>570823964

A full trek to the base of the slope would be doubly unworthy. I could not fully see, from here, what transpired within the valley at the base of the great slope, only that there was likely a crevice down there. I feared again, this time that there might be something alive out here, though I had seen not even a sign of vegetation. If the gift and curse of this place is that one can see, then surely something, if were here, would see I, boldly and ignorantly gallivanting along the side of the great slope, perhaps from miles away. Whatever it was, it would require musculature that would make an approach up the great slope viable. I maintained awareness of down-slope, searching for such catastrophe and wondering what the valley may hold. If a brute might come from up-slope, however, perhaps it would be better not to worry. Still, I saw no such muscled brute down-slope as I reached the bottom of the second trough, and began to ascend the second wrinkle.
>>
>>570820617
Put engines across the entire width of your platform, or as close to that as you can. As long as the whole width is full of engines and you make enough fuel to run them at a decent thrust, the platform will be pretty quick. Weight also matters but it's negligible, width is the important part.

>>570818986
Trains would need to occupy multiple surfaces at once, in fact a single locomotive or wagon would need to occupy multiple surfaces at once due to their size. Bots would need to travel between surfaces constantly and bot networks would need to span across different surfaces too. If you disable building on slopes entirely I think it would have a very bad effect on the game, like every slop would be an indestructible, gigantic super-cliff and with random map generation that might be very, very bad. Beyond that if you were to have a mine in a mountain, you might actually want to have some infrastructure around the entrance and as such not building on slopes sounds even less plausible.

Biters / enemies would need to navigate and path-find between surfaces, they would need to set up nests on multiple surfaces at once (or else mountains would be 100% biter-free), any ranged enemy would need to be able to sit in one surface and fire at a target in another (and so would the player), pollution would need to spread between surfaces, turrets would need to acquire targets across many surfaces at once, spidertron legs would need to search for spots to land on across multiple surfaces at once and there's probably a lot of other shit I'm not considering.

There would be many problems trying to adapt the surface system into a real height system. If you're looking at it from a modder's perspective you have no choice but to cope & hack at the edges as long as you're on the mod API and not patching the game itself. As a game dev I would never even consider adding comprehensive height support via the surface system, it needs to be implemented properly as its own feature.
>>
>>570824257

My legs moved with a smoothness and lack of effort born, I assume, of genetic engineering, consistent with the experience of walking by holding down a button. My posture was always a sort of perfect, upright and capable of rotating on a swivel. My gloved hands always floated within my field of vision, which was limited by the glass in front of me, the glass of my helmet, probably. I was aware of an uncertainty in my vision, as though some kind of liquid was falling, but evaporating at the same time, instantly reclaimed by the world after contributing little more than a wavering of the light. What, then, of the grey dirt of the ground in my vision? Was it dust? Mud? By what mechanic did the world resist the imprint of my boot, where other worlds had not? Perhaps the dust is under constant and small agitation. As the moisture of the droplets fails to become moisture on my visor, perhaps the falling liquid becomes, or is, a gas in a delicate phase change. It rises, and somehow densifies. It then falls, and as it reaches the ground, it swells. If so, it wouldn't be rain at all, but wind. It's wind, going straight down, and straight up, and perhaps I did not think of what this pattern may soon wrought.
>>
>>570824667

Finally, I reached the second ridge of the second wrinkle, and was offered one blessing further. A collection of rocks, a shine of puddle, a dirty seclusion of color. Down in the third trough, at the same height up the great slope as myself and my home, was, finally, something. Fairly large and fairly square, a flat plateau formed of liquid, From this liquid square rose a bolder, proud, erect, and with a great deep black hole in the side of it, facing the great slope's summit. Sprinkled across this liquid garden, lumps of rough grey stone poked up from the surface, perhaps useful footholds. Taller than these, rare lumpy colored stones reached for the clouds above, akin to coral as I imagine it in my ignorance, and still partially grey, and greyer on the lower portions, as though, perhaps, losing its color over time. The last thing within this liquid garden, and the least possible, what could only be a tree towered above the corals, and stones, and rivaled the bolder which might be a cave entrance, but still failed to reach out of the space between the wrinkles, and was more brown than green.
>>
>>570820617
The only thing that really matters is width vs thrust. Ideally you should stack a bunch of high quality engines in front of each other.
>>
File: 20260615180727_1.jpg (2.94 MB, 3840x2160)
2.94 MB JPG
i luv building
>>
>>570825185

I thought, I thought, that if ever a moment of danger might come, it would be from here, from the difference, and so I searched not the grounds within the square of liquid for that which I might exploit, but instead around the outside edge, seeking only dirt and nothing, such that I might know for certain by what I am surrounded, when I may willingly engage this unknown. By logical necessity, on a slope, if a patch of flat should interrupt that slope by this mechanism or that, then that flat patch will be cut from that slope, and so it is required that a nearby cliff, though small, must be that which is cut from the slope, and will make up for the time which the flat lost. So, as I circumnavigated the square liquid garden, ankles wrangling the dust which had dumped itself steeply into its shore, that steep dust would give way to an outright wall of rock and grey behind me, and behind it the slope, and behind that the summit.

And though I did gain many more angles of the garden and the bulbous coral-like protrusions and the stones and the now-nearby tree, I did not truly gain knowledge of what was under the puddle, or inside the maybe-cave. Soon, I would begin to approach the ridge of the third wrinkle, and so would leave the garden behind, and maybe I could do that, but I would instead finally look up the slope, and that meant either climbing the wall behind me, or walking all the way around the edge of the garden until the slope lowered to meet it, and then walking up the slope, above the wall it would form.

But no, a mere glance, or a few rubberneckings up the wall, brought down on my head the truth I had courted. For as my glass bulb and two eyes took in the up, 8 large black orbs took me, and what was logically theirs, and soon, I knew, it would be upon me.
>>
>>570825409

I approached it, and the wall it was above, breaking line of sight for a valued few moments, and began to run back the way I had come, along the wall, on the steep mud of this slowly collapsing shore. I would not make it all the way back home on foot. This thing would likely be faster than that. The only other object of note within the whole of this planet, to me, was the tree, and I rapidly approached the point on the shore closest to the tree, and launched myself across the liquid surface, just as the creature landed on the shore behind me.

The liquid, now, had become the unknown I was retreating into, an inverse of the exact situation I had attempted to avoid, but I was I, and I can fly, for a time. Hot carbon from my limited supply of jetpack fuel gushed from my back, coating the surface of the liquid and allowing my feet to find purchase on the stones long enough to jump. Behind me, I could see clearly something, some twisted form of the large stingers of my first planet, with eyes, and fangs, and a mouth. And I knew, by the muscle memory of two separate origins, exactly how to swerve to avoid what was incoming. A wad of corrosive green plopped into the liquid beside me, and soon the whole hairy body of the thing gracefully landed on the stone off to my right. At that time, I launched myself up, pulling out my rail launcher, and my boots found purchase in the branches of the tree, positioning it between myself and the gigantic arachnid guardian of this place which was now in the tree with me, mere feet away. I knew to position myself such that the spit would hit the branches of this tree. I knew I could aim around the tree to land my rebar shots. I looked directly into the eyes of the monster I was now fighting for the only bit of color in the world, nearly surrounded by it's legs already.

And that was the end of the dream.
>>
>>570825201
hmm yes today I will do cursed engineering
>>
>>570825201
i am disgusted and impressed
>>
>>570825776
I just noticed you wrote some kind of novel
kill yourself
>>
what if u want go space
but rp-1 said
Insufficient Avionics, Locking Controls (supports 19.999t, vessel 20.000t)
Vapor in Feedlines (Insufficient Ullage)
[Engine]: Insufficient resources to ignite!
[Part]: Part broken by aero forces.
FATALITY
Pilot suffocated to death
>>
>>570826606
It would be extremely sub-optimal
>>
>>570825201
So if a big asteroid spawns in the back do you just can the whole thing or what?
>>
>>570827415
You can't see them through the smoke in that pic, but there is a series of laser turrets down the spine.
>>
My interest in beating SA has just dropped on reaching Aquilo. I don't know why, but this place is so offputting.
>>
cool
>>
>>570838153
freezing, actually
>>
File: 20260616135946_1.jpg (1.27 MB, 2560x1440)
1.27 MB JPG
>>570835904
I like the atmosphere. The droning music and isolation is neat.

I'm assuming the starting planet picker allows for Aquilo start? Must be hell and I'm interested.
>>
>>570814080
what is so nice?
>>
>>570839462
>>
is the py server still going? how's the map view look so far?
>>
>>570835904
For me it was after beating Aquilo.
The entire planet is only like a couple of hours of content anyway.
>waste 10 minutes bootstrapping power on a trickle of solars (because every other power generation method needs water and every method of obtaining water needs power)
>spaghetti yourself a heat setup and basic ice processing
>spaghetti the most retarded lithium and fluorine setup you can muster
>bam you have science
>just use bots if you are having issues at any specific step
>place a silo directly next to the cargo pad and hand-load it with materials (except local rocket fuel)
>done

But then the actual win condition is making a retarded ass fucking giga nigger ship, which is the most annoying part of the game by far. Or making a shitty suicide ship which also works but is just lame and retarded so why bother. I dropped my SA save for many months at this point without finishing the game (until I came back later to try to set up a megabase).
>>
>>570841801
it exists
I don't think anybody actually plays it anymore
>>
>>570835904
It's actually pretty fun, especially once you start making foundations and large science production
>>
>>570844556
>which is the most annoying part of the game by far
building ships is fun
what crack are you smoking?
>>
>>570845067
It's a minigame of layering the same 5-6 interconnected systems into a limited set of space. A minigame that got old quickly after a few times for me.
It's also inherently not reusable or copyable, since all the systems have to be closely intertwined, and also depend heavily on the ship space. To make reusable modules you'd have to separate every part of processing completely, and that'd make you build massive ships with tons of empty space. Viable, I guess, but clearly not what the game intends you to do, and annoying as balls anywhere near the early game when ship platforms are still kinda expensive.
The actual requirements are also deeply unintuitive and basically only determinable empirically, so questions like
>how many asteroid grabbers do I need
or
>how many turrets is enough
or
>how much ammo production will keep up
can only be answered by "lol just build it and see if it's good enough, if not add more lol". Which goes directly counter to the fact that a compact ship will be basically un-expandable, since everything is intertwined and interconnected in spaghetti.

Basically the only fun way to build ships is to say fuck it, I'm just building a modular factory in space, except the game makes you pay for every single tile of extra space your factory takes because of this. And you also need more turrets and ammo and more thrusters and fuel/oxy production the bigger your ship is else kovarex's space drag fucks you.
>>
>>570846227
Agree except for the last point. Speed is only relevant for the Gleba hauler and post-game prometheum science farm, every other ship can run on a single engine and carry more cargo instead.
>>
"finished" my iron factory
got bored of it since it's been several days already and just rushed the assemblers and ugly transport to finish up
t3 logistics are too slow to keep up but it werks otherwise
time to move somewhere new methinks
>>
>>570846865
bro really added a viewing window to his kaaba and called it a day
>>
>>570846657
They CAN run on a single engine but in practice it's annoying as shit, especially before you finish the game: there are plenty of situations where you need to ship stuff somewhere in order to build with it, or even where you're travelling between planets yourself, and it's just fucking ballbusting if your ships all move at 50km/s. Yeah in the late game when you're optimising your existing megabase, and each planet already has either a mall or a big stockpile of building material from previous builds and whatnot, and you're sitting in one place doing everything with remote spidertrons and shit - then yeah speed doesn't matter. But for the entire actual progression of the game there are many situations where speed matters a lot.

>and carry more cargo instead
That's the thing, if you take up a ton of space because you're placing modular production blocks that can be blueprinted and expanded, it doesn't leave you extra space for cargo pods. I mean yeah you can also just expand your ship even more to carry more cargo pods but you could also do that on a compact ship design with full-width thrusters, just by making the ship longer.
>>
>>570847407
Going slower also greatly reduces the demand for fuel and ammo, so your "production blocks" can often just be one of each building.
>>
>>570847672
True but again annoying as shit until the super late game basically.
Also doesn't apply to aquilo ships or prometheum ships which both need a bunch of ammo for the larger asteroids anyway.

It's basically just giving up on ship design.
>ship design is fun if you just build the absolute minimum and make it limp along as long as it gets the job done
is not a very convincing argument.
>>
>>570847941
Yeah I'm just trying to make it less annoying since you have to do it anyway. Did the same with Spex, relying heavily on item cannons instead of ships.
>>
Some of Aquilo's music reminds me of Siofra and I like that
>>
File: 20260616170107_1.jpg (1.26 MB, 2560x1440)
1.26 MB JPG
It's alive!
>>
It doesn't work very well. I guess I'll have to tear it down and try again. At least I managed to research quantum processors and fusion power while I was doing this.
>>
File: 20260616212924_1.jpg (743 KB, 1920x1080)
743 KB JPG
>>570858582
Forgot image. I don't know what I was expecting, but oh well. At least I learned something.
>>
>>570858790
CAN YOU DRINK THAT BLUE THING AND IS IT COLD AND SWEET LIKE TASTY BLUE THINGS USUALLY ARE AND YOU SHOULD ADD A LABEL SO IT LOOKS LIKE WOW WHAT IS THIS I HAVE TO DRINK IT LIKE I USED TO LOOK AT THINGS IN THE STORE WHEN I WAS A KID
>>
>>570860473
It contains lithium and fluoroketone so I don't think you should.
>>
>>570860473
DO NOT DRINK THE BLUE. BLUE IS DANGER.
>>
>have exclusive steam power for a while
>landfill the endless seas and fill them with solar/accumulators
>nighttime, solars die
>accumulators fully charged
>steam engines and boilers running at full capacity
i feel like i'm missing something here, but at least I understand why they throw those car batteries into the ocean
>>
File: iStock-821509494.jpg (278 KB, 1752x1242)
278 KB JPG
>>570860473
It kinda tastes like these if you want to try.
>>
>>570862827
no that one is fluoroketone cold. that one tastes like toothpaste.
>>
>>570862569
Power priority was one of the most requested features since launch. It's apparently so hardcoded not even mods can change it, other than by creating new entities.

