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Factorio 2.1 Edition
Previous thread: >>571251323

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.
>>
>Pipes and pipes to ground can be connected to the circuit network.
interedasting. how does that look like? Im at work right now, can only shitpost.
>>
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THE ASSEMBLERS ARE YELLOW
>>
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factorio with anime girls
>>
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>>571626720
less factorio and more turing complete desu
>>
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>Land mines can be connected to the circuit network.
why?
>>
>>571627293
act as tripwires basically
>>
>>571621439
it is silly that all the biters that are presumably being bred and raised in the nest are just trapped and don't even try to clear out whatever garbage you surrounded their nest with, even if it's just pipes
>>
I've tried disabling 4K textures, but since they removed the regular textures from 2.0, they end-up downscaling them at launch, and guess what? they use no filtering (nearest neighbor), result? extreme aliasing and no spatial consistency, it looks nothing like what it used to in 1.1, see the mess for yourself (was basically indistinguishable before 2.0):
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=fcb77c92-6f20-11f1-ba1b-0e6f42328d7d
inb4
>I can't see the difference
>>
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>>571626640
>>
>>571627293
I'd like to use them to turn off a roboport so retarded robots don't die replacing landmines or repairing walls but I never thought we'd get an enemy detector so I don't even know if it's possible even now
>>
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>>571627495
I suppose I should've zoomed in all the way
>>
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>>571626720
https://store.steampowered.com/app/3971650/Lazy_Witchs_Factory/
>>
>>571626704
orang
>>
>>571627353
>bred and raised
Biters are created when the nest converts pollution into flesh. A gridlocked spawner never drops its pollution stockpiles, which means that no live biters are actually created; the nest just stockpiles pollution in the hopes of being able to create biters later.
In fact at some point it even stops absorbing pollution when it cannot stockpile any more.

It might be animal cruelty but it is certainly not silly.
>>
>>571627609
I'd prefer a real enemy detector. Like a spotlight or something.
>>
>>571628414
>turning air into biomass
Are biters trees?
>>
>>571628076
Wow this look ass
Miss me with that time limit and roguelite shit
>>
>>571628558
No the biters are fruit.
>>
>>571626704
Who stole my assembler grime?
>>
>>571628747
It was me. I stole your retirement grime
>>
>2.1 Graphics are broken on Linux
Wuuuuuuuube!
>>
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Question, will this keep the feeds seperated?
>>
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This is why I should never visit a game's forums
>>
>>571632380
Sure looks like it is.
>>
>>571632673
How is that any different than here?
>>
>>571632946
Ivans and 'bergs are anonymous here.
>>
>>571632682
Okay thanks. I hate how overlapped belts look.
>>
>>571633150
I beg your pardon?
>>
Designed some on-site thermofluid cooling. It's not to ratio at all (using efficient cooling, the top half heavily outpaces the bottom) and a bit overbuilt, but there's even room for a WAB if I need things to go into overdrive.
It will need unique trains to need it (engine -> thermofluid -> cryonite slush), but I'm pretty sure it will pay off.
>>
>>571632380
No. Disconnect your copper plates and watch when the bottom left gets overflowed.
>>
2.1 is terrible. Wube doesn't give a shit about the playerbase and our feedback. Removing space casinos is something nobody asked for. I for one will be staying on 2.0.77 and I implore others to do the same.
>>
>>571633681
disconnect the copper plate output or input?
>>
>>571632673
They're right althoughbeitever
>>
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>>571633828
Just use cheats. I don't give a fuck about their so called balance
>>
>>571632673
>usernames: ivan as in, ivan blyad gopnik and -berg as in shlomo shekelbergerstein
COLOU'RE ME SUPRPRISED
>>
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Wube engineering at its finest btw.
Choose your poison:
>Textures are downscaled nearest-neighbor with full aliasing
or
>Compressed using JPEG DXT
>>
Every base I make now is the Real Base (TM). Yes, even the coal snake. Thanks 2.1.
>>
>>571635839
Why did you post a gif of a static image?
>>
Crazy shit nigger
>>
Should I bother making sulfer on my garden world and shipping it to the factory world, or just ship oil and coal to my factory world?
>>
>>571637446
With standards like these, this might as well be the QA we deserve.
>>
>What makes you think aliasing is a metric?
>>
PLEASE READ: It has been decided that all operations will cease (no new games, updates, etc.) and the site will go offline in 90 days from this message (September 6). This was a personal decision and not because of any legal pressure. All remaining funds (around 700 EUR in XMR) will be donated to torrminatorr. A huge thank you to anyone who donated. Your funds will be going to a good home.
>>
>>571620258
>Literally fucking WHY
because it's stupid and hella gay
>>
>>571638220
This Ebussy posting is heating up, I advise you to slow down.
>>
If you got all achievements before 2.1 then you didn't beat the game.
>>
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>>571626362
Can we fix this in the next edition with a couple more lines or do many of you force other sized fonts
>>
>>571639981
>Can we change the OP?
The answer is no, we can't because autism.
>>
>>571640290
Oh that's your excuse for everything!
>>
>>571639981
f


uck


ocd


get HEALTHY in your brain
>>
>>571639792
Do we know what the new achievements are? They aren't showing up on steam.
>>
>>571639981
Looks fine on my phone.
>>
>>571640356
Yes because autism.
>>
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>>571640359
that wasn't supPosed to bEEE
EVENLY

SPA
CE
----D
>>
>>571640423
We don't even know if they did implement any new achievements
I don't see any new ones in-game, and there's been no Wube response to questions about it

So maybe they decided not to make any new ones, which is a little disappointing to me
>>
> Reduced steam's max temperature to 500 degrees, as that is the highest temperature that can be produced in Space Age.