Basically you need to build your own circuit logic to disconnect steam power when it's not needed. And then make sure not to reconnect it accidentally when placing new power poles.
>>
>>570863253
>Basically you need to build your own circuit logic...
ma oću pizdu materinu to radit
>>
>>570864307
speak american you fucking terrorist
>>
>>570865482
recognize <insert irrelevant country> first
>>
File: 1755019605262046.jpg (737 KB, 2124x676)
737 KB JPG
>>
>>570862569
accumulators will only be used as a top up power. steam engines should turn off/slow during the day when solar is running though.
>>
Move over Kitten Space Agency
the true successor to KSP is here
https://store.steampowered.com/news/app/346010/view/671745047272620187
>>
>>570867154
Damn nigga you slow, that was announced ages ago
Shit it releases in 5 days
>>
nilaus said trains are obsolete in factorio and that you should play better games if you want train
>>
>>570827243
You're a
Failed editor checks!
Warning! This vessel did not pass the editor checks!
Listed below are the failed checks:
Mass limit exceeded, currently at 18,143.97 tons, max 30.00
Size limits exceeded
>>
>>570827243
For you...
>>
>>570871585
Nilaus doesn't know what fun is
>>
>>570871585
Nilaus also claims to have an IQ of 170.
>>
>>570871585
he's right. nilaus is probably the smartest factorio player. nobody else has as many masterclass videos to educate the plebeians
>>
>>570871585
He is right, stacking and quality increase belt throughput so much it makes no sense to use anything else, on top of that new buildings and quality greatly reduce footprint making trains even less necessary
Factorio was better before DLC
>>
Are the odds of the Factorio game engine source code being released at its end-of-life non-zero? Has this topic ever been brough-up before?
>>
>>570881501
I can't remember if this came to me in a dream or if I read it here, but I vaguely remember the devs were working on Factorio 2.
>>
>>570877103
damn he has double my iq points
>>
>>570885413
It came to you in a dream. They're working on an rpg and another fucking fork of C++.
>>
>>570880156
quality trains now have a maximum theoretical throughput of 430 km / 1 hour / 8m (cargo wagon + quality locomotive length ratio) x 100 stacks / 2 tiles (rails) = 750 stacks per second per vertical tile
best belt with max stacking has a throughput of 60 x 4 = 240 items per second per vertical tile
even with 10 item-per-stack, that's a 30x space-efficiency edge for rails, as in you would need 60 belts (or 600 with 100 item-per-stack) to match just one rail
>>
>>570886432
I was so mad when I found out train quality wasn't a thing at launch. I have no idea why they thought it was ok or why it took so long to get it
>>
>>570881501
I doubt it
Its a guaranteed money-maker, why would they opensource it
>>
>>570889703
making the source of the engine available next to the game download makes no difference in that regard, the assets are still paid, and the game has no DRM to speak of anyway
>>
>>570880156
You can just play without the DLC but with 2.0 features.
Trains are so great with the 2.0 update (and elevated rails are also fun), just play mods that don't use quality/stacking.
>>570888416
They said that they didn't have a good way to replace trains in-place at the time, they eventually figured it out. I think trains still suck in the DLC because resources are so comically free that you can just build everything on mines.
>>
>>570881501
0, they dont want to world to see the spaghetti they cooked up in the pursuit of optimisation.
>>
>>570899879
Showing people spaghetti is the entire point of Factorio.
>>
>>570871585
trains are now going to be affected by quality, so his opinion is outdated
>>
>>570888416
Space Age was rushed as shit. They went through the trouble of adding stuff like train groups as a way to manage huge numbers of trains, but they couldn't get it working with the upgrade planner before the deadline hit. Ain't got time for that shit when we have to completely redo Gleba during the final weeks before release.
>>
>>570881501
Cock-vortex said open sucking Fagtorio was the final part of his world dommy plan.
>>
>>570897947
>build everything on mines.
are you exclusively making plates or something? kek
>>
what does post-game Space Age look like? Do you do everything on your main planet and use the other ones just for the exclusive sources they provide or can it make sense to make a factory that's spread out more equally?
>>
>>570901848
I do as much as I can on Nauvis as it's the most simple and I like how a huge base looks on it better than other planets
>>
>>570901848
I move all my production to Vulcanus and larp as a Tech Priest on Mars.
>>
How does sonar work and why is it dangerous for people?
>>
>>570892661
someone can make some ai generated assets to replace everything and release it for free
some people will even say it looks better
it'd probably hurt the sales slightly, but as kovarex said, they are not limited financially in the least
>>
>>570902268
It's only dangerous if you have something to hide
>>
>>570901997
I feel like that's the best approach, but it's a bit sad having these different and wacky planets only for them to become nothing more than beta-cuck providers for your Nauvis base. In this regard I prefer the Space Exploration approach because you never expect to use the random planets for anything other than sucking out resources from them in the first place
>>570902246
I'll probably settle on another planet as well just for variety's sake, Gleba as the main hub could be interesting...
>>
>>570902309
what I mean by assets is the entire "base" mod that the game depends on, that includes all lua scripting and item definitions, not just textures and sound, you can't just "vibe it out" and make it 1-to-1 compatible with every other mod like space age, and pretend you've not copypasted the game, that's how copyright works
besides a non-commercial clause would make it impossible to sell so it's a pointless exercise anyway, unless you're really trying to build a new game off the engine, but then you'd have to license it from Wube anyway if you want to sell it
>>
File: steam.jpg (250 KB, 671x637)
250 KB JPG
Started trying to tame this steam vent.
Saw a neighbouring area surrounded by abyssalite that might be good for habitation or some other use.
Felt too morose to continue the idea after realising I'd need to hook up temperature control in the steam vent (pipes get tiring and they're 90% of this game sometimes).
Realised I did the steam vent wrong anyway and it shouldn't be the steam chamber.
Waiting for dormancy to crack it open and fix or at least contain it whilst salvaging the steel for better uses.
>>
>>570902501
>only for them to become nothing more than beta-cuck providers for your Nauvis base
they still get pretty big. especially fulgora as you need a lot build for science. the only one where i still have a tiny base is aquilo, even though i'm producing 4 stacked belts of science
>>570902546
i would guess they'd release that too
>pointless exercise
i mean, many people remake or reverse engineer games for free
>>
>>570902905
>they'd release that too
then it's just copyright infringement, just like anyone can easily download the full Factorio assets from archive.org today, including the engine binary
whether it's available in source form makes no difference whatsoever
>>
>>570903071
they can just change the licence
>>
>>570903156
of course, just download a movie online, flip the colors, change the license, and release it under your name, why hasn't anyone thought of that
>>
>>570903293
i mean wube will change the licence
>>
>>570902501
You can still build your whole Sex factory on a different orbit iirc. Ideally a planet with all the basic resources, one unique resource plus vulcanite, and no biters.
>>
>>570901240
no, you mine straight into foundries for infinity molten metal transfer or mine directly into furnaces for bricks (in the case of purple science)
Calcite? You mine that into rocket silos directly.
>>
>>570903496
look, I've explained it all in this post, assets cannot be released under an open source license anyway, unless you mean something like creative commons, which again would be pointless and besides the point:
https://forums.factorio.com/viewtopic.php?p=694351
>>
>>570903798
sure, but the lua code for the base game can be opensource, and then someone can just generate some ai slop for the image and sound assets
>>
>>570903948
or someone can just download the real assets off the first link of Google instead of some random rip-off, you're extemely dense
>>
>>570903948
Thats not how it works.
>>
>>570904083
i mean doing it legally
>>
>>570904546
explain how there isn't some free vibe-cloned spage age mod available for download on the mod portal right now? because that's completely pointless and retarded
>>
>>570904712
we are talking about wube wanting to open source the game
not sure what you're getting confused about
>>
>>570904819
point is, space age is already 100% open source because it's just a bunch of lua files and png
>>
I caved and installed flare stacks in my SE run, but I'm going to try and maintain the conduct of only using them for landfill.
I'm just sick of needing to go railgun warehouses of landfill.
>>
>>570904980
>someone that did not buy the game cannot check the code
>nobody is allowed to modify and distribute it
not open source
>>
>>570905227
look I don't even understand the point you're trying to make so I'll just stop trying since this clearly isn't worth the captcha I have to solve
>>
>>570905043
I do not remember having to void stuff
but guess the mod did change a bit over time
>>
>>570905634
I didn't on my last playthrough, but this is 10x and i've had to make trips to smash boxes of landfill twice already.
I have some more fun voiding setups (I'm voiding excess coal from core mining by burning it to power radars), but there's really no good solution for all the excess stone/sand that most recipes output.
>>
>>570905969
> there's really no good solution for all the excess stone/sand that most recipes output
from what I remember that's one of the most in demand resource you'll need dozens of belts worth of it so you simply feed the excess from elsewhere into where it's used by priority
>I'm voiding excess coal from core mining by burning it to power radars
why not just power a coal power plant and use that power to power your factory by priority
>>
>>570905969
You're not voiding coal. You're refining it into more biters.
>>
>>570912421
>why not just power a coal power plant and use that power to power your factory by priority
priority power is normally more of a hassle than a benefit, especially since the power gain is super minimal and power is super cheap (esp. on nauvis where i'll eventually be powered off of space solar). It's just much easier and error-proof to send it, or as >>570912563 said generate new friends.
>from what I remember that's one of the most in demand resource you'll need dozens of belts worth of it so you simply feed the excess from elsewhere into where it's used by priority
It's primarily used by vitamelange products, but my vita planet has a huge amount of stone. I route it with priority from nauvis to make glass first, but for other planets it would be setting up rockets to launch to a planet that already has enough stone (and I would still need the other setups before I got to bio science, which I'm saving for at least after space elevator).
>>
>>570905401
He's being pedantic about the definition of open source I think, which is fair since knowing the code for something and it being open source isn't the same.
Minecraft isn't open source, but anyone can just look at the code and modify it.
But if you try to distribute that code as your own project Microsoft will put something Macrohard in your least favorite orifice in court, or more likely force you to settle because you wouldn't have a snowball's chance in hell of a win.
>>
>>570912872
>priority power is normally more of a hassle than a benefit
how is there no benefit to solving a problem and how is it a hassle?
>>
>>570913469
The problem is that excess coal halts the production of more important materials - if the coal ever backs up, I'm effectively voiding iron/copper/oil/pyroflux/uranium/stone. The easiest, most fool-proof solution is to dump all of the power.
If I want to harness this power (which would be ~2% of my total power production right now), I need to set up latches on all of my power setups to make sure they're only outputting power when the coal plant is saturated. I'll need this on all of my power setups in perpetuity as well, since otherwise they could mean that the coal plant doesn't burn all of the coal (which leads to a strict resource loss of much more important resources, since the coal is the output of core mining).
Basically, I'm losing a rounding error's worth of power to guarantee that I never need to think about setting up latches on my existing setups, all future setups, and even my space elevator. It operates under the assumption that power is cheap, but I believe that power is very cheap.
It's the same reason I don't route the excess water from core mining into the rest of my base - it's a power loss (pumps cost power in SE) but it's not at all worth doing since water is already so cheap and it's error-prone.
>>
>>570904980
you should go outside more
>>
>>570881501
I mean they ship every update with a .pdb so I doubt they're very against plopping the source or at least huge chunks of it in the open when they're final-final finalized with it.
>>
File: gold.jpg (443 KB, 916x911)
443 KB JPG
I can't wait for this to go wrong. It'll be very bad if it does.
>>
>>570915641
>>>autodoor is one tile too deep
Fffffffffffffffffffffffffffffffffuck Klei for making steam chambers require vacuums
Fucking shitty simulation
>>
>Nothing I make on Aquilo works
This is harder than Gleba as far as I'm concerned.
>>
>>570916776
my big recommendation without giving away too much is that long-handed inserters are exceptionally useful.
>>
>>570914430
I knew it would be a skill issue you don't know how to make priority power.
>>
>>570918061
I'm aware of that, it's power generation I'm stumped on.
>bring a nuclear reactor
The ice comes with a ton of ammonia gas and the weird ratios means it gets clogged and the reactors die
>Heating towers with rocket fuel
Well the system uses everything which means no clogs but it's all painfully slow and you don't have room to build a ton of these beaning the heating towers starve
It's weird, I could figure out everything up until now, but this seemingly easy situation is utterly stumping me. Maybe I just need a break from Factorio.
>>
>>570916776
how
>>
>>570918626
I'm more baffled why people think the planet is easy. I'm clearly missing something, likely overcomplication which has always been my biggest issue.
>>
>>570918914
>I'm clearly missing something,
it's litearally just
heat pipe
>>
>>570918914
>I'm more baffled why people think the planet is easy.
I mean it's pretty basic, nothing special beyond needing to drag heatpipes along all your shit. You could say that keeping things heated up should be a challenge or something but in practice you can even just build a nuclear power plant and hook your base up to the heatpipes and the problem is solved forever.

Aquilo basically just forces you to rearrange your normal building style to fit extra heatpipes, but that's it. Compared to Gleba or even Fulgura's recycling it's basic bitch and unimaginative. I'd say only Vulcanus is even more straight-forward.
>>
>>570919246
>ou can even just build a nuclear power plant and hook your base up to the heatpipes
there's infinite oil coming out of the ground and literal heat towers
>>
>>570918914
>ocean goes in
>solid fuel goes in heat towers
>water goes wherever needed
I'm not sure what's so difficult about it?
>>
>>570918914
It's a pain if you show up with nothing but a few solar panels and a belt splitter. Aquilo's difficulty is directly proportional to how much junk your outer planet ship(s) can deliver to it.
If you show up with twenty stacks of heat pipes and a bunch of heat towers, it's just a matter of remembering you have long inserters to cross the heat pipe gaps you'll end up with. Also I guess some people forget you can void ice by recycle looping it.
>>
>>570919351
Yeah it's not much of a challenge.
>>
>>570860684
isn't lithium good for you?
>>
>>570919871
thanks for letting everyone know you're schizophrenic
>>
>>570918426
Just dump any excess ammonia into solid fuel production - not even for heat per se (I had my aquilo bases almost entirely nuclear), but just to process the solid fuel.
I think for one I wasn't even dumping it into heating towers, I was putting it into a speed moduled recycler since it was a smaller footprint to delete solid fuel.
>>
>>570865678
I wanna say romanian, but I feel like I recognise at least two, maybe three slavic roots here, and romanian is supposed to be bootleg latin I think. So maybe one of the knockoff slav shitholes (poland/bosnia/whatever)? I would've said polish but it doesn't look like any polish I've seen before, but maybe I'm retarded
>>
>>570919871
I'M SO HAPPY CAUSE TODAY I FOUND MY FRIENDS
THEY'RE IN MY HEAD
>>
>>570918426
Go solar!
>>
>>570871585
2.1 will fix this
>>
>>570871585
do you want fries with that
>>
>>570897947
>They said that they didn't have a good way to replace trains in-place at the time,
It was such a bullshit excuse too. Scaling up to a megabase makes it so easy to just build a new network with quality trains, and most of the new planets already encourage separate train networks. They could've just left it as a slightly clunky mechanic and improved it in 2.1, not killed trains entirely from the meta.
>>
>>570913308
To be honest I don't think this is being pedantic because "open source" is a specific and well defined term. It doesn't just mean "you can see the source". It's also not a standard grammatical construction, the sentence "this program is open source" is meaningless unless "open source" itself is treated as a compound noun with a specific definition. So I don't think using that definition is pedantic

>>570905401
Like the other anon said, "open" means you should be free to use it, if you can look but not touch doesn't meet the definition of "open" in open source. Some people call that "source available" instead.
>>
>>570916776
>>570918914
NTA but seriously, how? The question is literal. HOW exactly are things not working? Builds in factorio don't simply "not work" for no reason, there must be some specific problem(s) you're seeing.

>>570918967
To be fair there's also ice/ammonia balancing, with required voiding of the two. It's very easy to just set up some braindead recycler setups (turning ammonia into rocket fuel) and the simplest possible circuit condition to void whenever one of the two backs up, true; but while it's easy to solve, if you don't do that (e.g. you didn't think it'd be a problem) you can run into deadlocks and even "death" spirals where your shit runs out of heat after deadlocking and needs to be bootstrapped again.

Still a very simple planet but there's a tiny bit more than just heat pipe.
>>
>>570920121
>>570920276
I am NOT schizophrenic, but think about it this way, if it makes schizophrenics more normal then it should also make normal people even more normal and stable, no
>>
>>570921968
there's also the combinator solution that lets you void fluids by loading them into a machine and then changing the recipe if you wanna go that route
>>
>>570922172
Oh yeah true. In my defense though it's pretty obscure tech and I wouldn't expect it to be part of the standard way to solve a planet for an anon struggling to finish the game for the first time. If you know about circuit voiding you probably aren't going to be having issues getting basic builds done on every planet
>>
>>570920162
There is a local variant obscuring one root
>>
>>570921968
Because I'm a retard and forgot recyclers exist. Jesus fucking Christ I'm extra stupid today.
Thanks, anons.
>>
>>570924790
Yeah that'd do it. You can void ammonia -> rocket fuel in heating towers, but if you have an ice excess recyclers are the only way (unless you do schizo shit like melting it then doing the circuit fluid voiding).
>>
>>570819053
There is a minimum length but the game actually has a clear message for that and the minimum is much shorter than that, it's like a little bit over half a platform.

There's just something fucked with the vehicle path building system, I've encountered that message sometimes even when trying to build a completely straight path connecting 2 points. The solution usually is to delete chunks of the paths you're trying to connect and to rebuild in the exact same place, then it doesn't complain anymore so clearly there's no actual problem with the shape.
>>
>>570918426
>Heating towers with rocket fuel
isn't this a significant downgrade from using solid fuel
you're using up four times the ammonia for less total power
>>
>>570928652
nta but it works out with cryoplant productivity
>>
>>570929383
cryoplants don't have productivity innately
if you fully module them with q5prod3s that's a 300% multiplier
you're still only going from 150 ammonia for 120mj to 650 ammonia for 300mj
i guess it saves on crude oil?
>>
>>570928652
The point is to void ammonia anon. Which is infinite from the ocean btw.
>>
>>570930924
>Well the system uses everything which means no clogs but it's all painfully slow and you don't have room to build a ton of these beaning the heating towers starve
he was having an energy and space shortage
>>
>>570931280
Oh yeah sorry I didn't follow the reply chain
>>
>>570930023
I forgot the second part of the post, where I mention ammonia is free. While crude oil is limited to two or three pumpjacks until you can reach a larger field.
>>
File: 20260617100617_1.jpg (428 KB, 2560x1440)
428 KB JPG
>>570931640
>While crude oil is limited to two or three pumpjacks
Damn I must have gotten really lucky
>>
>>570931916
p much
>>
File: Selection_308.png (2.49 MB, 1277x970)
2.49 MB PNG
I think this is a pretty swell build.