kekaroo. They just broke Py and Space Exploration.
>>
>>571640430
You aren't people.
>>
>>571639981
a different op pic would change that anyway
unless you want to also insist on a standard op pic aspect ratio
>>
>>571640725
Yes? 2.1 breaks basically every mod anyways.
>>
>>571640725
That's weird since they seemed to be supporting odd edge cases that can't happen in unmodded Factorio. This is a weird blindspot
>>
>>571627293
Trip wire proximity sensors.
You can use them to e.g. flip a power-switch which disconnects roboports from your power grid, and time it just so they run out of juice and drop from the robot grid when the attack starts. So you don't get robots flying out into flamethrower fire to repair walls during an ongoing attack wave.
>>
>>571640809
>a different op pic would change that anyway
Yeah I just realized it wouldn't work.
>>
>>571640725
>> Reduced steam's max temperature to 500 degrees, as that is the highest temperature that can be produced in Space Age.
Huh lmfao what the fuck
They've always explicitly tried to make stuff moddable, even in 2.1 they've added shit for better mod support (or stuff like fixing the spoilable ammo bug), why the fuck would they clamp a mod-editable value to the vanilla range
>>
>>571627293
Proximity triggered train decimation- think of the fuel savings!
>>
>>571628414
>In fact at some point it even stops absorbing pollution when it cannot stockpile any more.
This implies the acid clouds are actually overflowing condensed pollution.
Finally, evolution of the biter physiology has landed on a means to make the engineer choke on their own pollution.
>>
>>571641108
It's the highest for Spage, not for Factorio. For God's sake, they even fixed a bug regarding spoilable ammo.
>>
this whole thing reminds me of that time I turned on the lights in my room for the first time in well over eight years. There was so much dust *everywhere*. Literally (figuratively) like a quarter inch under my monitors, more behind them. The underside of my chair looked like the dryer lint catch after thirty loads of large blankets. All my shelves and anime figurines were just as coated, even the posters on the walls had a thin layer of dust over them despite being vertical.

So I quickly turned the lights off again, and the dust just vanished. Easy as that.
>>
>>571640725
>>571641108
Fluid temperature is entirely moddable.
>>
>>571641108
>>571641486
I apologize for my horrible reading comprehension. 500 degree steam does that to you.
>>
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>>571639981
works for me
>>
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>>571641780
>>
>>571641486
>It's the highest for Spage, not for Factorio.
Anon- that particular line in the changelog is not marked with a leading "[space-age]" like all the others that are unique to it.
>>
>>571641576
>most productive factorio forum janny
>>
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>>571641978
>>
>>571626704
>>
Did you know you could make the Factorio start-up time nearly instantaneous by enabling cache-sprite-atlas=true in the options?
>>
>>571642387
Yes, this is a must have if you're playing on slow spinning plate.
>>
>>571641686
Then what is the "max temperature" they are referring to? In vanilla you already can't produce temperature higher than the highest that can be produced in vanilla. What are they limiting by "reducing the max temperature" to the "highest that can be produced in vanilla"?
>>
>>571642387
>cache-sprite-atlas=true
Don't do this
It makes mustard gas
>>
>>571642682
That
>>
>>571642387
This corrupted my savefiles
>>
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>>571627293
i'm going to use them as tripwires to activate last measure defense, like rocket turrets filled with nuclear missiles pointed at my biter egg production. if biters reach the outer layer of mines then its simply not salvageable anymore.
>>
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>>571642803
Yes, "that".
>>
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>>571642048
>>
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>>571643223
>>
>[space-age] Halved fog and space dust shader resolution to improve performance
lolwut? Wtf were they doing with those shaders that it adversely affected performance in any perceivable manner?
Trying to put an entirely accurate volumetric particle physics simulation into them?
>>
>>571643512
yes, programming is just a bunch of conditionals and goto statements
>>
>[space-age] Improved asteroid rendering performance in CPU-bound scenarios.
Nice. I can already see Michael Hendriks making another video in heavily Dutch-accent to put that to the test with an even more ridiculous prometheum mining platform.
>>
why did i delete my save again
i didnt even launch a rocket
>>
>>571643924
oh it was because of the update
hah silly me
>inb4 you don't have to it can migrate easily blah blah
no
>>
2.1 this friday???
>>
>>571644529
anon...
>>
>>571642387
Went from 15 seconds to 5 seconds. Not really much. Why is it not enabled by default?
>>
>>571644886
It adds a ~4GB file to your hard drive? Maybe?
4GB isn't that much these days
>>
>>571644529
>>571644584
2.0.77 is the 2.1 right?
don't tell me i deleted my save for no reason?
>>
Game breaking bug in current experimental. Turrets on space platforms are not shooting sometimes which can lead to destruction.

https://forums.factorio.com/134141

Good thing I start over every major release. So I won't run into this for a while.
>>
>>571632673
Why? Ivans right.

Where's my fucking space casino?

Where's my fucking train loader?

Wheres my train hopper that faggot on plebbit designed?

Why can't I have multiple landing platforms?

Why can't I build the biolab anywhere? Fucking biochamber builds anywhere and also contains a creature. Biters can survive in FUCKING SPACE you're telling me the thing in the safety of the biolab can't survive other planets?

2.1, no fun allowed, trains are still gay, quality is still a fuck

Absolute homosexuality of the highest order.
>>
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>>571644584
experimental doesn't count
>>
>>571633828
This, year and a half, what a disappointment. And that's how Factorio is gonna be left... forever
>>
>>571644886
It floods the sump tanks' pattern buffers with flux moderators, decoupling the components of the complement system and consequently irrevocably pruning the orthoclase.
>>
>>571645076
WOW WOWZAA WWOOOOOOOHOHHHHH AYYOOOO - EXPERIMENTAL VERSION HAS... BUGS?!?!?!?!?!?
MAYBE
JUST MAAAYBE
MAYB
LIS
LISTEN
LISTEN!!!!
MAYBE THAT'S WHY IT'S CALLED
WAIT FOR IT
WAAAAIT


---


--experimental---
>>
>>571645195
2.1 is left as experimental so modders can update mods and also to catch any bugs they may have missed
It is functionally complete though and you can treat it as a normal release
>>
>>571645781
unless if you want your space platforms to survive any journeys they usually survive
>>
2.1, should I start a new game? Or continue my old game?
>>
>>571645138
Let me adress all your points
>1. there's a mod for that
>2. there's a mod for that
>3. there'll be a mod for that probably from the concept designs
>4. there's a mod for that
>5. there's a mod for that too
>6. quality is fully optional now, trains are not gay (there are mods to make them better).