Also I'm starting to suspect what kind of experience space exploration is going to be.
>>
>>570932165
What's that then?
>>
>>570931280
And it was all because I forgot a single building existed that would have actually made everything simple.
>>
>>570932165
Throating earendel's knot
>>
File: 1752530428447236.jpg (1.08 MB, 1920x1080)
1.08 MB JPG
Done with food production, did everything but cake and sausage since I don't have the tech yet
I'm gonna shut down more farms once storage is full, I overbuilt it by a lot so I have room to grow

Also I almost went into death spiral when CO2 made it into exhaust pipe and blocked everything because I forgot fuel gas produces CO2 instead of exhaust
>>
>>570932165
>Engines needed for burner inserters
>Burner inserters needed for regular yellow inserters
That looks really advanced just for green science
>>
>>570932165
>>570947254
The trick is to play SeX after pY. You really appreciate being able to complete all the nauvis sciences with less effort than pY green circuits
>>
>>570947254
Those engines don't take in steel, they're not as bad as vanilla engines at least.
It's still just iron + copper for everything
>>
>>570948143
Then what's the point?
>>
File: asdasdasd.png (9 KB, 360x442)
9 KB PNG
>>570865482
>>
If a game or mod requires you to make excess items vanish with an exploit, then it is a bad game or mod not worth playing. If there must be byproducts then there should always be a "proper" way to burn it off completely in a single process or two. If it means that byproduct handling ultimately comes down to a one-time setup of to-other-recipe-to-excess-burnoff with no further thought required, sorry, that's just the way the cookie crumbles and to do otherwise is trying to squeeze blood from a too-simple game.
>>
>>570948753
Your point being?
>>
>>570948753
known in game speak as a "resource sink"
>>
>>570948753
Angel's is the weirdest one I've played so far. Six proto-ores (+4 more with a third-party mod), each can be refined up to 4 times and then "sorted" into 2-7 actual ores depending on the level of refinement. With overlaps, and your usage of those ores is governed by Bob's which is another mod so not always synced. You have to build up this monster covering all variants of all ores, and then use automation to enable the correct sorting recipes based on which resource silos are getting full or are about to run out.
>>
>>570952152
>>
>>570952152
Sorting multi products isn't a problem and not what I meant. It's crap that is produced (magically) as waste products that can be used for something else, but if you're not ready to do so then its just crap building up.
>>
>>570948753
>in a single process or two
why
>>
>>570949028
In Factorio this is called "Voiding" actually. Because you make the resource entirely disappear with no gain. Resource sink would be closer to something like quality. But even then, it would barely qualify.
>>
>>570953374
Well there's only two ways to handle it. You either do Py, where near everything has a byproduct you could in theory use somewhere else but it's a massive pain to handle so your just void it and not care. Or you do Nullius, where it's an equally huge pain but voiding requires further resources from a separate industrial process that would otherwise be unrelated, so you're forced to include the thing in logistics.
>>
>>570948950
Satisfactory doing ONE thing right, apart from it being fun to jump around in a 3d space.
>>
>>570959310
satisfactory requires you to void dump outside the world nuclear waste
>>
>>570959789
It doesn't go into the grinder?
>>
>>570962402
Which media company are you?
>>
sarr please do not zoop
>>
>>570962996
I spent way too long trying to understand why you're asking that
with no result
>>
File: 20260617222110_1.jpg (652 KB, 1920x1080)
652 KB JPG
Its working better than last night's attempt, so that's nice. Just getting quantum processors up and I'm almost home free. There's something really comfy about Aquilo, although one of the tracks that plays here is slightly annoying. You've got creepy, atmospheric music mixed in with a motif from every planet before it like this was some boss fight, and then there's a track that sounds like a comic relief character is sneaking around somewhere.
>>
>>570969017
Aquilo is so cool looking, top 1 planet aesthetically.
>>
>>570970081
I wish there were more games that did frozen hellholes right
>>
>>570969017
why aren't you just hooking the heat in the middle
>>
>>570971426
I'm just slapping stuff down and seeing what sticks, really. If you think my Aquilo base is a mess, you should see what I did to Gleba.
>>
>>570972103
You can't tease us like that without posting it
>>
>>570969017
Didn't count but this seems like more than 3x the amount of heat you need
>>
>>570948753
All non-landfill should be able to me made into landfil and landfil should be able to be used for all the exciting things IRL landfill can be used for, such as filling land and creating fun new diseases
>>
File: 1775697753328751.png (794 KB, 934x667)
794 KB PNG
Wite pypo aint season they batteries
>>
>>570921675
I know exactly what "open source" means and implies, you won't win the pedandry-wars against me:
https://www.gnu.org/philosophy/open-source-misses-the-point.html
That posters was also likely a troll since none of its point made any sense in context, like they were not even trying to say anything of substance
>>
>>570986904
>I know exactly what "open source" means and implies, you won't win the pedandry-wars against me:
Not sure which of the two anons I replied to you are, but that article doesn't contradict anything I said
>>
Is there a date for 2.1?
>>
>>570984596
kek
>>
>>570987547
Nah I'm going stag, I think
>>
>>570987157
sorry, but I already mentioned that I wouldn't waste any more captchas on mouth-breathers
no idea why anyone still posts on this site considering how infuriating they are to solve
>>
>>570993139
When they first introduced them they were super annoying, but it has some sort of browser/IP fingerprinting where they become super fast (finding the difference of one shape) after some time. They're basically a non-issue after some time posting.
>>
>>570993829
This. Once you solve enough they're actually easier and faster than the old six character captchas
>>
File: 20260617215447_1.jpg (1.63 MB, 2560x1440)
1.63 MB JPG
Man. Thank goodness I have an alarm
>>
File: gasket.jpg (31 KB, 302x269)
31 KB JPG
Now then, plastic gaskets, the hip new way to make steam turbines.
Why bother, it's more work and they just melt into a useless gas all the same, right?
Wrong!
They're... not plastic.

I can't only think this isn't intentional because Klei hates making things reasonable, let impenetrably alone easy.
>>
Next time I come to Aquilo I'm bringing a lot more portable reactors
>>
ONI geyser priority is bugged.
Reported at least as early as 2025 but not followed up on.
https://forums.kleientertainment.com/klei-bug-tracker/oni/priorities-dont-work-on-geysers-r49526/

Can be somewhat alleviated by changing science priority for the dupe. Slightly miffed.
>>
>>571003839
>slightly milfed
>>
Satisfactory's early game feels way more painful than Factorio's
>>
Is there a mod to make Oxygen Not Included not have an isis beheading video tier artstyle? I'd rather look at 1980s ASCII graphics than that shit.
>>
File: 20260617231103_1.jpg (1.05 MB, 2560x1440)
1.05 MB JPG
>My generic train stops don't work on Aquilo because combinators freeze
>>
File: 1751356855443843.png (589 KB, 900x780)
589 KB PNG
>>571004470
You vill enjoy ze art style.
And you vill be happy.
>>
I feel like Only Gleba should give you a railgun and a few rounds of ammo because even when you unlock rocket launchers taking down a single T1 stomper is a tall order if you're not present with turret backup when one comes calling
>>
>>571004815
AHHHHHHHAHAH! THAT'S HOT! THAT'S HAWT!
>>
The fuss over space casinos is pretty funny. Really just goes to show quality was a bad way of doing the type of factory growth they wanted.
It just would have been better to allow each step to an improved machine/weapon/whatever require x amount of materials needed for the base resources plus a planets unique resource for the better machine
For example lets take assemblers
Base=default anount
Uncommon=5x base amount plus tungsten/holmium/carbon fibre. Whichever planet you go to first is what determines what is used this playthrough for this level
Rare=5x of uncommon amount plus your next planets unqiue resource
Etc
Obviously rename the quality tiers and boom, a much better way of doing it. Could even lock each quality tier to each planet so it forces more interplanetary setup and use that way each planet has their own tier of quality factory you have to manage. Obviously planet unqiue buildings can still only be crafted on said planet
>>571005681
Tesla turrets my dude
They solve Gleba defence
>>
File: Equipped_Pink_Unitard.png (65 KB, 182x275)
65 KB PNG
>>571005374
I put my blacks in the pink and purple clothes to get their decor benefit whilst celebrating LGBTQI+ month. I just imagine it's what the developer intended.
>>
File: 1777081142823946.jpg (86 KB, 900x675)
86 KB JPG
>>571006935
Only Gleba, my dude. A mod in which I start on Gleba and can't land on any other planets and you need yellow science before you can start making Fugg science so the likelihood of you seeing a stomper before that point basically approaches 1. Probably even if you're clearing nests somewhat regularly
>>
>>571007579
What is laser turrets locked behind in Only Gleba?
I know stompers resist lasers but surely you just make a shitload of laser turrets and that solves the issue surely
>>
>>571004295
>factorio early game: cut a few trees, dig up ore (coal/iron) for the ONLY time you do so in the game, babysit fuelled drills for 2 minutes
>satisfactory early game: we thought the best part about factorio was when you didn't have belts, but now in a UI that doesn't let you quickly take or place resources to AND from machines!
>satisfactory early game part 2: now that you have belts, you need to make rotors and reinforced plates. Extremely slowly. and you have no access to cosmetic changes for your constructions because you have no tickets, and power sucks (coal power will barely suck less), and you might think you should go explore at this point whilst thinks like concrete stockpile so you can do stuff and maybe even find the cast iron screws recipe, but actually you're wasting time not babysitting your setup and your weapons and long-range mobility suck right now, lmao
>satisfactory early game part 3: modular frames :)
I think most parts of satisfactory are painful and I'd never play it without a friend. I'm not surprised steam achievements for the most basic tasks are at <60%.
Factorio however? It's a fun puzzle game where you're hooking up inputs.
>>
File: gas.jpg (180 KB, 884x426)
180 KB JPG
My element sensor keeps letting through the wrong element, ugh
I'm assuming
>wrong element detected, CO2, moves onto valve
>power outage; valve turns off
>O2 now on detector and time gate passes
>power now on: valve turns on and CO2, on the valve, is pushed through
>>
So many people on the fagtorio forums saying space casinos were/are a fun and different way to doing quality when it isn't really any different to the other ways

Devs are also stupid for not realising this, if it is that big of problem just lock it behind either Aquilo science or prom science
>>
>>571010604
There is this one filter design where you keep a tiny amount of oxygen flowing in a loop to block out CO2, so that any overflow from the valve will be oxygen. Might be the way to go if you want a quick fix. Not the best for throughout though since the output will never be a full packet of gas
>>
>>571011498
honestly quality tiers should have been locked behind planetary science. uncommon should have been unlocked as soon as you get the recyclers, rare should have been locked behind fulgora science, epic should have been locked behind all 3 planetary science and legendary should have been post aquilo. Giving you access to everything right away was a mistake. It encourages you to make a space casino since you don't have recyclers yet.
>>
>>570987547
closed (?) experimental release by the end of the month and stable release by the end of summer was their estimation
>>
>>571012035
>>570987547
Pic is from the FFF at the end of last month
>>
File: idea.jpg (158 KB, 805x799)
158 KB JPG
>>571011753
>Not the best for throughout
No but you gave me an idea.
>powered input
>power goes out: no input, no output, gas cycles, gas doesn't get stuck on element sensor
>>
File: 1780926332832186.png (80 KB, 250x250)
80 KB PNG
>>571015149
>>
>>571015268
tech illiterate zoomers need not apply
>>
https://mods.factorio.com/mod/nullius-hurricane-reskins?from=updated

Nice
>>
https://x.com/RobertHaisfield/status/2067351401840414818

AI plays /egg/
>>
>>571015832
kys
>>
>>571016170
you first, faggot
>>
>>571016270
I'm not the niggerfaggot posting claude plays pokemon red tier shit
>>
>>571016303
no, you're the niggerfaggot complaining about it
>>
>>571015409
You didn't even say what it was the source code for.
>>
>>570980758
If landfill is all rubbish and has little to no human interaction, how does new human disease form?
>>
>>571016993
monster eat it and mutate if not handled properly
>>
>>570948753
yeah how dare people use the exploit of using two recyclers facing eachother
>>
>>570881501
Kovacs Rex said they're making it open source a couple of years after spage, dunno if he said 2 3 or 5 though. It was in some interview as the release was coming up.
>>
>>571017052
So how was voiding done before recyclers?
>>
>>571018768
seablock added vents and flare stack
if you mean vanilla then there's no need to void anything because it was a mechanic added with recyclers, the voiding machines

you moron
you dumbass
you incompetent buffoon
>>
>>571018768
If you could burn it like wood you would make a waste powergrid made up of satellites and boilers/steam engines to get rid of it. You could do the same with oil buy turning it into solid fuel or just use circuits to void liquids
And the last resort would often just be chuck it all in a chest and destroy it although i think that stopped working at some point
>>
>>571015149
Where's the rest?
>>
>>571015149
oh boy, dolphin porn
>>
>>571018073
https://youtu.be/CtALqDo9rX8?t=151
it was here, he said a couple of years after the DLC release but we'll see if they will actually do it
>>
>>571019517
https://x0.at/houb_AttackAreaBehavior.cpp
>>
>>571020698
Wait am I taking retard pills? How did you navigate a text file?
>>
>>571020698
don't click this, it creates mustard gas
>>
>>571019517
>>571020698
https://x0.at/419U_CraftingMachine.cpp
>>
>>571020698
>earendel went rogue after being laughed at and dumped everything
>>
>>571021009
fucking niggers
how do I find out the IDs to download the whole thing
>>
>>571021126
:^)
https://x0.at/Pa0Y_TrainPathFinder.cpp
>>
>>571021317
https://gist.github.com/Rseding91/c0d4d08d6feaed618ed4a03f6c6a8fe6
stop playing with me nigger I will backtrace ur mum into her bum
>>
do you really want me to dos an obscure filehost with 62^4 requests per file to get them all
>>
>>571021660
no, i want you to have not told us until you'd spent the week slowly stockpiling them to prevent DDoSing the obscure server with retards trying to figure out how to get the rest of the files.

stupid
>>
>>571021738
i'm lazy and i want to be spoonfed the links
>>
File: chud-raging.gif (13 KB, 640x640)
13 KB GIF
ayo gibs me dose
we wuz developers n shiet
>>
tomorrow is the last fff?
>>
>>571022841
Could be one more next week and release on the 29th
>>
>>570993139
It's massively better than google recaptcha v3. You've just become complacent because you forgot how bad we had it
>>
>>570993139
They get super easy over time, like "pick the circle among the squares" levels of easy. The Google captcha we had before was horrendous in comparison. Extremely slow and unreliable, and sometimes it would just decide to fuck you over with those slow fading images. Then when you finally pick out all the motorcycles or some crap it lies to you and tells you you failed, only to give you another slow-fading captcha. Complete trash, the custom one we have now is far better and can be completed in a few seconds at most.
>>
>>571025498
I miss the old captcha where you could fill one word in as nigger and it would still let you pass if you got the other correct.
>>
>>571004815
keep a dumb 1-1 train with rocket fuel to keep things heated
>>
>>571013357
>we feel we've reached a good place to conclude the active gameplay development.
Holy tunnel vision...

There's plenty of Spage's shortcoming they still failed to adress.
Especially quality, and the way it interacts with the other system.
They just sorta gave up on it, and went like "okay, it's shitty, and unfixable. So here's a checkbox to disable it".
>>
>>571025651
Yeah the text captchas were definitely the best
But with the recent text captchas (the custom ones before the shape sliders) people still somehow bitched that they're "hard". Some people are just illiterate or something
>>
>>571027068
they don't care, le mods will fix it as they always have, and modders will make all the content for the game as unpaid workers while wube makes all the money.
>>
>>571011498
>when it isn't really any different to the other ways
It's one of a few ways to get unlimited legendary raw mats with better yields than 0.001% or whatever. It's also very different to the typical recycling carousel you build for other shit like the planet-specific resources.
You will already set up a crafting -> recycling chain for biter eggs, uranium, tungsten, tungsten again, carbon fiber, jelly/stack inserters, holmium, and lithium. Each one is going to be near-identical. Is there really any reason not to allow a different method for getting legendary iron, copper, stone and coal? Must EVERYTHING be just a chain of 5 crafting machines pointing into recyclers with a legendary filter priority splitter for the output?
>>
>>571021402
ahh I hate c++ it should be a crime making games in c++
>>
File: em.png (545 KB, 640x480)
545 KB PNG
>radio can be focused through a lens
https://www.youtube.com/watch?v=Vwjcn4Vl2iw&t=729
It's all fookin magic
>>
>>571015832
actually neat
>It's one of the hardest puzzle games I know of!
also lmao. though to be fair LLMs will probably find TIS-100 and Schenzen a lot easier. spacechem would be a fucking good benchmark though
>>
>>571018768
Vanilla never had any need for voiding, unless you massively fucked up your oil refining, in which case making solid fuel and burning it with radars was the solution (but in normal gameplay almost nobody ever had to do this)
Well designed mods should come with their own mechanics around this. As another anon pointed out earlier, pY has universal voiders so byproducts are always a tradeoff of do you void on-site or do you try to route it to another production line where it's needed, improving efficiency at the cost of a lot more complicated logistics; while Nullius is explicitly designed to let you void waste but only if you process it into the proper form, thus adding a few extra steps to processes where you want to dump some caustic chemical for example
>>
>>571027068
I think their point of view is that they're basically done with major development with 2.0, not because the game is literally perfect, but because they're bored of just working on Factorio for all eternity. The game sold well, the DLC sold well, they've got a ton of money and they want to do more gamedev projects at this point.
So with that perspective, 2.1 is basically going to polish up all the small issues with 2.0. Shit like fixing quality or majorly reworking the planets would be a major design undertaking, and they're not willing to go and make version 2.5 or 3.0 at this point. So they're leaving space age as-is and just fixing the small issues to make sure the QoL is good.

Any project can basically be developed for all eternity, adding more and more stuff, improving shit forever, etc. While I definitely agree with you that SA is pretty flawed in many aspects, I can see why wube decided to just set a cutoff, say they're not redeveloping new major changes, and move on. Otherwise they'd remain pigeonholed into factorio for another 5 years easily with the amount of endless fixes and improvements and features you could keep adding, and it's clear that they've been eyeing moving on to new projects for a while now already.
>>
>>571032794
>Vanilla never had any need for voiding,
Which is fine, because vanilla is vanilla. But then mods came along that encouraged people to void waste items for the exact reasons stated. That's why voiding, especially crate destruction voiding, was a concept invented in the first place. It took time for it to be addressed.
>>
>>571035798
What do you mean by "addressed"? The mods that introduced voiding as a required mechanic also provided means and mechanics for voiding.
Vanilla added voiding separately in 2.0 and not only is it unrelated to modded voiding (and used quite differently anyway), but there's even no reason to believe it was inspired by mods specifically, because voiding items is not some kind of particularly insane concept. Factorio was inspired by modded minecraft and minecraft has always had item voiding, both vanilla (lava pools) and modded (void pipes all the way back in buildcraft).

>crate destruction voiding
Is only a thing did when playing shitty poorly designed mods, or doing insane things in factorio like trying to get rid of all wood (and not bothering to burn it).
>>
>>571036163
>Is only a thing did when playing shitty poorly designed mods
Yeah...............
>>
>>571037950
If you're talking about SeX, then yeah the stone byproduct is a very widely criticised part of the mod to the point of being a meme, and the inability to easily get rid of it without retarded contortions like orbital bombardment of your own factory IS a significant design flaw.
I can't think of any other major mods right now which both add significant byproducts and at the same time mishandle voiding and require you to use exploits or suffer. It's just not a problem Factorio has in general outside of very specific personal projects from random schmucks who are bad at mod design
>>
File: file.png (3.63 MB, 1920x1080)
3.63 MB PNG
>Map riddled with underground waterways, fresh and polluted
>Start of the game is a battle to figure out what connects where and how the branches react when others are blocked
>Locate the nearest badwater source
>Sacrifice some liquidators to block it off underground
>Unlock dynamite a while later
>Immediately drill down next to the other two sources and block them off
>And find a weak point in the system where a single dynamite lets me flush most of the remaining badwater
I have solved this map
Currently waiting on 4k science so I can unlock a badwater rig, then when that's done I'll convert at least one of the other sources into a water power facility
>>
guess the list just doubled in size (windows source vs linux source)
https://x0.at/ZVLB_list.txt
lots of crap in there
>>
>>571039426
then upload a list with all the links to the files you yakubian homunculus
>>
>>570826606
>modify upper stage
>forget to update avionics
>Insufficient Avionics, Locking Controls (supports 4.000t, vessel 5.521t)
>have to hope it stays facing the correct direction as the engine burns until the weight is below 4 tons
truly a painful moment
at least I haven't had a failure due to ullage in like 6 ingame years, now that I'm using way better RCS thrusters. Only a few failed interplanetary/moon probes due to exploding engines.
>>
>>571039426
vatniks really are depressing.
>>
>>571038327
How 2 kill stone:
1: have source of stone, used for lots of bullshit like bricks for tier 1 science, mostly bricks
2: route stone byproducts over to your normal stone source
3. make large stone buffer which accepts stone from your stone byproduct line
4. use stone from the buffer before stone from the stone source
5. If the stone buffer overfills, excess stone gets washed and turned into saline
6. flush excess saline down a hole in the ground
End: if you are not satisfied with this loss of material, make a bigger buffer, use more stone per second, or accept that you were not actually using that stone for anything and it therefore has no value to you anyway.

You have now solved your stone byproduct problem.
>>
>>571042134
>excess stone gets washed and turned into saline
>6. flush excess saline down a hole in the ground
I've never played SeX I just regularly read about people exploding warehouses full of stone because they didn't have anything to do with it. What you're describing sounds like a perfectly normal voiding solution so if this is in the mod then there's no problem.
I'm assuming this must have been added in an update at some point semi-recently (like last year or two)? Or was everyone who complained about stone in sex just retarded
>>
Should I bother optimizing this shit further? I don't know if optimization here would involve a clever/more compact way to implement this function or if it's just very slowly moving components around until it properly fits, I hate the wire bending constraint in this game.
>>
>>571042651
Pretty sure he's talking about Py, not Space Exploration. In SE most people just turn stone into landfill and cram it in a warehouse because you can't actually void stone
>>
>>571043445
Ok then I have no idea why he replied to a post explicitly criticising SeX with instructions on how to void it in pY. Especially when like two posts above in the reply chain I specifically mentioned how pY handles byproducts/voiding just fine and has no issues.
>>
>>571043445
he's talking about shittily designed mods though, so sex
>>
>>571044052
Am /egg/
Cannot understand sex

/0\
>>
>>571031987
well yea radio waves are just light which is just an exchange of momentum between charged particles and any medium of charges slows light down which is what produces the bending. not really but phase-shifts from induced re emissions keep shifting the wave front so that it appears to move at a slower rate while the true speed of light is always c (the initial light, or momentum wave, that moves through the medium at c is cancelled out by light/momentum changes it has induced within the medium so when it exits the medium on the other side it is unmeasurable). it's not quite clear though which particles are targeted by the momentum wave because the quantum theory of light, a popular one, turns this wave into a statistical phenomenon where only some particles receive the entire momentum and others are completely unaffected. there are no waves here in any theoretical field whatsoever and nothing that would continue to move through the medium. within the framework of the theory the wave exists only as a probability distribution that tells you where an interaction can happen at which probability, mediated by made up particles it calls photons, and once an interaction happens it disappears completely. this theory creates for itself a workable mathematical model but it shouldn't be viewed as a proven ontological fact of reality.
>>
>>571044790
i dunno why u would ask this here v0v
>>
>>571044884
I don't think physical theories ever purport to be ontological facts. Which always gives them a leg up over philosophers who do, as plenty of philosophers purport reality is ontologically factless.
In a fight, the physicists would probably win through unity alone.
>>
gleba doesn't seem that bad guys
>>
>>571046229
shut up kovarex, I'm not falling for your lies
>>
>>571046229
I like Gleba and I wish there was more to it but beyond adding a few plants to generate stone and uranium-fixing bacteria I dunno what else to do
>>
>>571041246
over 30k individually named functions is what's depressing
https://x0.at/2Gp9_func.txt
>>
>>571041206
What's your approach to rocket design?
Do you have one big avionics at the very end or an avionic part for every stage?
>>
>In a fight, the physicists would probably win through unity alone.
Something something World of Darkness Mage tabletops.
Something something Technocratic Union.
Though /egg/men would probably be closer to Etherites than anyone else.

>>571046483
>bioluminescent potted lamp-plants that work without power
>self-repair module for equipment grid
>organic ammo factory for equipment grid (basic ammo only)
>refrigerated storage (only slows spoilage)
>(post-Aquilo) abiogenic nutrient synthesis
>>
>>571045831
>Which always gives them a leg up over philosophers who do
I don't think there are many philosophers who do but almost all physicists do.
>>
>>571047708
No I was listing mods that already exist, not ideas
>>
>>571046483
there's a few agriculture mods but they're kind of overpowered and they trivialize the planet.
>>
guess it doubled again, I just keep finding more stuff, we're at 6.7k sources files now
https://x0.at/AoEa_src.txt
>>
>>571052278
>we're at 6.7k sources files now
heh
>>
>>571046668
It's a 15 year old codebase running an entire scriptable game engine, I honestly don't see the issue
Are these all functions or just public interfaces? If it includes private helpers then it's absolutely more than reasonable
>>
So what's the context of this leak? Why are we getting uncrawlable text file dumps of metadata?
>>
imagine Wube uses the same EULA for the engine as currently for mods, as in, any modification automatically becomes their property to sell (and you can't), and there is nothing you can do about it.
>>
>>571057661
why would they have a EULA agreeing to anything at all for end users, on their code that's not supposed to be used by anyone
if this leak is real and actually gets uploaded (and not just a list of filenames) and spread around, they may decide to just roll with it and add some sort of license to allow some things, but they could also just decide not to do that and not permit anything at all

in either case what you "can" do is only limited by how doxxable you are and how reachable by their jurisdiction, a random anon could take the code and write and publish a fork of factorio even if the code is completely unlicensed and all rights reserved and wube is seething and malding about it
>>
>>571059215
>a random anon could take the code and write and publish a fork of factorio even if the code is completely unlicensed and all rights reserved
but he couldn't modify it into a new game and sell it so I doubt that Wube would care much
>>
>>571060184
Would his computer explode if he tried?
>>
>>571060184
well yeah obviously, there's no way wube will allow that from the leak anyway, unless they decide to go ahead and just open source it right now as a result (which is possible but seems unlikely)
>>
>>571056648
vatniks doing what they do best to forget the horror of their daily existence

it's literally nothing
>>
>vatniks this, vatniks that
Rent-free.
>>
>>571063268
What's the context of linking this to vatniks, retard
>>
File: file.png (76 KB, 880x503)
76 KB PNG
>>571065431
>nation of good for nothing retards with a bone against wube because they fucked up the price once which means you are doing a heckin' racism against our jewish mongolian roots
>>
>>571065916
>asking about the leak
>anon is just seething and vagueposting about completely unrelated shit
Sir this is a western european website, I asked about a source code leaks not about turd worlder slav rivalries
>>
>>571065916
Is that why Factorio was review bombed at some point?
>>
File: file.png (113 KB, 880x459)
113 KB PNG
>>571066307
That is exactly why factorio was review bombed at some point.
>>
>>571066450
I don't think it's fair they get to pay 9$ while I had to pay 32 euros
Heck, even the japanese pay less than that and they are definitely richer than me
>>
>>571066939
please understand, third world nation
>>
>Install a fusion plant on Aquilo to test it out and one single plasma generator
>One of these alone make a mockery of my nuclear plant
Holy shit. No wonder you get these so late. I also like how it makes sense that you get the personal fusion reactor this way. The base game was always weird how you got nuclear but then mysteriously it taught the engineer fusion but only for power armour.
>>
>>571065916
That amount of butthurt can only mean someone truly insecure, with delusions of grandeur. I'm guessing our kurwa cousin.

>>571066450
Sounds like a nothingburger, to be honest. Was it a political statement?
Seems like someone fucked up somewhere when setting the regional price.
Hell of a fuck-up, though.

>>571066939
From what I've seen, the regional pricing is all over the place.
How the fuck does Valve set it all up for each country is beyond me.
>>
>>571067336
Yeah, I love fusion
>>
>>571067603
>How the fuck does Valve set it all up for each country is beyond me.
There's some fucky tables that relate conversion rates, purchasing power parity, and shit like that. There's no single good metric for it, even "official" international PPP comparisons are often very approximate or unrealistic because different goods have different availability and the purchasing power just varies wildly across segments, especially in poorer countries.
For example the UK conversion that Valve provides has an (obviously) lower price in £ just by currency conversion, but for some reason a much higher price based on consumer pricing or whatever, despite the UK not being clearly more wealthy than the US by any means, and then there's also a "combined" price that still works out higher in £ than in $ somehow.

And all of that is advisory and publishers are free to set their own however they want.
>>
File: watcat.png (245 KB, 382x417)
245 KB PNG
>>571067603
>Perceived (quite likely accidental) slight against country x
>Clearly this must be the work of country y
>>
>>571068563
don't try to plumb the vatnik mind, it's an enigma
>>
So nobody knows anything about wtf these links are, then
>>
>>571069029
nyet
>>
File: 1776166330545862.webm (2.96 MB, 240x360)
2.96 MB
2.96 MB WEBM
>>571069029
it's just a dump of function names from the .pdb that comes with every update in your folder and Rseding91's public snippets of code from 6 years ago uploaded onto an austrian weeaboos filehost

scriptkiddie LARP adventure or the meltdown of our regular /g/ schizophrenic, pick your choice
>>
Oxygen not included is just a slightly more complicated clone of Yoot Tower.
>>
>>571071160
Makes sense
>>
>>570948143
there's another engine tier beyond electric if thats what i think it is.
>>
lol'd at the Russian alogging NGL chat
>>
>>571032794
there isnt a single thing you 'NEED' to void. but people already fucking cry about something they elect do do on their own initiative, that forcing the hard mode would make them cry harder.

tldr: you can give a voidless solution to every single mod, faggots will go "im not going to spend the effort to do that" then go out of their way to void shit.
>>
File: round factorio prices.png (238 KB, 644x1147)
238 KB PNG
>>571067603
>How the fuck does Valve set it all up for each country is beyond me.
Valve has written a lot on their methodology, but it's just meant to be good enough, and even then they offer three choices. Kovarex's autism demands more of him, including a pathological hatred of x.99 prices, which leads to setting all of the prices to a round number somewhat in line with reasonable guidelines (and that's where the Russians accidentally had two extra zeroes appended to their price for a short while).
>>
>>571073894
Based on posts like >>570912872 it sounds like space exploration genuinely has voiding issues, in that the only way to truly "void" stone is to launch it across space to a completely different planet that doesn't even need it.
Given how often I've seen people complain about very specifically stone in very specifically space exploration, I'm not even sure that would 100% consume the excess stone and completely "void" all of it, truly eliminating the need to deal with any excess in other ways.
>>
>>571074043
>pathological hatred of x.99 prices
And he's goddamn right in that
>>
in my space exploration run we automated blowing up a warehouse full of stone
>>
>>571044345
kek, imagine my shark, didnt they hire that guy for 2.0?
golly gee willikers batman!
>>
I just use Memory Storage
>>
>>571074415
SE has some flaws, but you don't need to type like such a fag about it
>>
>>571074413
in my k2se run I just fed that into crushers
>>
>>571075215
Don't you need to download an extra mod to let you do that? Elendil hates letting you void stone automagically for some reason
>>
>>571079008
>Don't you need to download an extra mod to let you do that?

Earendel has no claims on my game.
>>
>>571074846
>there's only a hint of poop in the otherwise perfectly good soup!
shut up bitch.
>>
>>571080113
If the FDA says it's fine it's OK with me.
>>
>factoriobox domain expired
FUCK
>>
Icaria is 1.0 now apparently, anyone try it?
>>
>>571088780
nvm it's really weird, I hate it
>>
File: 20260618231041_1.jpg (451 KB, 1920x1080)
451 KB JPG
I straight up will never need this much power
>>
>>571092471
Is there no limit to how many waterwheels a stream can turn?
>>
>>571097473
Is there a limit irl?
>>
File: Untitled.png (21 KB, 1006x389)
21 KB PNG
>>571098184
yes
>>
>>571018768
A box of chests and the artillery remote? Is this a trick question?
>>
>>571092471
That's really not all that much.
>>
>>570825201
> 2 tiles wider than it needed to be
try again
>>
>>571014396
That's basically how I set mine up when I have to deal with mixed liquids and gases. First sensor filters what you want and the second sensor filters everything else with a not condition. I'm not sure how it would work with only 1 sensor since the game sends the result 1 tick later allowing the detected gas/fluid to travel one tile before activating the cutoff.
>>
>>570825201
Any speed this thing might have is probably lost waiting for it to be refilled with rockets. Get rid of the useless solar panels and use the saved space to put in grabbers and crushers.
>>
>>571065916
Wube supported Ukraine, that made the Russians very angry too.
>>
File: Untitled.jpg (805 KB, 2560x1440)
805 KB JPG
Took a while (and I'm importing six separate resources to the planet), but I got my iridium planet up and running. I needed four 2x2 reactors to get it running, but it's a consistent 300 ingots/m which should be more than enough to get started.
Mat2 will be the last science I need for the space elevator, which is where I can fully re-design space. I started the train transition, but I currently have 45k steel sitting in orbit just from barrel recycling and it's not really sustainable.
>>
Building is so fucking tedious and pick-me in Satisfactory. You just know the dev came up with the system after huffing glue and 69ing the Vintage Story dev.
>>
>>571068563
>what is reading comprehension

>>571068484
Somehow you made it sound even more arbitrary.
>even "official" international PPP comparisons are often very approximate or unrealistic
Couple that with generally being an IMF bitch, and it becomes utterly impenetrable how both the pricing, and the currency exchange rates are determined.
Well, unless you're a kippah-wearing sort or something.