Anything else?
>>
>>571645781
>>571645076
>>
>>571645968
It's a experimental branch you retard, not the full release, you'll definitely run into bugs, even more likely if you continue your save from it.
>>
>>571646060
You didn't dispute his rating of the entire affair being "absolute homosexuality of the highest order", which means you agree with him on that, which makes both of you qualified to rate homosexualities ranging from roughly "insignificantly homosexual" to "absolute homosexuality", further stratifying them by quality ("low(est) order" to "highest order"), which is a breadth of knowledge far in excess of every heterosexual individual and requires thorough exposure to homosexual content in order to operate within such a system, something straight people simply don't do.

tl;dr ur both gay
>>
>>571645968
I'm starting a new game because the new inter-platform logistics will change how I think about platforms in general, and using stationary platforms to resupply moving ones
Also because I love the early game, and plan to do a 100% achievement single-map run.
>>
>>571646460
You seem like an expert on the subject, as a straight male I would not even dare to write the H-word, it appears you're trying to deflect your own pecker-eating habits.
>>
gonna step away for a few days until the usual suspects stop farming and just play factorio
>>
>>571647670
I simply know you were bullied in school. I am sorry for that. I was the bully in my school but looking back on it, even realizing I had been one took me almost two decades, let alone knowing the damage I caused to those poor kids.
>>
>[space-age] Added "Toggle visibility of tall entities" shortcut which makes elevated rails translucent and unselectable.
>...
>Added EntityPrototype::tall

Holy shit. We will finally be able to have Py buildings be see-through to work on belts and pipes behind them. o_O
>>
>Added FluidPrototype::spent_fluid
You know what this means right? Py is going to be able to give oil burners, smelters, etc. a spent liquid fuel to deal with ...
>>
>[space-age] Added ItemPrototype::spoil_quality_min, spoil_quality_max, spoil_quality_change
oh... fuck...
Spoilage of an item can start changing its quality.
As if quality wasn't convoluted enough fuckery all by itself.
>>
>>571628076
>download it out of curiosity
>"intro" dialogue at the start
>"hey, want to make some easy money?"
>only dialogue option is "yes"
dunno why but made me lol
also the demo is pretty funny and cute with all the funny anime oneliners and whatnot, but doesn't look like an extremely complicated game really.
>>
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WTF, I loaded my save in 2.1 and immediately my Prometheum ship started getting fucked up
Did they make the asteroid gen harder?
>>
>Added SelectorCombinatorPrototype::time_symbol_sprites, default_game_tick_output_signal, default_day_tick_output_signal, default_day_length_output_signal.

Nice. Looks like selector combinators now allow querying for the time of day and length of the day.
I.e. you can start doing math on solar panel yields now.
>>
>>571653016
>>571645076
>>
>>571653016
Asteroids now no longer have mass indicating their damage potential. They instead have damage_per_hp and the Lua API explicitly mentions it representing the amount of damage done to a tile or entity for each HP the asteroid loses by impacting them.

I assume this means asteroids will work totally differently now than before and can actually 'tear into' a platform much MUCH further. This might also be why rocket turrets were buffed from 400 HP to 1500 HP.
>>
> https://lua-api.factorio.com/2.1.7/prototypes/UnitPrototype.html#buildable_entities
>
> buildable_entities :: array[EntityID] (optional) *new*
>
> A list of entity prototypes that this unit can build when given the build base command.
> If empty or not specified, the unit cannot build anything.

We Starcraft now.
>>
>2.1 is here
>Factorio STILL lacks a proper endgame
They're just gonna abandon it, huh?
>>
>>571652273
Finally, legendary quality cheese made out of plain milk
>>
>Added AnimationParameters::allow_reducing_frames.
Neat little hidden gem. This is a frame decimator. Basically halves the animation frames present on animated entities to save VRAM. Like the old VRAM saver mod had to do with manual fuckery on prototype data.
Now the game engine can just do it automatically as long as entities are marked to allow it.
And even if they don't - creating a mod to override prototypes to force-allow it is a LOT simpler than correctly decimating the frames themselves.
>>
>Added "dynamic" ElectricUsagePriority.
HOLY SHIT!
It's only valid for custom energy producers or consumers built on top of the ElectricEnergyInterfacePrototype - but 2.1 will support runtime shifting energy production and consumption priorities. You can build truly native electricity priority-routing network transformers now, with no Lua script overhead. Basically: priority splitters for your electric grid.

Nullius is probably going to do something ridiculously tricked out with this ...
>>
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>Shotguns no longer slow the player when shooting.
>>
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>>571643223
more boilerplate for the boilerplate gods!
lua really has some weird quirks I've got to say
>>
>>571655675
What are you even doing
data.raw.fluid['steam'].max_temperature = 5gorillion
done
>>
>>571655998
yes, this could have been a 4-line mod:

data.raw.fluid.steam.max_temperature = 515
data.raw.boiler.heat-exchanger.target_temperature = 515
data.raw.boiler.heat-exchanger.energy_source.min_working_temperature = 515
data.raw.generator.steam-turbine.maximum_temperature = 515

but who doesn't like some good old over-engineering to fit the theme?
>>
>>571656292
Spaghetti for the sake of spaghetti huh
Carry on then
>>
>https://lua-api.factorio.com/latest/types/ProductPrototypeBase.html#shared_probability

Interesting. Randomized output recipes can now model being given a high chance at a low-value product, with a low chance of being given a high-value product instead. And no events where the player receives both - or receives none.
>>
>>571656601
no spaget to be seen here, you sound like one of those noobs who will look at anything they fail to comprehend and say "this is slop", and then "a bus would fix it" then "just balance your lanes and add more stuff when you need it" before copy-pasting another blueprint they found online
>>
>>571656879
My brother, you are nesting 3 for loops to change 4 variables
>>
>>571645076
Hopefully this is fixed asap instead of other platform related bugs that took them months to fix
>>
>>571657039
well it's expandable at least, which is the whole point, plus no string is repeated twice, how would you do it within those constraints?
like if I wanted to add one more boiler prototype like steam boilers, I wouldn't have to copy-paste 2 lines, just add its name to the update entry
>>
>>571657226
read the reply in that thread
>>
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I hope they never get rid of this old-ass JPEG as a menu background, remnant of the past...
>>
>>571657509
No
>>
>Added LuaGameScript::delete_blueprint_library()
They *REALLY* didn't think this one through - did they?
This is going to lead to some very profound butthurt as soon as some enterprising individuals start crafting this into their mods as a 'joke'
>>
>>571657286
Expandable for what? Do you also enjoy building tileable burner miner setups?
>>
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>>571657915
Yes of course.
>>
>>571658435
Handfeeding? That's weak. Needs a fully automated coal belt.
>>
>>571642387
why are you turning factorio off? I bet you're cheating WITH THAT BITCH SATISFACTORY
>>
>>571642387
FYI to access this setting, you have to hold CTRL+ALT while clicking Settings, and then choose the new option at the bottom.
>>
One of the more annoying things about SE - even though I'm playing on 10x science, this one biochem facility is still super overkill for my planned science (300).
It feels so goofy having so many trains pathing to one machine (the front half, the back half is because I'll have lots of stations with that destination).
>>
>>571645729
>MAYBE THAT'S WHY IT'S CALLED
>WAIT FOR IT
>WAAAAIT
>
>
>---
>
>
>--experimental---
it's not thougheverbeithowso
the official reason is simply for mods to have time to update, and nothing else
>>
>>571645729
Wasn't complaining. Just telling everyone that this thing has more than minorly inconvenient bugs.
>>
>>571658435
escheresque
>>
>>571637748
that looks like a planet you shouldn't settle on
>>
>>571627293
As the FFF said. "Why not?"
>>
>>571641780
i'm not installing your skyrim overhaul, todd, even if it is an improvement over spage aquilo
>>
>The last bit of info is about the assembler redesign
Daw. A nice little cherry on top. How cute. What a journey.
>>
>>571652009
nah
it will however do it for oxygenated blood and electolytes
>>
>>571673636
What does growing plants have to do with waste fluids?
>>
>>571654315
Number go up has always been the endgame. What were you expecting?
>>
>>571654315
>lacks proper endgame
wut. What game has more "endgame"?
>>
>>571641978
Comic Sans is used by dyslexic people since it makes the characters more distinguishable.
>>
>>571673972
NTA but something more interesting than "fly to this arbitrary point in empty space" to win, and "just fly back and forth across empty space (with another completely arbitrary point in empty space as a reachable destination for some reason)" as the postgame resource

>>571674432
Literally just factorio 1.0 for example
>>
>>571675154
The endgame in factorio is all about getting higher spm
It is a sandbox game with arbitrary ends so those that feel compelled to need an ending to play a game can do so. Why bother with a different ending?
>>
>>571675154
>Like 1.0
Well, said arbitrary spot is supposed to indicate that you've built a robust enough space craft that you can get home. There just isn't anytbing outside the system to do on your trip home. The end of SA is proving you've replaced the ship that was crashed and started the whole game. It's a pretty tidy full circle ending.
>>
>>571674567
The vast amount of Comic Sans usage is from literal retards, not dyslexic people.
>>
>>571675154
Endgame in 1.0 is when you reach 20% of SA. SA has several times more endgame.
>>
>>571682279
I think he's saying that megabasing in vanilla is more fun than SA, which I tend to agree with.
>>
Anyone else NO_MODS? I played with mods for a few months but I have grouped all the mods into one of the three categories:

>the mod is boring tedium that doesn't add new dynamic gameplay
>the mod is a cheat that removes some minor or major challenge in base design
>the mod is pointless and I can live without it
>>
>>571682692
My instinct was to disagree but I realized that I prefer new recipes and challenges to MORE BIGGERER so I realized I didn't actually have a point to make and just wanted to post

>>571682843
I like overhauls that add complexity
I don't think I have any of these. I don't like Bob's inserters if that counts
You can take Helmod, Rate Calculator, Chest Auto Sort and Even Distribution from my cold dead hands
>>
>>571646460
Kek
>>
>>571648790
If they got bullied they probably deserved it.
>>
>>571657612
Reminds me of Rupture Farms in Abes Odyssey.
>>
>>571682692
I also agree with this.

SA made trains non viable and has too many autistic rules. Vanilla felt more like a sandbox.
>>
>>571682843
I am. When im done with my megabase I'll try some mods, I've been saying that for years at this point though.

Mod people tend to be quite gay as well so they don't really sell me on the whole thing.
>>
>>571682843
Factorio is like ever game ever for me. First playthrough is no mods, any others are filthy with mods and I'm and absolute clutter whore. The more bullshit the better so I tend to lean towards overhaul mods when modding a game.
>>
>>571682843
try py
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>>571684897
What is it with people saying that trains are unviable? Do you guys just build really small bases or something?
>>
>>571690216
For megabasing in SA stacked turbo belts beat trains for UPS. Making trains unviable.

In vanilla it was balanced, trains for long distance, belts for medium to short, bots for extreme throughput over very short distance.
>>
>>571684360
This, bullying is partially an instinct
>>
>>571632380
>>571634248
The coils will go to copper plate output if there's space and their own output is full
>>
>>571690216
Youtubers playing for them said so.
>>
>>571682843
How many hours do you have? Modding is not some point of pride or walled garden, it's what people do when the novelty runs out.
It almost sounds like you want to argue mods are bad on principle
>>
>>571693490
>loiter around /tg/ for a while
>people complain about retards that never played a game in their lives
>now see this
Holy fucknuggets, it's spreading!
>inb4 nogames faggot too
A decent-length D&D3.5 and a short Mage campaign say otherwise.