>>571074043
>a pathological hatred of x.99 prices
Bless his heart, I hate this marketing bullshit too.
>and that's where the Russians accidentally had two extra zeroes appended to their price for a short while
Yep, looks like it's someone's whoopee alright. Still fucked though.
>Zloty this low
Poland just can't stop winning the price-gouging competition. Poor lads.

>>571106826
IIRC they supported some Red Cross stuff, not funding the terrorists directly.
Just scoring some good goy points and virtue-signaling, for the most part.
Aka stuff most companies do, often as a knee-jerk reflex for good publicity.
>>
>>571114706
What's wrong with Vintage Story?
Kinda wish it had more mechanical stuff.
Maybe not Create-level, but still something to build a factory floor with.
>>
>>571119163
It markets itself as hardcore realism minecraft when it's just an autistic grindfest that actively goes against survival realism in favor of tedium. I need to make a what I expected vs what I got for that trash game to save anons time.
>>
File: Untitled.jpg (1.78 MB, 2560x1440)
1.78 MB JPG
One thing that I think was pretty helpful for iridium is pre-crushing the ore on-site. It means I'm mostly selecting bigger mines since the spin-up footprint is bigger, but it's 5x less trains per minute (right now it's ~1.2, it would be a train every 10 seconds otherwise).
>>
>>571125549
To be fair, it was based on the TFC mod, which also had tedious moments.
I'll do the needful saying that it's got plenty of mods to customize things however you like them.
>>
>>571090146
weird how?
>>
>>570814080
Anyone here been playing Space Engineers 2? How is it? How do you feel about its future and actually delivering?

t. Eternally angry cuckkeen dipped out on medieval engineers like a black father.


Also Avorion is fucking fun stuff
>>
/egg/ I feel the pull. Not sure what I'm in the mood for. Pirate DSP or start a new Modded Factorio? Thinking of something like K2 Spaced out+some modded planets or maybe a K2SE run. Any other Factory games that have something to them? Mods are spoiling me on complexity.
>>
>>571132673
Have you played Dyson Sphere at all yet? Going in blind I think you'll enjoy it if you liked Factorio. Maybe turn off the dark fog the first play through.
>>
>>571132673
factorio is getting an update soon, DSP is fun, but everytime i find myself just idling for 20 minutes, or toss together a handfed direct insert temporary setup, instead of expanding a producton line, because i always know im going to need to remove 90% of it later when i need to make science at scale.
>>
>>571074043
I wish I had 1500 rupees
>>
>>571134012
>because i always know im going to need to remove 90% of it later when i need to make science at scale.
Why the FUCK would you do that? You have a bunch of planets to build on.
>>
>>571135490
I see so many people having decision paralysis for factorio too. Really weird, but I almost get it.
>>
>>571135736
Oh no I get decision paralysis too. But I eventually recover, like a normal person. Niggas gotta have some self control.
>>
>>571135490
because im talking pre-intergalactic mostly.
and when i say "idling" i mean busywork, like upgrading belts, or looking for planets with good ore amounts in the map, or adding more buffer to the dust drops sorting system.

when im sending titanium to my starter planet to make the yellow data, and i need to expand acid production, which means making more of every earlier step, upgrading the belts to support the throughput, AND plan around swapping it out for the rare material version later, because its way better.
its just too much when i can just kick that can down the road for 5 hours
>>
>>571136324
I get that the game doesn't help you realize this. But you do know that you're supposed to get warpers before you even make a proper Titanium Alloy setup, right?

Otherwise you do so much back tracking.
>>
>>571136565
yes

PROPER titanium alloy setup

that's why i'm just making a hand fed base, and waiting the 20 minutes.

the thing i said in my original post that the other guy couldn't understand

its not indecision, its iffy game design where you're meant to put off making a good base until you can fuck off to an optimal planet.
>>
>>571136835
Make a spinner fed base my nigga please
You're suppose to use the spinners NO SHIT THE GAME FEELS BADLY DESIGNED YOU'RE NOT USING THE SPINNERS.
>>
>>571136954
the spinners are a band-aid. and a poor one at that.
>>
>>571118998
>and the currency exchange rates are determined.
Well the currency exchange rates are at least simply based on actual trading, that's easy enough.
>>
>>571136954
anon
that is STILL JUST FUCKING WAITING INSTEAD OF EXPANDING THE BASE PROPERLY

jesus christ, anon, just because its on a bot instead of a belt doesn't make it less of a dogshit half measure.

by hand fed i literally mean i grab a full big crate of processors, and a big full crate of whatever fibre optic things the purple uses, and feed it into a line of assemblers on the other side of the planet which will keep feeding science for an hour easy, because making the full build as soon as i can is bullshit when i can instead fin a planet with carbon tubes for free and cut out 50% of the chemplants.

so instead, i handfeed (bulk) facotries to get to the point that i can fuck off to the rare material planet as get the good builds built.

bots wont help with that except to steal all the materials i purposefully funnel into science for some other bullshit, like those bots.
>>
>>571074043
They should make 3rd worlders pay extra
>>
bro really mad about them fidget spinners
>>
>>571129135
Clunky UI, huge buttons for functions that should've been implicit from just a right-click.

Making you program units by hand, when the number of usecases is no larger than what Factorio already has automated with logi bots.
>>
File: if only you knew.jpg (65 KB, 577x537)
65 KB JPG
>>571138147
>the currency exchange rates are at least simply based on actual trading
>>
>>571068484
>despite the UK not being clearly more wealthy than the US by any means
By some means. US is a weird case because of massive income inequality that's actually on the level of third-world countries. You want to price your game so that the lower class can still afford them, at least as a luxury.
>>
>>571140803
And you think the UK isn't? London is the richest place on the European continent, and literally the entirety of the rest of the UK - basically everything outside of fucking London - is almost the poorest, on the level of or even poorer than most eastern and southern european shitholes.
But both by mean and by median income, the UK as a whole is still poorer than the majority of US states taken individually.

The only way you can consider the UK wealthy is if you literally only look at London
>>
>>571139758
I see, that's a shame since the concept looked interesting but if then there's no reason to use the programming for anything beyond the most basic shit then what's the point
>>
>>571139758
IIRC there's supposedly text-based programming now too. Should be more suited for complex stuff.
There's terraforming too, I think, and terrain traversal stuff like needing to build ramps, bridges, and etc.
Ultimately, unit-programming games are unlikely to actually REQUIRE you to write code, otherwise normies wouldn't touch it.
The impenetrable machine rune formulas scares the laymen.
>>
File: factorio_1781861795.png (508 KB, 608x543)
508 KB PNG
reminder 4x2.5x2.5=24.8 according to the factorio half-assed hard-coded quality math
probably sitting somewhere in the "minor issues" tracker
>>
File: firefox_1781861901.png (17 KB, 625x211)
17 KB PNG
>>571143621
use-case for correct math?
>>
>>571143765
So is he indicating that the value as used in the game's logic is, in fact 25%, or is it also 24.8%?
>>
>>571143765
Seems like he misunderstood the issue as one of display, not the "simple math" being wrong.
>>
>>571143765
>>
>>571143621
a legendary quality module 3 gives a 6.2% chance so 4x6.2=24.8, what's the issue?
>>
>>571144697
What's your point
seems like it belongs in"other tasks"
So it is only lower priority than a "quick win" and equal to an "important task".
>>
>>571143621
omaigotto it's 0.2% less quality per quality literally unplayable refunded
>>
>>571144697
changing the floor function to if(type == integer) floor is not high effort
>>571144850
it should be 2.5*2.5=6.25% but in practice it's floored to the nearest 0.1% for who-knows-what reason
>>
>>571145092
looks less like a mistake and more like a conscious decision to round the % to the first decimal baked into the item, does it matter if the legendary version is 248% of the common version rather than 250%
>>
>>571145645
because who needs accurate ratios when you can just clamp values to arbitrary resolutions for no reason whatsoever? do you work for Wube?
>>
>>571145785
are you german?
>>
>>571145878
let me guess, you're the kind of player that just "adds more stuff when they run out"
>>
>>571144850
Consider an object which takes 10 seconds to craft and crafts 1 object in an assembler 2.

1object/ 10 seconds *.75 speed = .075 objects/second. However, the object crafting speed is instead displayed as .07 objects/ second.

This is fine. It is confusing for a new player and makes it a bit more difficult to learn to design efficient lines, but all numbers have a decimal limit in their display of some kind. So, it is therefore normal that the numbers displayed are estimations and that the mechanics of the game can be used to calculate more accurate numbers. There are more accurate numbers. The displays are not "true" statements, and that is communicated to the player through their access to all the numbers which that estimate is calculated from.

A secondary norm: for every or near every number in the game affected by quality, the legendary version of that number is 2.5 * that value when at base quality. This consistency creates a rule, a meaning to the concept of legendary. When you say a thing is legendary, that is saying that it has a quality modifier of 2.5.
>>
>>571146235

So, if numbers as displayed are estimates, and legendary provides a 2.5* boost, then a legendary quality quality 3 module should have a base modifier of 2.5* a legendary modifier of 2.5 = 6.25, which is then displayed as 6.25. Instead, modules only display 1 significant digit, so it's displayed as 6.2, which is not the biggest deal if we just say that module effects get less accurate numbers than assembler output rates. 4* 6.25 should then = 25%, but instead 6.2*4 = 24.8%. This violates a second rule, in that the numbers displayed are meant to be estimates, and therefore the new estimate should be calculated based on the game's more-accurate internal logic. Instead, the estimates themselves are added together, indicating that the displayed number is the actual number and not an estimate at all. Lastly, a third rule is broken, in that the legendary module is simply not as strong as it should be based on what legendary means.

So, in short

Minor rule break: the quality module does not display down to 2 decimal places, but that can be its own rule for modules.
Rule break 2: The displayed number is not treated as an estimate and is treated as the actual number and all data rounded in the display of this number is lost and cannot be accounted for later when 4 such modules are added together and used.
rule break 3: the value provided by 4 legendary t3 quality modules is NOT 2.5* the value provided by 4 normal t3 quality modules.
>>
File: firefox_1781864493.png (9 KB, 1056x104)
9 KB PNG
kek this is worse than I expected "not a bug" because the bug is baked in, "design decision" my ass, this is GNOME VISION(TM)-tier rhetoric
>>
>>571145785
In what scenario does that 0.05% difference change anything when it comes to quality?
>>
>>571146381
They're literally saying they're fixing it for the next version you sperg
>>
>>571146381
you should go get some fresh air
>>
>>571146525
the ratio goes from the theorically clean 1/4 to 31/125 because fuck you that's why
>>
File: firefox_1781865964.png (9 KB, 677x83)
9 KB PNG
mmmmh... does that mean they're cooking something up?
can't believe my quality 3 modules were floor(25 * 2.5 = 62.5) all along
>>
maybe the answer will come in exactly 10 minutes, after the open-source release announcement of course
>>
>it was kovarex who leaked the source code all along
>>
>>571147798
If quality modules are actually 6.25% but then 4 of them get displayed and 24.8% then that really is retarded
>>
File: 157-5746_IMG.jpg (525 KB, 1200x1600)
525 KB JPG
imagine if factorio was free software and we didn't have to deal with hard-coded nonsense and beg for fixes on forums
>>
imagine if your mother didn't whore herself on the sidewalk and you didn't have to deal with her crippling addiction to cock
>>
https://www.factorio.com/blog/post/fff-443
>>
>>571148670
damn the new heat exchanger sprite looks great
>>
>>571148670
HOLY FUCK
>>
>>571148670
>2.1 next week
>>
next week as in 3 days, or next week as in next friday?
>>
I'll admit, I haven't played Space Age yet (zero spoilers), I've literally waited for 2.1 since last year as the initial release felt rushed to me, maybe I should wait a few more months for the stable release?
>>
>>571149602
How did you do it? Every thread is full of spoilers
>>
>>571146235
>>571146313
I just want to say I agree with you.
With the one detail of quality being a 2.5x multiplier, because that's a convention and is already broken in multiple places. But on all the rest of your post you are correct, especially the confusion between estimated and real numbers.

I think the core of the issue here is that the only source of truth for hard stats of base items is the actual item itself. E.g. when an assembler 2 says its crafting speed is 0.75, and an object takes 10 seconds to craft, you can calculate that it will be crafting 0.075 items/s but the two input numbers you have to trust from the item stats. So when a module says it provides a 6.2% bonus, you don't actually have any way to calculate that from first principles. Which creates the confusion of whether this is an approximation or not.

Under these constraints, I honestly do agree that using the displayed value as the canonical stat for the item is the right thing to do. The issue then is that "hurr we need to round the display" is not an argument when displaying item base stats, because those must be truthful.
>>
>>571148670
finally the "visible planets" anon can rest
>>
>>571149941
looks kinda low-res textures tho, hopefully this is a placeholder
>>571149793
I haven't been following this thread obviously
>>
>>571149602
just play pY instead, why wait
>>
>>571148670
holy hell do the new assemble machines look ugly
fuck earendel so much
yes, i know he only did the concept work for them but that is what the final designs are based on and yeah, ima want a mod to replace them asap come 2.1
>>
>>571148670
yeah, I'm happy.
maybe could've gone with a new chem plant too desu
>>
>>571150021
What about them looks ugly to you?
>>
>>571150008
>hopefully this is a placeholder
it's there and it doesn't got ram, if you want hd planets just get the mod
>>
>>571150021
holy shit: two cakes (I had the same apprehension with belt icons way back and had to mod them back in)
>>
the new assembling machines remind me of that one mod reskin
or was that ir3
either way it's interesting
>>
I love how green the concept art for the T3 is and how it gets progressively more yellow in the second pass and final
>>
is this going to be another beacon situation
>>
>>571150089
they look like a cheap over designed knock offawm, which is to expected due to earendel having a hand in it.
they also lack any good visual apperance of speed unlike the current assemblers. go place down 1 of each assembler right now and have them craft stuff and you will see what i mean
also over-animated too
>>
File: 1761012062939463.png (3 KB, 103x30)
3 KB PNG
>plate
>>
oh yeah, they look so similar, just the colour to me is what sticks out more than anything as to what is different between them.
i know the current ones do as well but if you get rid of colour you can easily tell them apart
>>
>>571149941
Yes, I am happy.
>>
>>571150893
Can't say I share that sentiment, but I'm sure someone will mod the old ones back in.
>>
these new sprites looks super sexy
>>
File: 1677614076001571.png (307 KB, 1000x540)
307 KB PNG
>>571148670
>enjoy playing 2.1 next week.
Oh boy.
>>
>>571150008
>looks kinda low-res textures tho, hopefully this is a placeholder
doubtful since it releases in a week
i dont think they'll change graphics during the experimental, just squash bugs probably
>>
>>571149257
they initally said "end of june" so prolly friday

>>571149602
experimental is pretty stable usually
>>
>>571151692
They are only keeping it experimental to allow mod makers time to update their mods to 2.1
>>
>>571148670
>Earendel leaves
>amazing new features immediately appear
THE WITCH IS DEAD
THE WITCH IS DEAD
>>
>>571148670
Has science gone too far?
>>
>>571148670
>furry leaves
>all this and the previous FFF
Should've assassinated the cunt or something.
2.0 would've been so much better.
>>
>>571148670
The new cargo expansion is... very fucking interesting, honestly. I'm not sure if I'm sold on it as a solution, and I almost feel like they might've went for it simply because everyone and their grandmother already had the idea of making a prom research to unlock extra pads, so they just wanted to do something different rather than copying the majority opinion.

But it does have the benefit of keeping the "single logistic hub" aspect while solving the unloading insanity of the single square pad. So maybe in some ways it's more elegant.

My main worry is that 59 tiles is pretty fucking wide, so if they really wanted to avoid teleporting shit around, I dunno, this still lets you make a giga chest base pretty easily. Even late game, thanks to quality, builds can be really fucking compact so while you're not gonna make millions of SPM from a gigahub sushi, you can definitely go a long way. I hope it's sufficiently late-game gated that it at least doesn't become the optimal way to trivialise the midgame.
>>
File: green.png (1.26 MB, 1348x1036)
1.26 MB PNG
Green.
>>
>>571152631
Y E L L O W
E
L
L
O
W

I HATE THE KOVAREX I HATE THE KOVAREX I HATE THE KOVAREX
>>
>>571152438
Yes, absolutely.
>>
>>571152372
He's mentioned in more than half of them though
>>
>>571152631
Yellow fags on suicide watch
>>
>>571152438
all that just to give dosh another fucking cursed run "factorio no pipe???!?"
>>
File: paintdotnet_1781871611.png (115 KB, 1097x812)
115 KB PNG
>>571152712
hmmm...
>>
>>571148670
I don't like the new assemblers. I'm fully aware this could just be my "old good new bad" autism and they might grow on me, but the old assemblers were just too iconic.
>>
>>571152591
Wouldn't the easiest solution to that simply be to make the landing pad output only? I mean the whole purpose of the thing is unloading shit from space, there's no use case for putting stuff into it except exploiting weird teleporting item shenanigans anyway.
>>
>>571153089
The science is in.
>>
>>571154318
You know what, yes, that should work. Only possible issue is if you drop your shit from space and can then unload it anywhere across your factory, but that should have very limited utility relative to the effort required, so yeah it should work fine. Wube hire this anon
>>
I have come here to bitch about Satisfactory. I am sorry.
How the fuck is this game compared to Factorio? After beating it, I barely consider it an "automation" game at all. I more liken it to Stardew Valley or Animal Crossing. Doing anything in this game is an act of tedium and it feels like they made this game in isolation, when they have other automation games (mostly Factorio) to look to for advice. Why does it feel like 0 of this game was planned out beforehand, and everything was just improv'd and then forgotten.
>>
>>571154324
you really can't trust AI these days
>>
File: 1496542031399.jpg (31 KB, 509x625)
31 KB JPG
THEY CHA1NGEDS THE SPRITES
ITS CHANGED NOW
>>
qol is just code word for easy mode, anything post 1.0 is non-canon and easy mode trash.
>>
>>571154318
unironically too elegant for kovarex to implement
>>
>>571154996
don't talk to me unless you're playing 0.15 (the last true vanilla feature-release)
https://factorio.com/download/archive/0.15.40
>>
>>571152438
usecase for train2train transfer? why not just stay in the same train and go to the destination?
>>
>>571152914
The retards don't care about facts, they just blindly hate because, well, they're retards
>>
>>571155316
>usecase
Spaghettification is always a valid use case
>>
>>571155341
but hating earendel is learned behavior, and retards don't learn.
https://www.youtube.com/watch?v=ARdW5J3nuJw
>>
>>571154837
Factorio is a game where you build and optimize factories
Satisfactory is a 3D exploration game where you can also build factories
>>
>>571152631
it's clearly chartreuse
>>
>>571154837
>How the fuck is this game compared to Factorio?
Poorly.
>>
>>571154837
>How the fuck is this game compared to Factorio?
Because they marketed themselves as 3D Factorio (not officially I think to avoid trademark issues, but certainly not discouraging the word of mouth reputation). But then they watered it down and intentionally targeted a much more normie segment of the market that enjoys the pretty base building and the exploration.
Said normie segment of the market also doesn't know any better regarding automation, and since it has belts and stuff, that means the game must be just like that other "Factorio" game they keep hearing about but don't want to play because ew 2D graphics.

Here in /egg/ you can find a high concentration of people who have played both and the near universal consensus is in agreement with you, that it really sucks as a factory game, and at best should be treated as its own thing.
>>
>>571155419
But it doesnt spaghettify, it's as useless as doing
single belt->inserter->single belt
instead of just doing single belt all the way through
>>
>>571152631
That's quite literally lime
>>
File: out.png (1.31 MB, 1905x1287)
1.31 MB PNG
>>571155567
it's complicated.
>>
>>571155695
exactly, now imagine if inserters couldn't insert belt to belt
>>
>>571155316
Pretty much just >>571153050. Basically you can do the inserter->wagon chaining tech but with fluids now
That's literally it

>>571155419
I cannot even thing of any valid spaghetti usecases. In 1.0 this could've been a way to offset the train by exactly 4 tiles (if you're doing it in the middle of an extremely tight spaghetti and NEED to shunt the rail line sideways), but now with the new diagonal rail angles even that can be done with a single connected rail line. Not like I've ever seen anyone do that with item trains in 1.0 either.
>>
>>571154837
Only one of its part is compared to factorio (automated fabricating stuff) but SF has many other parts like exploration and "base building and decorating" and 3D aspect
even if the automation part is inferior to factorio
>>
>>571155741
C'est ne pas une lime
>>
File: file.png (464 KB, 488x476)
464 KB PNG
I dont give a fuck about the color. Stop talking about it. Also the colors from the concept art are different than the ones in the end result.
>>
>>571155959
It's green, you lost, cope, seethe, dilate (your dilator is also green)
>>
>>571156063
anon why are you not trusting the soience >>571154324
>>
>>571154837
>Why does it feel like 0 of this game was planned out beforehand, and everything was just improv'd and then forgotten.
it was made by the Goat Simulator devs
>>571155761
I don't know enough about color science to understand this, the last graph makes it look like there are more orange pixels than anything else?
>>
>>571155529
>>571155617
>>571155623
I appreciate that a lot, I felt like I was going crazy with the 97% approval rating on steam. I streamed the game and there are just so many problems that fans of it handwave. Why are there 4 different forms of progression and why is ONE OF THEM automatable???
>exploration
my wife did this part of the game and I think that if I had done it, I would not have finished. It's so weird to me that it feels like it's a non zero part of the game, only to have 3 rewards (gloop, that other thing and hard drives). And only hard drives are like, kinda cool and fun.
>>
>>571156134
biased filtering that removes green parts
rejected
>>
>>571155695
I wish there was a usecase for this and that wagon shunting mod that I can't for the life of me find again
>>
Assemblers too big and fat. Didn't take the opportunity to add unloading ports to the sides, so that it doesn't look like inserters are picking up items from some moving part. It works for larger buildings where it is easier to gloss over in abstraction, here it is picking items from inside a mess of gears.
>>
>>571156134
Sorry, I'm unvaxxed
>>
>>571156290
Satisfactory solved this, just connect the belt to the assembler.
>>
>>571155419
Still can't easily move items from one train to another without unloading to a belt. And no, red inserters are not a solution.
>>
>>571156290
>Assemblers too big and fat
damn bratty assemblers...
need correction
>>
File: needscorrection.png (3 KB, 177x52)
3 KB PNG
>>571156435
>>
File: results.png (295 KB, 890x3441)
295 KB PNG
>>571156134
>>571156230
MORE CONTEXT
>>
>>571156561
show the sprite after "mask"
>>
>>571156516
uoooooooh!!!!
>clank clank clank clank clank
>>
File: clor.png (24 KB, 472x472)
24 KB PNG
if we simply agreed to implement color terminology standardisation, this conversation could be avoided forevermore
>>
File: mask.png (87 KB, 2931x543)
87 KB PNG
>>571156698
>>
>>571156951
Oh look it's green
>>
File: file.png (182 KB, 256x389)
182 KB PNG
let me guess, yellowfags think this is "white and gold" too?
>>
if you say anything other than green, you should calibrate your display's colors
>>
>>571156810
no there would be endless discussions about "violet or purple" etc., there's no solution there are too many different hues and a lot of people have shit color vision, I've learned that when I played Hues & Cues with friends
>>
File: result2.png (123 KB, 890x1515)
123 KB PNG
>>571156998
nope
>>
I think this is just RGB kids vs painter's palette kids. It's pretty bang on inbetween so it just comes down to which color you respect more
>>
>>571150021
they look different and are therefore bad
>>
>>571157391
Yellow is how it's been traditionally called, so yellow is the orthodox position, while green is the new-age position
>>
>>571157048
how is that anything but blue and black
>>
>>571148670
>planets don't look like the planet icons
oh well
>>
File: file.png (575 KB, 840x560)
575 KB PNG
>>571157391
>RGB kids vs painter's palette kids
Yeah I think that's what's going on, too
People would look at this and say "Look at how much yellow is on the robe! It's yellow!"
But they're looking at the highlights and not the actual base color, which is orange

Considering how much autism crossover there should be between miniatures and vidya, I'm surprised more people don't see it.
>>
>>571155316
If Factorio had different classifications of trains, you could load mainline trains with branchline trains, aka long distance efficiency is fed by short distance efficiency
If belts had an electricity cost, you could make a use-case for small gauge trains or even smaller ones that had a similar function to forklifts for moving heavy loads very short distances
>>
File: niggers.png (190 KB, 1604x427)
190 KB PNG
>>571157180
I'm sorry about your declining vision
>>
>>571157127
Alright but I foresee people being far less willing to die on the green vs lime hill than the green vs yellow one.
Plus it would be damn sight better than currently where to the average joe everything between green & violet is just blue. I blame painter's palette
>>
>>571157694
>oh sweet new FFF I wonder what /egg/ thinks of it
>autisming over colors
Never change
>>
>>571157976
Didnt mean to reply.
>>
>>571157976
>>571156168
I for one, am very happy that we can now automate queuing research (in vanilla)
>>
>>571157694
I was thinking the same but even then why wouldn't you use buffer tanks in the substations rather than doing direct feeding between trains?
>>571157791
you do have a point, then again I assume that most people knows about tertiary colors and their names but they still refuse to use them
>>
>>571157771
bro that's not the actual color, this is just for benchmarking, learn how charts work and look up the CIELAB 113.5 hue
>>
>Can unload from new landing pad buildings instead of just the central building
Thank god
>>
>>571158123
unironically would've been a huge QOL for my 100x run
>>
>>571157976
New sprites make me uncomfortable.
Luv the unloading bay because they came up with that modular system and then there's only one type of cargo bay?
Aquilo looks wrong, Fulgora should have thunder clouds. Lab control is gud. Landmine wire is huh?
Won't be using the pumpdicks since i build heterosexual train stations.
>>
>>571158123
I do wonder how it will work across multiple labs that are configured with conflicting research projects
Unless it's just one queue and all labs wired share that queue
>>
>>571158285
Did they say anything about those being planetside only, or will they work on platforms as well?
Oh who am I kidding, people will mod them in anyways.
>>
>>571158627
cloud coverage is too thick on Nauvis and Aquilo looks like a gas giant
>>
>>571158780
Unloading bays are strictly planet-side only
And yes, someone will make a mod on the first day to allow them on a platform
>>
>>571158148
No, I don't think I will. I see green.
>>
>>571158930
I don't know why they just didn't embiggen the existing planet icons
>>
>>571158325
It's a really nice QoL for my Solar/Laser run. My deliveries are a bit inconsistent (for gleba) so toggling it on for that science and such is really nice. Less useful for my laser damage research because... well I don't have to worry about missing those pic rel
>>571158720
There is one global queue. I do kinda wish we had the other system but I also understand that is a big tradeoff.
>>
File: 154442.png (37 KB, 1127x127)
37 KB PNG
>>571158780
they did
>>
>>571159116
>>571158965
aight, thanks
but yeah both the planet only and area restrictions are gonna be removed with mods day 1 for sure
time for a base that is just one big cargo bay trading shit via inserter conditions
>>
File: hue.png (2 KB, 600x600)
2 KB PNG
>>571158986
this is green to you?
check it out yourself:
http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_Lab.html
it's much closer to yellow than green in all metrics
>>
>>571159843
looks like olive green to me, then again I'm at work so I wish I could check it at home on my calibrated monitor
>>
>>571159843
>is this green?
>>
According to devs on discord, planets now support texture animations and lighting (as in light) shit, so it wont be long until we get modded 4k animated planets.
>>
>>571159843
If you painted a goblin this color nobody would tell you the goblin was yellow
>But my spectrogrammatical evaluation states-
Nobody cares
>>
>>571159843
>this is green to you?
100%
And everybody who is not colorblind would agree
>>
All this color talk feels like I'm talking to my wife, SHUT THE FUCK UP
>>
>>571155316
segregate planet and space trains for space exploration.
>>
>>571152564
wait, that cock sucker was a furry?
explains everything.
>>571152591
>have the tech to yeet to and from space via dozens of launchpads and space platforms
>can only have one landing pad
lol. lmao.
>>
>no word about quality
It's over. We are stuck with the system shaped by crying ewhores.
>>
>>571155316
>usecase for train2train transfer
The only ones I can think of are convoluted

For instance, imagine a map of only small islands where there is generally only enough land for a few rail lines
You have one island that has oil on it, and multiple islands that need the oil, so you have the oil train go to a depot where the fluid is transferred to the other trains going to their factories

Again, very convoluted and unreasonable
>>
File: output.mp4 (272 KB, 1452x920)
272 KB
272 KB MP4
>>571159843
sorry wrong link:
http://www.brucelindbloom.com/index.html?ColorCalculator.html
>>571160196
>>571160393
>>571160356
same hue, different saturation and brightness, learn how colors work
>>
>>571160437
you haven't done the dishes in a while.
>>
>>571152008
with enough tweeks and bug fixes to match the 2.0 release. sure. that was stable too.
>>
>>571154318
Wait, you can put shit into the landing pad? Where does it say that?
>>
>>571160827
She washes the yellow plates i was the green plates.
>>
File: file.png (102 KB, 1007x664)
102 KB PNG
>>571160814
That's still green
And this is your last (You) from me
>>
>>571160774
it's completely optional, you can now simply disable the quality mod and play spage normally or mod a better approach.

I've never even used quality on any of my runs, it fucking sucks and only appeals to min maxer compact factory shit.
>>
>>571161016
but who was plate
>>
>>571154318
>make the landing pad output only
It is, unless you're dropping it from orbit
At least, I just loaded up the game and turned one of my inserters around, and it would not put anything into the landing pad
>>
File: firefox_1781878210.png (34 KB, 158x100)
34 KB PNG
>>571161030
where is the dial located anon? the green? the yellow? this is 1st grade stuff
>>
>>571160774
Didn't one of the last FFFs say you could disable quality for Spage now?
>>
>>571161430
Yeah, it was previously required because Recyclers were part of the Quality mod, but now there's a small Recycler mod that is "required" but Quality is just "recommended"
>>
>>571160814
>same hue, different saturation and brightness
might as well say that brown and orange are the same color
>>
>>571161582
and... why not simply include the recycler into the spage mod? wube does it again
>>
what is going on in this thread
>>
File: 1780606822203125.png (59 KB, 179x173)
59 KB PNG
>>571148670
i like the new assembler and refinery sprites. EM plants and foundries raised the bar too high, made old assemblers look like shit.
>>
>>571161728
>what is going on in this thread
I'm baiting a bunch of autists into arguing about colors because their sperging out amuses me
>>
>>571161706
Well what if you want to play basegame without spage but with quality?
>>
>>571161728
Colorblindness
>>
>>571161678
brown and orange are of the same hue
green and yellow are of different hue
hope that helps
>>
No toggle for trigger techs.
>>
>>571161786
The animation on the Foundry is absolutely crazy
You can see each stage of the process including the crucible, pouring into a mold, cooling the metal, extracting the item, etc.
>>
>>571162031
That annoys me slightly.
>>
>>571162187
it really is great. one of the buildings i turn off alt mode for now and then to just watch it work.
>>
>>571161789
Wait, so am I
>>
>>571154318
>>571154603
>>571155038
>t. doesn't even play the game
>>
>>571162196
I signed up to zap bottles not click on ore.
>>
>>571160054
>>571160196
>>571160356
>>571160393
Taken in isolation this is green, because the assembly machine is shaded, covered in gunk, dirt and rust. The actual machine itself is yellow