And is it bad that I always end up trying to be some kind of tinkerer, gadgeteer, or the like?
I think inventor wizard qualifies too. No, not as a class, it's just how I played him.
Crafting's aids though, but that's true for a vast majority of systems.
>>
>>571694426
How can you say "always end up" when you played only two campaigns
>>
I feel like people that say trains aren't viable in Spage are the same people that use "meta" when taking about Monster Hunter.
>>
>>571695226
Why
Every game has a meta wether we want to or not
>>
>>571695492
Because it's a cancerous tumor on the established cancerous tumor that is clownsuiting shitters. Meta in monhun is ridiculous. Wear whatever armor you want. Feeling like there is a meta in any capacity outside of speedrunning is utterly ridiculous. Hey, milliseconds win races. I get that. Squeezing every bit out will give you the edge. If you're not speedrunning then you're putting an elevator in an outhouse.
>>
>>571691137
How does that work? The buffers that would implicitly come with trains have minimal impact on performance now because of the update that made it so the game doesn't scan literally every single item slot, and conceptually you'd have fewer active entities if you're transporting core materials by train compared to belting it (which also means fewer calcs for each spot on the belt).

Is it just because of all the extra inserters you'll be using or something? Those things are lag machines.
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>>571694570
Because I have another potential one on the horizon and it follows that same pattern.
Plus I've put together a couple of easily-adapted chars, largely for my own amusement, but keep them in case I find myself in a group to play them with.
Once again, they're of the tinkering sort, be it with magic, or tech. I like fiddling with stuff, it's like a curse or something.

Worth noting that in vidiya I also tend to play engineers/support classes, and do much better in such roles than any other.
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Reminder duplicants and the Grineer are the same thing.
>>
>Fixed that in-progress recipe fluid ingredients would be voided when changing assembling machine recipes
So is circuit voiding excess fluids now dead? Sad if true
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>>571700365
I beg to differ, Grineer aren't THAT retarded, but they're pretty close.
>>
>>571700365
So both are ziggers as well?
>>
Anyone else also getting this ugly ass research icon for the solar system edge?
>>
>>571702092
That's an april fools joke from wube, right? There's no way they uploaded this?
>>
Look at this nigger
Just look at him
>>
>>571632673
I'd force all the whiners to play 100 hours of Valheim, they'd immediately become more appreciative of any decently put together game
>>
>>571682843
I like the mod that gives you shitty early game construction bots so building the factory doesn't make me want to kill myself
>>
>>571635839
I like the compressed version better
Makes my GPU last longer
>>
>>571701042
https://forums.factorio.com/134172
It's more alive than ever, delete whole pipeline networks automatically.
>>
>>571646230
That's not how factorio experimentals work or have ever worked. It's more polished than almost every game with years of patches.
>>
just updated to experimental and now the game has no sound
>>
>>571706591
what? i can't hear you, anon
can you please repeat what you're trying to say?
>>
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>>571706642
factorio doesn't even show up in the mixer
>>
>>571706591
Sorry, small 30 employee indie studio, pleasu understandu
>>
>>571706726
Probably locked into another audio device.
>>
>>571706802
fuvk i'm retarded, thanks
>>
Seeing all these bugs makes me wonder if Kovarex is fuming rn
Wonder if he regrets taking more of a backseat on 2.1
>>
>>571707412
I doubt he cares at all
As long as money is flowing and he can keep working on his autism programming language he'll be happy
>>
2.1 is a flop
>>
>>571708437
and i will blame earendel for it
>>
>>571676924
That's postgame
>>571682279
This is also false since SA moved the rocket way earlier. Obviously it has more content but not 5x more

>>571680492
I kind of get the reasoning but it's just anticlimactic. And in the postgame, the shattered planet being empty is even worse.
>inb4 lololol it's shattered that's why it isn't there
But it IS there, just don't make a fucking place called "le shattered planet HERE" and then put nothing there for fuck's sake wube
>>
>>571682843
Yes but add a fourth category:
>mod replaces all the content and progression and basically makes a new game
Some of those "games" are shit but some aren't.

When I'm playing normal factorio, then yeah, I'm almost entirely mod-free these days. Especially when 2.0 already included a ton of the smaller tweak mods that were actually nice to have, so they're no longer necessary now. I think Rate Calculator was literally my only mod in the last game I played, actually.
>>
is there a mod that lets me increase the science cost for researches after red science, but leave early researches using only red science untouched?
the ones i found didn't offer that level of control.
>>
>>571709658
It will be easier to make a small mod that modifies the research exactly as you want, prototype definitions are dead simple.
>>
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Factorio 2.1 doesn't have what I want: spaceship-to-spaceship transfer, nor does it have more enemies / wildlife. Maybe I'll try it again after I finish this Satisfactory run.
>>
>>571628431
A spotlight turret that increases damage dealt to enemies
>>
>>571711849
it does have transfer
>>
>>571711849
>spaceship-to-spaceship transfer
You mean while in transit?. Did you read the fff check the 2.1?. Is this bait?
Also cool floating crafter
>>
>>571711984
>it does have transfer
>>571712081
>You mean while in transit?. Did you read the fff check the 2.1?.
I missed it. Nice!
>Also cool floating crafter
It has columns under it.
>>
>>571711929
That's a neat idea.
>>
>>571690216
Trains are actually viable precisely for middle sized bases, or for early game scaling. Once you get big enough, and your mining productivy is high enough that you won't need to move your miners from their ore patches, their throughput is unironically outcompeted by stacked turbo belts.

>>571697484
>and conceptually you'd have fewer active entities if you're transporting core materials by train compared to belting it (which also means fewer calcs for each spot on the belt).
Each train is a relatively expensive entity. For some reason even a stationary wagon being used as a trainchest incurs a non-negligible cost (separately from just the storage calculations a chest would cause); and running trains requires constant robust pathfinding (including updating signals, and re-pathing when other trains update your signals and block you) and collision detection on every tick.
Belts, meanwhile, don't simulate every entity. A packed uniform belt is basically abstracted away as a single object and incurs minimal simulation cost. If you have lots of gaps between the items, the belts keep track of those gaps so it incurs an extra cost, but it's not terribly expensive. I think sushi belts also break this optimisation. But in general, if you're able to pack your mine's belts, it's going to be very cheap.