>>571161030
And this is bait
>>
>>571162701
You're not supposed to click it, perv
>>
>>571162668
>noooo I NEED to shove shit into the LANDING pad
no
>>
File: 78969262.jpg (38 KB, 1280x800)
38 KB JPG
>>571161837
so you agree that hue is only one of the factors that make up a color. For pic related I started from pure yellow RGB 255,255,0 and then I turned down the saturation and luminosity sliders to about halfway, ending up at RGB 164,164,61. It definitely looks greenish, probably because our eyes are more sensitive to green than to red. There's a reason why nobody ever talks about "dark yellow", and when they do it's something that veers more towards an orange/brown like ochre than towards green
>>
>>571162929
>have yellow couch
>look at it in the evening with the lights off
>it's green!
>>
>>571163657
this but in reverse
>>
>this is 4chan green text
>no wait some retard insists it's yellow
>>
>>571163964
it is actually yellow in darkmode
>>
>have green couch
>look at it in the evening with the lights on
>it's yellow!
>>
>>571159843
Colors are a cultural thing, numbers are useless. Try showing some rando this and asking him which is the blue one.
>>
>>571163657
this but unironically
>>
File: bbbb.png (1 KB, 293x149)
1 KB PNG
>>571164382
oops
maybe I shouldn't be saying this seeing as I'm a greenfag but I did stumble upon an ancient FFF which directly called the T3 yellow in some internal file
>>
File: Clipboard_06-19-2026_02.png (131 KB, 2193x797)
131 KB PNG
>>571156951
Thanks. Green is settled finally.
>>
This fucking thread man, I can't. Just gonna load up KSP, put some little yellow men on the moon.
>>
>>571162929
hope this helps
>>
>>571164768
there's something wrong with your pic, this is what it's supposed to look like
>>
I think a of people would be surprised at just how orange their average yellow is
pure yellow looks green by comparison
>>
>>571165269
yeah it's darkened, are you slow?
you clearly have distinct dark yellow and dark green
>>
>>571165304
>yellow looks green to me
and there it is, that's your whole problem
>>
huehuehue
>>
>>571165571
my point is most yellow objects you own, while mostly yellow, probably lean orange.
on the other hand, yellow that's just slightly green looks ass so you probably don't see it much. so your perception of what yellow is gets shifted.
you not referring to (you) specifically obv
>>
>>571165458
>it's darkened
which means that you disingenuously changed the colors. Show me a dark orange that isn't brown, you can't. Colors are based on perception and conventions, and there's no dark yellow that people wouldn't just call green or orange/brown. Even >>571162929, which falls bang on in the middle of the yellow hue, would be defined as a greenish yellow at best if you asked people randomly
>>
>>571158125
>why wouldn't you use buffer tanks in the substations rather than doing direct feeding
Space
>there are no space limits in Factorio
Heating
I don't know how the DLC works (not buying it until I run out of other things to do, just have too many fun things to do) but if you couldn't or it was logistically expensive to heat pumps and storage units but trains were heated by their engine compartment, then... yeah

But you're right that there's absolutely zero reason to not have a transfer station like real life (and in real life, not loading at the same time you're unloading means you need fewer workers with less time waiting for both them and the trains)
>>
newfag here, how long has this color debate been going on in /egg/? i've only been here since space age FFFs started dropping and have seen it multiple times already.
>>
>>571164382
>>571164565
This blue doesn't seem like an interesting example. I'm Russian and we have two blue colours, "blue" and "light blue" (for example, the rainbow ends in "light blue, blue, purple") but frankly I have no issues calling both of these circles just blue in English.
>>
>>571166087
it originated on reddit
it's mostly neweggs that bring it here
>>
>>571165571
yellow looks green to YOU
>>
>>571165996
point is dark yellow and dark green are clearly different colors, let's call it the former dark yellow, as in, yellow, and the latter dark green, as in, green, hence, the assembling machine being dark yellow, it is not green, nor dark green, QED
>>
Eggs are yellow at heart.
>>
File: value.jpg (16 KB, 850x249)
16 KB JPG
These colour arguments are reminding me why I don't like programmatic colour for... a lot of reasons.
>ordered by value, not brightness
>narrow spectrum yellow, cyan, pink
>broad spectrum red, green, blue
>colour """theory""" is about using the scale linearly (draw a straight line, triangle or square across the pivot of the palette, use the colours this points at, now you know where orange + blue came from)
>web programmers used to worship it back before website creation was automated
and other stuff I've forgotten.
>>
File: file.jpg (68 KB, 1152x535)
68 KB JPG
truly it is time for the social engineering
https://ismy.blue/
postem
>>
File: 171924.png (325 KB, 1904x885)
325 KB PNG
>>571167128
pic related but something like this should be done on a color calibrated 100% RGB screen
>>
File: firefox_1781882416.png (512 KB, 1867x1061)
512 KB PNG
>>571167128
>>
File: file.png (544 KB, 2553x1215)
544 KB PNG
>>571167128
>>
>>571152591
99% of people will never need it or use it so the three guys that want to exploit it can have fun.
>>
>>571167475
>>571167478
>>571167613
fukken green /egg/s and ham over here
>>
>>571154837
Now you understand why satisfactory only has a 5.7% completion rate. Most people simply give up after reaching oil and steel because it takes fucking forever to do anything.
They realize they need to assemble yet another smelter stack (or five) and decide there's better games to play.
>>
File: file.png (226 KB, 850x122)
226 KB PNG
>>571152438
is this a mixtape reference
>>
>>571155316
shut up ebussy
>>
>>571167637
Nah if it's available midgame then it would make building and scaling up most planets significantly easier.
Like for example Aquilo bases are already usually tiny. The heat gimmick is relatively easily to solve, but it does force some amount of spaghetti until you get the hang of it. But if you already have access to these bays at the point of reaching Aquilo, then you can literally build a giant-chest base there with just a few machines all having their inputs and outputs be the landing pad, and the heatpipes can basically be a straight line going across all of your machines with small branches to touch each inserter.
>>
>>571154318
a dedicated machine for orbital drop of cargo would be cool but making the pad output only would break so many 2.0 bases
>>
>>571159843
Its yellowgreen
>>
>>571168450
Well then those bases are shit.
>>
>>571168289
You could already do that right now if you wanted. This just allows more inserters overall. You could already use filters to do the same thing.
>>
>>571167690
this is a green website on a green world, facebook oceancels OUT
>>
File: file.png (523 KB, 1080x1080)
523 KB PNG
>>571159843
>>
>took nearly 2 years for the ability to properly load trains into landing pads
>>
>>571168732
>You could already do that right now if you wanted
It's almost impossible to fit every single machine required for the full Aquilo science setup directly around the cargo pad. Maybe it's just about possible by limiting yourself to a single machine per type no matter the speed and maximising space by putting machines around corners, but Aquilo is also an extreme case.
With the loading bays you can make a proper decent Aquilo base with zero effort, and it'd also be viable on other planets that don't need humongous bases. For example you could solve fulgora sushi with a single-chest landing pad setup, without even needing bots.
>>
>>571161016
damn, looks like both of you haven't done the dishes in QUITE a while
>>
>>571165269
notice how yellow teal and pink have much narrower bands than RGB
>>
File: OOO.jpg (35 KB, 1080x1080)
35 KB JPG
>>571169634
it's no coincidence that they are the colors most commonly used for mk-ultra mind control
>>
>>571170268
Why do I have this strange compulsion to kill John Lennon?
>>
>>571168882
damn that's nice
>>
Modders, tell me if Cargo Ships will work with the new train to train liquid transfer.
>>
>>571171419
Yes
>>
File: 1720638674471309.gif (3.1 MB, 282x498)
3.1 MB GIF
>>571170268
>>
>>571170362
>>571172330
you love the new GREEN assembler, don't you Anon?
>>
>>571173918
Where you been, Homer? The Assembler 3 was always green
>>
File: images.jpg (9 KB, 259x194)
9 KB JPG
>>571171909
Cool, brother.
>>
>>571174165
I meant the new design, fuck I ruined the procedure now somebody is gonna die
>>
>>571171419
no
>>
File: Selection_309.jpg (1.15 MB, 1900x1037)
1.15 MB JPG
>>570932165
Was at least a little wrong.
While black, blue, and green science involve 1 or 2 more steps literally, that complexity isn't that significant.

While green cost per science potion is doubled, that's not really true for the others, so it's not an issue of moving a lot of material or burning a lot of power, either. Blue is actually cheaper on some things and more expensive on others compared to vanilla.

Orange science, which is like purple science.

Per vial, purple costs around 11 iron 29 copper 8.8 steel 6.6 plastic 5 stone 3.3 brick
Orange costs 1.625 steel 1.25 plastic 1 sulfur 1.25 solid fuel .5 stone 2.3125 brick and 1/8th a satellite telemetry.

telemetry is 1 satellite and 1 rocket for 200 units, so 1 rocket and 1 satellite make 1000 orange science. While this complexity feels more significant, and these rockets are more expensive than in space age, 1k is a lot of science. In terms of lds, you need 150, which means 0.15 lds per science, so very little.

It's mostly just a remix, which is, I suppose, what I'm here for.

However, there is a drill called a "core miner" which makes 200 pollution/m, can't use modules, costs 25mw, produces every ore at a fixed ratio making them all basically byproducts, and mines forever. It has multiple products which can be turned back into power, but that requires a stable power source to already exist.

Basically, it's been awhile since I invested in green t1 modules for everything and made a solar field to power everything, but I get the feeling I'm really going to want to rely on renewables here, both for ore and power, considering how quickly my ore patches are somehow depleting. So, that's what I'm doing. I can feel my first play through laughing as it haunts me for willingly committing the same mistakes again.
>>
File: images.jpg (5 KB, 299x168)
5 KB JPG
>>571174772
Don't bully.
>>
>>571154837
>Why does it feel like 0 of this game was planned out beforehand, and everything was just improv'd and then forgotten.
Because that's literally how Satisfactory actually was made.
>>
>>571177172
One of the risks of early access, they ended up listening to feedback a little too much
>>
Am I the only one who doesn't like the new refineries?
I liked the simplicity of the old ones, it gave a feeling that it's doing a constantly flowing process, there's no moving parts, just pressure, temperature and moving fluids. Just a simple flare to burn the excess that couldn't get fracked properly
I don't like all the spinny and back-and-forth shit in the new one. Why is there a drivetrain involved in separating oil fractions?? They should've added just start up and shut down animations IMO. Have some heavy-looking bit go up on startup as it's pushed by the pressure, then it hits the top and the flare starts off with a pop, as it runs maybe it's size/color/brightness is modulated inversely proportional to the heavy bit bobbing up and down slightly, on shutdown the heavy bit goes down as the flare goes hard and there's a pressure release valve being opened
>>
>>571168289
>inputs and outputs be the landing pad
You cannot insert into the landing pad
>>
>>571177474
I agree, I think being over-animated is something SA already suffers from. It wasn't that egregious up till now because it was only a few unique buildings, but going back and spreading this shit to everything is definitely for the worst.
It's not even just the refineries. Motherfucking heat exchangers are animated now, heat fucking exchangers, static flow-through tanks of water with a block of copper inside needed an animation for some reason. Absolutely deranged design decisions.
>>
I wanna barrel up every and any liquid/steam in the game are there mods for that, that's what they should've added
>>
>>571148670
> On the planet side, there is no limit to how far you can walk cargo bays. Without the area limitation, you could just make a suuuper long chain of cargo bays, and put an unloading bay at the end to just "transport" items all the way from landing pad to a lab cluster, for example.
it's FINE
stop worrying about shit like this
>>
>>571161128
Modules are completely optional too but they don't suck
>>
>>571178230
You can already do that, I dunno about steam but I'm pretty sure you can even that
>>
>>571178369
Is it over powered to have anything be barralable or something, why isn't it default in the game
>>
>>571178369
No steam in barrels though you can store it in the big fluid tanks

Also you can't barrel anything new from Space Age with the exception of fluoroketone
No barreling fluorine, lava, thruster fuel/oxidizer, holmium solution, etc
>>
>>571178696
Huh that's odd. I thought barelling recipes were auto-generated
I mean I get not barelling lava but otherwise, odd
>>
>>571148670
its so over
>>
>>571177474
I agree completely. The new animation reminds me of the centrifuge (which I have always disliked), so it's not surprising, but I don't like it.
>>
>>571177474
>Am I the only one who doesn't like [new thing]
no
>>
>>571178778
I'm assuming the logic is that you are forced to engage with the planets and have a sustainable base there
For instance, you could avoid Aquilo almost entirely if you just bottle up fluorine and lithium on the surface and ship it back to Gleba to do all the work
>>
>>571148670
Maybe I should give Space Age another chance
>>
>>571179068
I mean I guess but by that logic you can do that on every other planet. Vulcanus lava is only used for ore you can get anywhere else, gleba and fulgora have no unique liquids. Gleba might be slightly annoying with spoilage but in general there's absolutely nothing preventing you from shipping out raw tungsten and raw scrap.

Plus they already have a tool to prevent this: recipe locking to planets meaning you can only build the planet science packs on their own planet IIRC. You can ship out scrap but then to ship back down the ingredients to build your EM science on fulgora. There's no reason it couldn't be the same on aquilo
>>
File: bleen.png (1.07 MB, 3767x2021)
1.07 MB PNG
>>571167128
fvvvck, I got pretty close
>>
>>571174882
core miners suck
SE patches don't grow with distance
move offworld
>>
>Beat Factorio multiple times
>Beat Space Age once
>Notice I still don't have the Iron Throne 3 achievement somehow
Huh?
>>
>>571180013
THE FACTORY MUST GROW AGAIN
Just make a big munitions line in Vulcanus, or better yet a big uranium munitions line on Nauvis, since that's how I got Iron Throne 3.
>>
>>571148670
>https://www.factorio.com/blog/post/fff-443
Neat. I hope it's compatible with previous saves though, since I'm nearing the end of Space Age and I really, really don't want to be forced to restart this close to the end.
>>
File: cyan.png (1 KB, 979x1000)
1 KB PNG
>>571167128
Wow, I guess my cyan is their blue?
There is a fully saturated, complete and distinct color between green and blue, it's called cyan
>>
File: file.png (9 KB, 718x75)
9 KB PNG
>>571180589
>>
>>571168056
Sadly, they implemented achievements pretty late so that impacts the evaluation (read: gives people cope in the argument).
It definitely showed that they realized they'd gone way too far because the last (milestone? Rocket Stage? whatever the fuck it is called) was SIGNIFICANTLY shorter than the previous two, like they knew they fucked up. But instead of like... Going back and fixing it, like a sane person would do for their EARLY ACCESS GAME, they did this weird half-assed approach.
Or you know, they could have just given the game blueprints that weren't turbo aids to engage with and most of these problems would have gone away...
It's just so frustrating because there really are not a lot of games in the genre, and even less with multiplayer so when one this big (which I hope nobody decides to learn from and make their own game) fails it's super frustrating.
>>
>>571181097
the fuck is cyan, that's clearly turquoise
>>
>>571181892
There's actually quite a few 3D ones, none are any good though. Techtonica, Foundry, StarRupture, just off the top of my head.
>>
>>571181246
Yeah, knowing Wube I'm worrying over nothing. They're good with this stuff, even my pre-Space Age saves try to recover and convert if I try and load them.
Kind of annoying I'm finally almost there only to get nice new animations, QoL and visible planets as I fucking leave the system though.
>>
>>571182304
I am a tiny bit worried because I am >>571159105
so if they wiped it I'd be out a bit of research. But at the same time, I'm not sure what I'm even going for is really possible in my lifetime (even if I scale up)
>>
>>571177474
The new refineries and assemblers looks like overdesigned ass to be fair. I get the Engineer is MacGyvering an entire space program by himself so things are going to look a bit mad here and there, but the older designs were nicer.
>>
>>571171419
Since cargo ships are basically giant wagons, I don't see why not.
>>
>>571182172
>techtonica
I had apparently ignored it at some point but I've wishlisted it now
>Foundry
Already on my wishlist and probably the next one my group will do when we get in the mood for it.
>StarRupture
Hadn't seen before, wishlisted.
tytyty anon.
I think the next one, for me, will be Dyson Sphere. My brother is big into these games and he had warned me about Satisfactory before but said the updates helped a lot with some of the pain points. But he said that Dyson is probably #2 after Factorio so I've got a bit of hope.
>>
>>571182706
Yeah, gonna have to agree on the refinery a bit, looks a tad bit too busy.
>>
>>571138616
>that is STILL JUST FUCKING WAITING INSTEAD OF EXPANDING THE BASE PROPERLY
The negro brain can't comprehend incremental improvement and not tearing down the imperfect
>>
>>571140803
income inequality doesnt mean anything
>>
>>571182172
>StarRupture
I think it has potential
Some of the fiddley bits, like needing supports for platforms but having no way to see the range, is annoying
And it needs to be easier to make large factories, but that's a problem with all 3D factory games

But I like the overall flow of the game and the "whole planet gets nuked" resource reset mechanic
>>
>>571183393
Shalom!
>>
>>571183393
I mean, it really fucking does if you're on the wrong side of it. I get you guys practically have nationalism programmed into you from an early age, but come the fuck on now.
>>
>>571183783
>the wrong side of it
What's the wrong side of having 10$ if someone else has 20$

Wealth inequality only matters when the poverty rate approaches appreciable percentages.

The US poverty rate is not at an appreciable percentage.

>>571183609
Ironically, kvetching about wealth inequality is a jewish tactic.
>>
there are some real retards online
>>
>>571152631
I'm still gonna call them yellow assemblers.
>>
>>571181097
See this is where cultural shit matters, this is basically russian light blue to me (goluboy), therefore a type of blue and most definitely NOT green
>>
>>571182693
14k spm is quite low especially when doing such late researches like this, are you just afking 24/7 or something?
>current science at 74%
>remaining estimate: 18h40m
>nearly 75h per level
In the time it takes you to research one level you could've probably increased your science output by an order of magnitude.
>>
>>571183146
Yeah I agree with your brother
>>
>>571186691
Yeah we reached a bit of a crossroads when we saw what damage 20 did for us on the trip to Edge of the Solar System. We were at like 200SPM but scaled up to this to get I think 15-20?
I believe the ship makes it to 50% of the way? I can't remember but we're still a bit off. We ended up making a sandbox to simulate what we'd need with solar laser and it did not look good. I think we're looking at needing Laser Damage Upgrade 100 - 150 somewhere in that range. Which even if we say Laser Damage Upgrade 100, and if I scaled the base up to 10M SPM, I would not finish it in my human lifetime.
I don't want to give up on my challenge but obviously I need to go back to the drawing board a bit because I don't want to hand down a Factorio save to my children as I die and whisper "The Factory must Grow" just so my shitty joke can make it into the hall of fame
>>
>>571152631
I'm red-green color blind so it literally does not matter to me one way or the other
>>
>>571187261
Yeah nah it increases exponentially so damage 100 is just not feasible at all.
I don't know if you've tried this yet - but if I were to try a challenge like this, I'd go really slow, and I'd make sure to bring a ton of supplies for repairs. I'm guessing huge asteroids heading directly towards your hub is probably the bottleneck, though, so maybe you've already tried this.
>>
>>571179629
Did that nigger nerf them?
I remember Core Miners being great to help out the normal mining early on
>>
>>571188853
Not to my knowledge, no. Yeah if you're smart and buffer ore during times when you're not really making much you can really cut down on your mine burn rate. Except when it comes to Uranium. My SE base is fucked on Uranium and I haven't even finished my energy card setup yet
>>
File: fregg.png (164 KB, 446x362)
164 KB PNG
>redownload KSP, haven't played in a while
>build a rocket, fly it into orbit
>run out of fuel for mun transfer
>build second, better rocket
>reach orbit, plenty of fuel left, complete rendezvous with fuel to spare to give the rocket #1
that was yesterday
>come back to KSP today
>copy rocket #2, new payload, even lighter
>run out of fuel before I even reach orbit
what kind of gravity magic was I doing yesterday, I can barely scrape into orbit with this thing now
>>
>>571187689
Yeah, when we had to reach Aquilo, a couple of laser upgrades had a noticeable impact along with moving to some Epic stuff and me limiting the speed of the ship through circuitry.
Obviously the trip from Aquilo to EOS is orders of magnitude more difficult.
When I've got a little more time I'll just post my ship and see if any other anons want to tweak but honestly I don't think there are a ton of ship optimizations that move the needle. Not to say the ship can't be improved, but I don't really know how much the improvements get me closer to the EOS.
I'm at a point where I actually just made a post on the forums asking them to change asteroids just a tiny bit to make this more feasible. Stupid and insane, but feasible.
>>
>>571189909
why did you post a yellow frog
>>
>>571190028
With a green shirt, no less
>>
>>571166087
There is no cure for deuteranopia
>>
>>571189909
Ascent matters.
If we pretend you got to orbit the same way or that not enough changed to matter, what does your entire rocket look like? How aerodynamic is the front end of your lawn dart?
>>
>>571189964
Are you crawling at a snail's pace properly? This is the kind of challenge where if the front asteroids are not about as dangerous as side-spawning asteroids, you're taking undue risk.

Otherwise, as far as I know, something around level 35-ish is close to the maximum realistic damage level, and that's after you create a megabase that can do multiple millions of eSPM.
>>
File: file.png (3 KB, 279x322)
3 KB PNG
BEHOLD
red, green and blue
then red, green and blue (darkened)
then red, green and blue (desaturated)

by simply shifting the S and V we can clearly demonstrate that red is green which is blue, since apparently only the hue matters
so the assembler is yellow
and green
and red and blue and every single color in existence
>>
>>571148670
What is the usecase for wiring up the landmines?
>>
>>571191558
>skims the important part
>>
>>571156148
>it was made by the Goat Simulator devs
That's a deliberately unfair description of them. They made Sanctum 1/2 first.
>>
>>571148670
the planets are too ugly and low res and way too far away they should take a look at the iss if they want to know what the planet looks like from a station in orbit
>>
>>571192748
but this is spage everything about it is trash
>>
>>571191078
that is one of the strangest renditions of the estonian flag i've seen
>>
>>571191558
Tripwire. Send a signal through daisy chained mines, if one blows the signal disappears.
>>
>>571191558
Laser/tesla turret blocks turning on only during attacks
>>
>>571191558
train battering ram activation
>>
File: butitsourgarbage.png (2.19 MB, 660x1364)
2.19 MB PNG
>>571190652
Apparently, we made some of the updates in a sandbox world I don't have access to but here is the basic ship. I'm a lot more lucid now than I was back then, so I am definitely cringing at a lot of this but its OUR garbage.
Part of my problem is that, while I can definitely get some more panels in, I'm not sure we're even 100 panels away from victory
>>
>>571194532
>vastly more lasers in front than on the sides
Again for shit like this I'd expect the strategy to be moving at like 20km/h or so. I haven't tried it though so maybe I'm dumb.

Anyway you really oughta have like 5x if not 10x more laser rows, basically as many as you can fit with the legendary range just touching the edge.
Was it also a solar-only challenge? The ship can be made infinitely long for endless solar power, but it really comes into danger from side asteroids at some point. Nuclear of either kind would make it much easier but I'm assuming you explicitly wanted to do without
>>
>>571191558
>>571194031
usually you'd do this by counting ammo on turrets and enabling teslas
now you can do it without turrets
>>
I can't wait for platform to platform logistics
That's the biggest thing so far to me
>>
I hope they update/extend the tutorial entries for the Space Age stuff. I feel like some of the new mechanics are not well explained for newbs that did not read all the fffs. Most of the people complaining about the dlc here probably fall into that category.
>>
>>571194940
For space I've been Solar and lasers only and that's what I'm shooting to complete the run with.
>Again for shit like this I'd expect the strategy to be moving at like 20km/h or so. I haven't tried it though so maybe I'm dumb.
So there was a neat quirk that helped get to Aquilo that if you're moving slow enough, it just basically does not spawn asteroids anymore. We were really hoping that if we got to over the halfway point, we could just coast to the end.
I do not know why we didn't consider that the Solar System Edge would not have a gravitational pull...
Regardless, I believe that Solar System Edge is different anyway, as it will still spawn stuff even at slow speeds.
>Anyway you really oughta have like 5x if not 10x more laser rows, basically as many as you can fit with the legendary range just touching the edge.
So part of why I didn't do that is because I figured that was actually worse? that I want just enough turrets (low number) because they all have a built in drain. When we were discussing we couldn't really come up with a reason to have more? Would love an explanation.
>The ship can be made infinitely long for endless solar power, but it really comes into danger from side asteroids at some point.
This was months ago, but at the time there was still some asteroid spawning stuff being looked into but the gist was that, bigger ship = more asteroids so we were trying to find some breakpoint there because we weren't really sure how much adding more panels really does for us when we're approaching 1% yield.

I'm currently on a trip to Aquilo (I had to spend a HOT minute updating my circuitry I'm kinda pissed about it because I have no idea what happened to all of my changes I had made before...). I also do not know why /c game.speed=100 is not working for me but I'll just let it run for a bit and we'll see I guess.
>>
Can rocket silos request the rocket parts (LDS, blue chips, rfuel) via bots?
Or do I need to insert each part with inserters on each silo?
wiki didnt help https://wiki.factorio.com/Rocket_silo
>>
>>571199453
more turrets = more dps = can actually destroy all asteroids before they hit
just spam more solar
>>
>>571156148
>there are more orange pixels than anything else
there are, but it's mostly rust
>>
>>571167128
171 bad monitor, 164 good monitor
the bad monitor does have a slight green tint
i see the assembler as green
>>
>>571199453
>so we were trying to find some breakpoint
The line-square law (frequently known as the square-cube law, but we're in two dimensions here) postulates that the bigger your ship, the more internal area you have relative to the perimeter.
Your perimeter is the amount of defence you need and your area is the amount of power you can generate. So basically you need to build an absolutely humongous ship.
>>
The game has already been sold and yet those shizos are still making updates. Why???
>>
File: 427520_20260619155427_1.png (838 KB, 1920x1080)
838 KB PNG
r8 my base before I delete the save when 2.1 drops
>>
>>571206524
Justification for the inevitable price rise
>>
>>571206567
square
>>
So uhhh can I get some slaves to pick leaves and cut trees in Satisfactory? Or am I unironically gonna have to do that shit myself lol? Maybe this game is more minecraft than eggpilled.
>>
>>571191558
no clue
early warning?
>>
>>571209952
They expect you to proceed to coal before having to harvest much biofuel. Which basically means handfeeding through those phases instead of setting up actual automation.
>>
>>571210519
But they don't send a signal, just toggle activation
>>
>>571209952
Yeah it's dumb. Don't try to scale, just rush tech until coal.
>>
>>571209952
>>571210571
chop wood with the saw, deop it in a container
set up basic automation to convert leaves and wood to biomass then solid biofuel from that container
and feed that fuel to biomass burners from a belt

the only thing you should handfeed is a container
>>
>>571211636
That post was talking about how automating production will use far more power than is necessary to proceed in progression and thus force you to hand-harvest a ton of trees, you illiterate fuck. I don't know if its true but I've also seen claims that using the chainsaw permanently removes resources that could otherwise respawn and in doing so bloats your save file.
>>
>>571212337
>They expect you to proceed to coal before having to harvest much biofuel.

>That post was talking about how automating production will use far more power than is necessary to proceed in progression

in your head maybe, schizo.

Also, you're wrong. That's only true if you play on 10x power consumption.
Dumbass.
>>
I L L I T E R A T E
>>
>>571210715
make a moat of them linked to an inserter putting ammo into a turret.
when the inserter picks up ammo, the turret is firing at bugs, which means the entire wave will be in the blast zone, instead of just the first bug.
>>
>>571213575
i should add, by blowing them all at the same time, you wont have bots trying to reset the first one triggering sptters endlessly.
maybe also some sort of flamethrower switch
>>
>>571213018
Ignore that other guy its the resident retard who spergs out at any mention of Satisfactory
>>
>>571200402
>>571203670
I'll try anons, but I'm definitely waiting for our guy who has a way better testing environment because mine is pissing me off.

>>571210871
This is correct, I had a satisfactory player telling me I never built to scale, completely oblivious to the fact that power generation in the game sucks ass. I think it took us like, two hours to get to the point where we could finally automate power and I don't think I'll ever forgive the game for it. It is insane to me that it used to be *worse* because apparently the biomass burners used to not have an input? just only hand feeding. But I guess it shouldn't surprise me with retards like >>571211636 , >>571213018 not understanding how much this sucks.
>>
File: state of you.jpg (57 KB, 752x717)
57 KB JPG
>>571213018
>ignoring half of the post
>>571214350
>trying to samefag
>>
>>571209952
>Or am I unironically gonna have to do that shit myself lol?
Yup, until you get to coal power. If you haven't figured it out yet, you get far better efficiency if you convert your leaves & wood to solid biofuel rather than burning them directly. It's not so bad, you will only really have to harvest more shit fairly rarely and once you get to coal power you're done with that.
>Maybe this game is more minecraft than eggpilled.
It has a significant "base building" element, yes. It's not a pure factory builder.
>>
>>571214475
>I think it took us like, two hours to get to the point where we could finally automate power

>>571214475
Setting up basic automation take 5-10 minutes for solid biofuel, but I guess you'd rather spend 2 hours handfeeding shit until coal like a dumbass (while calling other retards, ironically).
>>
>>571216395
Brother we setup biofuel, but your automation starts with a human placing something in a box. I set up the shit you're talking about, and for 2 hours we still had to "someone go shove leaves into the leaf box". I am calling you a retard because you look at this and call it automation, retard.
>>
>>571216602
so you set it up like I said then call me a retard?
Are you the same shizo from above?
Anyway, keep handfeeding shit like a retard and keep seething at how you dont understand what automation means. Bye.
>>
Look at him flailing wildly to avoid admitting that he misread a post. Look at him and laugh.
>>
>>571216794
>Are you the same shizo from above?
If by this you mean, any of the people above calling you an idiot then yes I am one of several people.
>so you set it up like I said then call me a retard?
Yes.
>the only thing you should handfeed is a container
You are also hand feeding. We are doing the same thing. You are just more accepting of this manual "automation" than I am.
>>
>unlocking coal power requires a fixed amount of production
>automated production uses continuous power for continuous production
>if you don't handfeed your production you will have to chop down far more trees than is necessary


>OH GOD THE HANDFEEDING SAVE ME NIGGERMAN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
factorios circuit changes are nice. simplifies designs a lot.
>>
>dosh doshington so furious about the fff that he didn't even stream today
uh oh
>>
>>571223232
good
>>
>>571223232
who do you think has been here analyzing the pixels of the yellow assemblers
>>
>>571223564
clearly dosh would just get code green to ungreen the assembler.
and release it as the "green assembler" mod
>>
>>571223232
Nah I just spent 4 hours this morning doing the most boring microjobs imaginable with the expectation that I'd get it out of the way, and then I was like, I already spent 4 hours playing Factorio I'm not going to spend another 4.
>>
File: 1850_1.jpg (210 KB, 533x800)
210 KB JPG
Why isn't gold or platinum a resource in Factorio?
>>
The second assembler is purple
>>
>>571152631
green is better, I don't know about the first two...
>>
Still want a bigger rocket...
>>
>>571227061
Me too. Other than that I wish the Factorio rockets could lift heavier cargo.
>>
see, this is why i stopped talking with /egg/ers years ago and just lurk now
you either have the nitpicky reading comprehension of a redditor or you're outright starting shit
>>
>>571159843
It's grellow.
>>
>>571227061
Yeah I feel like every planet should have unlocked some more for space. It's cool that we got to take some goodies back home but more cool things to do in space after each planet woulda gone a long way I think.
>>
>>571159843
back in kindergarten, we called this color puke green
>>
>>571227061
Quality rocket silos should have a faster animation and bigger rocket
>>
File: 20260619214950_1.jpg (67 KB, 362x378)
67 KB JPG
What color is this assembler?
>>
>>571231617
mustard
>>
>>571231617
The dark crusty bits of mustard that form around the edge when you unscrew the cap too many times.
>>
>>571209952
At one point they were going to make the tractor able to gather shit by driving over it. They never implemented it because fuck you
>>
>>571231817
They had to spend dev time on the cybertruck parody, please understand
>>
>>571231617
dill pickle slice
>>
>>571231617
Red
>>
>>571231617
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLD
>>
>>571234715
I love gold
>>
>>571234715
We're Rich
>>
make new
>>
>>571224106
what's a microjob? some kind of sex thing involving a micropenis?
>>
File: 20260619224520_1.jpg (1.28 MB, 2560x1440)
1.28 MB JPG
Wow. Apparently I've been botting my modules this entire time
>>
File: 1761100063812185.jpg (19 KB, 640x359)
19 KB JPG
>>571234715
GOOLD?
>>
https://www.youtube.com/shorts/xwkcVpSuFcQ
>>
>Asteroid casinos and LDS shuffle nerfed next update
My desire to use quality has descended even further, it's over.
>>
>>571243884
arent they planning to make quality optional too.
>>
>>571157539
relative allocation of brightness levels in your brain
the brain has to decide if a color is bright but in bad lighting or dark in good lighting. it works very well in RL situations bad not as well in graphics or photos
while there is a correct answer for the RL dress that was photographed, there is no correct answer for the photo, as the photo, by lack of brain-usable context, is up to random interpretation.
it is the same problem as the "these two squares are the shame shade of grey" trick you might have encountered
>>
>>571240282
This pleases me.
>>
>>571243884
LDS shuffle aint changing
Space casino is a whatever anyway, used it once and never again
Stupid to see it go as unlike what a lot of space casino enjoyers say, it isn't much different not much more of a challenge compared to other quality methods



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.