The extra inserters on stations definitely don't help, those are definitely lag machines. Individually they're well optimised, but (unlike items on a belt that get abstracted away) each inserter has to be an independently simulated entity. So if you're using trains, you're basically taking X belts worth of throughput, moving all of that throughput onto a wagon using inserters, then moving the same throughput back onto a belt.
>>
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Why do they keep doing it?
>>
>>571694426
It's a valid complaint. The main thing I see spreading is the phenomenon of people indeed not playing games, because apparently it's gotten extremely common to just watch someone else play a game and then act like you're an expert on it.
And I know the "Let's Play" concept is relatively old, but when it started I don't remember people using it to substitute gameplay to such a degree. And nowadays you also have twitch streamers, and video/"lore" essayists all being used to experience or learn about a game without ever touching it.
>>
>>571641978
>>
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wow
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>>571711849
>nor does it have more enemies
GOOD. I want to build a factory in my factory building game. Biters becoming a solved problem half way through, fighting demolishers for their stomping grounds, and harassing the pentapods is already plenty of enemy interaction. I will die on this hill, and you don't want to storm this hill. Look at the ground. See all those crusty cum socks. Yeah. Not so hot on attacking me now, are you? You might step on one of those. What if one is still wet and cold? Gonna roll the dice, punk?
>>
I'm trying to set recipes on my module bank so I only need one set but I can't into signals. How would I make it so assemblers make efficiency modules, fill my chest with a set quota and then cycle to speed and productivity modules in turn?
>>
>>571701042
>>571705043
Fucking lmao. That being said I wonder how they actually intended to fix it; if there's no valid output then what's the machine gonna do?
>inb4 fluid trash slots that get full and clog your machine preventing further recipe changes
>>
>>571708437
2.1 is not an independently sold product
it's an end-of-life update 2 years after the last major paid release and 6 years after the main game's release, and its contents are effectively just ever so slightly more interesting than the regular bugfix patches that have been dropping every few weeks throughout the game's lifetime
>>
>>571713097
>the shit rocket planet has ass dildo integration
kino environmental storytelling.....
>>
>>571714310
good news is circuit voiding works just fine
that change just seems to be for when you change to another recipe using the same fluid but voids what was in the machine anyway instead of backflowing and keeping liquid as it can
>>
>>571714310
Force backflow into the pumps and pipes, which causes overflow, then it explodes. :^)
>>
Just use recursive blueprints to deconstruct the pipe connection before changing the recipe
>inb4 devs add environmental spill mechanic to the engine
>>
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>>571712663
>It's a valid complaint.
Never said it wasn't. In fact, I agree with it wholeheartedly.
Imo, it's got more to do with the fact that people are unwilling to dedicate time and effort to learn about something, hoping that second-hand knowledge and simple observation can replace the hands-on experience.
tl;dr lazy retarded people doing lazy retarded people things

What's more worrying is how over-represented they are, dominating the field with their inane bullshit and their extremely valuable opinion on things they know nothing about.
I don't know a solution to this, besides careful gatekeeping to keep the retards and social parasites out, and peer-pressuring the ones that did get in to learn and play the fucking game.
Pic very much related.
>>
>>571714696
Cue the pipes' death rattle sounds from Stationeers.
Managing pipe volume/pressure would be a pain in Factorio at this point.
There's just too much to redo and relearn.
>>
>>571716629
Trains?
>>
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>>571717589
My bad, tab crashed and I must've clicked the wrong post. Have a train.

Kinda sad how expensive trains are UPS-wise, though.
There's something undeniably comfy about using trains for me.
>The extra inserters on stations definitely don't help, those are definitely lag machines
So, a loader/BIG inserter mod to "compress" a dozen inserters into one?

>>571716629 was meant for >>571712869
>tfw actually double-checked to make sure I got it right this time
I think I'm infected too, I'll go amputate my head brb.
>>
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Someone said last thread I could enable this.
It sort of solved some problems but made distant constructions harder, mostly because of standard gameplay problems
>worker finishes local jobs
>goes out to deliver to the construction
>shift whistle signals end-of-day
>drops all materials down next to the construction
>tomorrow: brings fresh materials rather than using the now local ones, someone else retrieves the old materials for storage
anyway dupes still finish tasks that drop perishables on the floor and run off to do something elsewhere. I guess I can't expect Klei to program something sensible, that's not how they work.
>>
>>571718082
I think most people love trains and are sad that SA made them so suboptimal.
>So, a loader/BIG inserter mod to "compress" a dozen inserters into one?
Probably, kind of, though it'd be tricky. Anything modded is very likely to not bring any improvements over native engine code; for example there's "loader" mods that internally have to use invisible very fast inserters to load the items.
There's a vanilla loader entity but AFAIK it doesn't work on trains (or used not to) and also, given that it's not obtainable in game in vanilla, I think they just didn't really put much effort into optimising it so at least back in the 1.0 days it didn't bring any significant improvements.

The crux of the issue is that items on a belt are abstracted, but as soon as you want to take them off a belt, you have to handle every item entity individually again. So almost any system that involves taking items off a belt and then putting them back on, is going to have significant overhead compared to just having those items flow undisturbed on the belt.
I imagine it might be possible in the engine to make an optimised loader entity that can simply shove a belt's entire throughput directly into a chest. Then chest->chest transfers are a lot cheaper than ones involving belts, so even normal inserters, or some "big inserter"/loader entity bulk-teleporting items from the chest(s) into the wagon could be made quite fast.

This still doesn't solve the issue that trains are pathfinding colliding entities while packed belts are almost free, but this can be solved or alleviated with more train capacity. I'm not sure if even the current legendary scaling is enough for this, though.
>>
>>571718720
The mod rational priority might be to your satisfaction but its basically a variation of the same.
https://steamcommunity.com/sharedfiles/filedetails/?id=2632758219
>>
>>571719310
Thanks anon, this might help a bit.
>>
>>571718720
>>571719310
I use this https://steamcommunity.com/sharedfiles/filedetails/?id=2373109589
Schedule block that allows food+hygiene, but they'll finish the current work task first.
>>
>>571713567
I'd lick the hell out of those socks.
The moment I run out of those, you're next, sweaty.
>>
>>571721273
I hope that stops them from taking up new work tasks during downtime.
I often have dupes trying to do just one thing before bed, after playtime, and of course they can't.
>>
>>571718082
A lot of us find trains comfy anon. It's why im not happy that 2.1 hasn't really made them competitive again, improved yeah but stacked belts still reign supreme.
>>
>>571706591
Turn your speaker on noob
>>
>>571708437
Which dev is the one who adds all the "no fun allowed" rules?
>>
>>571719041
Yeah im sad about trains in SA. I feel a hopper for unloading and a loader to load them would've put them in the "good enough" category. Min maxers would probably still go belts but nobody would be kneecapping themselves if they went trains.
>>
>>571723590
Space age is kind of just incompatible with trains due to how everything functions, like every design decision just works against them and how they're used in vanilla.
2.0 (and 2.1) trains are super awesome compared to 1.1 and I use them extensively in basically every overhaul - it's just SA (especially with how stacking prod in everything works) means that you need so few resources, combined with how insanely powerful machines are (so they take up very little space), combines for trains not really needing to serve their purpose.
>>
Shit, i forgot to turn off the name I added to do a bit yesterday. Apologies, I will never use that field in the future.
>>
>>571725078
ok ivan)))))))
>>
>>571724565
Nah if you're not megabasing, UPS is literally not a concern, almost anything is "good enough". Megabasers have insanely autistic builds with circuit networks controlling the wakeup of every inserter and sometimes every entity, min-maxed layouts with direct insertion etc., if you're not doing any of that or coming close to dipping below 60UPS then it's irrelevant to you.

The issue for normal players was just that the combination of stacked green belts, insanely cheap mining productivity and/or vulcanus lava, extreme productivity bonuses everywhere and super fast machines all mean that most bases can be pretty small and just sit on patches very close to the starter area basically forever, and even "scaling up" mostly just means colonising an extra patch not too far away, running some belts and just bumping the quality of your beaconed machines in your compact build that outputs 480 science per second in the footpring of an early game smelting stack.

You can still use trains though, especially around midgame or e.g. before leaving nauvis, or alternatively just for fun if you enjoy setting up trains more than dragging belts. And honestly I think the quality wagon changes in 2.1 will be very helpful for casual play like this, not so much for the UPS benefits but simply by making it less annoying to provide high-throughput deliveries without having to tear your hair out from rail network congestions and wonder why you didn't just run 20 green belts for the same throughput at 100% reliability. With legendary wagons it'll be a lot less hassle and thus a lot easier to justify the effort and enjoy having fun with trains even at the endgame.
>>
>>571724565
>>571725557
Also the other issue is a lot of the other planets only need tiny bases and so trains are actually useless there, with the exception of Gleba that has the interesting combination of requiring low latency deliveries (so long belts are mediocre) and requiring two types of resources so you can't just build your base on top of one type of patch to reduce belt length.
>>
with recyclers being made into their own mod and train quality mattering it would have been really really nice if you could get them on nauvis in space age so you could start on the dumb quality loop before landing on fulgora, which is not often the first planet you go to.
>>
1.1 was massive compared to this garbage calling itself 2.1... we've had hotfixes that were bigger...
>>
>>571725078
Confirmed ivan.
Go click on your slot machine you're passing on gains.
>>
>>571725557
what about rail world generation settings, how are they in SA? And if they are still not enough maybe one could make resources extra scarce to make trains almost mandatory, no?
>>
>>571728172
It mostly affect Nauvis. It does nothing to make trains desirable on Gleba or Vulcanus.
>>
>>571728172
The problem is that you quickly get to where your big miners are outputting a half stacked belt on their own - combined with the fact that everything is so much cheaper (t3 modules are over 10x less raw resources), you don't really ever end up needing to pull in more patches past midgame (trains are still useful midgame).
There's that russian guy who does super low resource playthroughs who uses trains extensively, but he has a strict set of rules (minimum size/richness/frequency, no lava or asteroid harvesting, no using scrap products other than holmium/ice, etc) that force him into it.
>>
>>571728605
Trains are naturally desirable, why don't you love them?
>>
>>571727218
>which is not often the first planet you go to
It should. You can land, get the EM plant, and depart it in a matter of minutes.
Wanna know what's better than 'Vulcanus first'? Vulcanus + EM Plant.
>>
>>571728605
>>571728909
I see, that's too bad rail world used to be my favourite preset
>>
>>571729140
>Wanna know what's better than 'Vulcanus first'?
biolabs first ;3
>>
>>571729123
I love them. And I desire them... sexually.
But some freaks don't. I was referrring to them freaks.
>>
>>571728172
I expect that for a casual playthrough, yeah, something like that could help, just nerfing ores into the ground to force making a train network.
Like the other anon said the other planets are a lost cause, but it could help on Nauvis. Somewhat. For ore at least - you will still never see a full train base again, because the build themselves are all compact and ultra fast, so trains are only ever needed to ship in ore.

The main issue I see is that mining productivity being what it is, even minimum richness might not be enough. But it would certainly push the point of being able to set up permanent miners some amount later, which might be enough to force you to set up at least large scale purple science production with trains at first.

>>571728909
The amount of resources produced is not that important, if the patches are really far away it still gets annoying to belt them all.
The starter patches will deplete regardless, the settings just need to make sure you don't have any more convenient close-by patches to replace them, and are forced to train your ore.
>>
>>571729184
I agree - rail world is by far my favorite way to play.
On the other hand, you don't have to play with space age. It's fun, but it's not the default like base factorio is.
>>
>Whole workday for Wube and no 2.1.8
Its over, the update is a failure. I am demanding a refund despite my 4000 hours.
>>
>>571729619
wait to ask for your refund until 2.1 officially releases, you'll get at least 5 more dollars
>>
Island are cool too, as a peaceful-ium Nauvis option.
You can clear your starter island and stay safe for tens of hours after that. The biters won't be able to cross the sea without the player's intervention.
>>
>>571730635
I never considered trying that, after my spage playthrough I might to a vanilla island save, sounds comfy
>>
>>571731675
it can also be fun to intentionally leave a few biter nests around on the island to have a very controlled version of base defense, or to open up paths to other islands with biters and condense all your defenses to those narrow isthmuses
>>
Had to do some annoying belt work, but managed to densely fit my glass production (and it's mostly direct insertion, aside from that weird part where the WAB displaces everything).
I'm not building for pyroflux glass since that seems like a scam.
>>
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>>571730635
>>571731675

The most fun I've had in a run the map had this shape (not to scale)
>>
most fun with trains I had was one of my earlier playthroughs where I buffed the biters before I knew how to deal with them so I had a lot of stealth rails connecting far off patches that were under constant siege.
Desu the railworld resource patch frequency should be the default, 100% value. Big bases are beautiful.
>>
I don't know if this game fits here, but if you're playing Solar Expanse and try to fix Earth, cool it down first and then and only then add the missing water.
I added 5M water to the surface because it said that earth lacked that much.
THEN I cooled it down to it's optimal temperature causing all the water vapor to condense and flood the world to biblical proportions.
Only the mountain ranges of asia and the americas are visible.
I'm thinking of boiling the planet with my solar mirrors to thicken the atmosphere with water so I can suck some of it up and hopefully fix things.
>>
>>571719041
>that SA made them so suboptimal
I'd say they're optimal for their stage. If anything, it's more that trains aren't the final stage of logistics anymore.
Now they are next-to-last, with last being stacked turbo belts.
But they still retain the primary advantage — reusing the same network to move a wide variety of items and fluids.
>>
>>571744186
The actual issue is there not being a "wide variety" of items and fluids in vanilla, and except for sulfuric acid, all the resources going in one direction.
>>
>>571733127
It's a shame that SEx's machines look so much like SEX with such a shitty mod.
I want py with SEx's models.
>>
>>571744186
What >>571744420 said as well as the fact that transport belts are literally the first option you get, so it's kinda underwhelming that they also end up as the best option overall in the end.
1.0 has a really good balance - belts for intra-factory transportation, trains for long-distance transportation between different parts of the factory or different separated modules. It was fun and it also made perfect sense for their design. Now in 2.0 belts have usurped their place as long-distance transportation for most usecases, and trains are relegated as "long distance bots" basically, for cases where you have lots of items going in different directions and need the flexibility. Meh.
>>
>>571746960
Space Exploration gets a bad rap here - it's not my #1 favorite overhaul, but it's still very fun and I'm playing it a second time (playing 10x so I have to build bigger and really make large outposts, since the mod's biggest flaw imo is not forcing you to actually build at scale).
>>
>>571746960
A lot of people underestimate the sheer number of py sprites. that shit's nuts, also stuff like Alien Life are downright impossible to recreate with SE sprites.
>>
>>571705043
Very predictible that this would happen.
Let me guess- the affected machine was using a recipe that uses flowthrough fluid ports?

As part of fixing the 'which-fluid-is-allowed-here?' filtering that was horribly broken on flowthrough ports and was the root cause behind the fucked up fluid-mixing shenanigans the EM plants used to do, Raiguard overhauled those flowthrough ports to no longer have their own internal in/out fluidboxes anymore that connect up to the machine's input or output buffers.

Instead the machine's buffers directly connect to the flowthrough. This comes with a few caveats of course.
One that was noted and deemed acceptable, was that this can cause the pipeline to draw fluid back out of the machine's input recipe input buffers or push fluid back into the recipe output buffers, depending on how the overall level of the connected pipeline lowers or raises.
One that WAS NOT noted, is ofcourse that if the machine wipes 'its fluidbox' it now wipes THE ENTIRE PIPELINE, because it no longer has a bridging intermediate fluidbox sitting in between. It's all one big connected thing. A big "Oopsie-woopsie!" for Raiguard. And means he'll have to go back to the drawing table on that work to get it to work correctly.
>>
>>
>>571749857
Should be a simple fix, the EM plant or any other machine for that matter shouldn't fucking delete the whole pipeline. Done. Just have it cut the pipeline in half and that's that. It doesn't have an internal buffer anyways.
>>
https://forums.factorio.com/viewtopic.php?t=134218
Rofl. Okay. 2.1 breaks CPU scheduling and makes performance tank by 20~50% when it randomly shits the bed.
Nice.
>>
This one's nice:
https://forums.factorio.com/viewtopic.php?t=134247

So apparently the lane switching for inserters is all kinds of fucked up. It's not just for inserters placed at the head-end of a belt. It kicks in on corners as well. But weirdly - if you use a long-handed inserter and you reach to one tile *after* the head end, you get the old behavior again where stuff is dropped 'on the right-hand side in the direction of travel.'
>>
>need to hand craft an ils
>accidentally craft an orbital collector
Am I stupid?
>>
2.2 will fix it. Trust the plan.
>>
>>571753530
2.2 will replace quality with random rpg stats on all items.
>>
i'm going to play 2.1 with alt-mode off so i can fully enjoy the new visuals
and to finally build a factory that isn't a random mess
>>
>>571753909
2.3 will replace the game with a fullscreen ad for wube's new game
>>
>>571753909
>legendary combinator
>+4 to all signals
>>
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>autism general is out with torches and pitchforks because of [change]
>>
>>571749857
>And means he'll have to go back to the drawing table on that work to get it to work correctly.
It's already marked as fixed for the next patch
>>
>it's just some light diarrhea in your soup, stop complaining about change
>>
I wish rockets had a storage area to put the stuff you're carrying before boarding it
>>
>food analogy
>>
>liquid shit is food
saaar
>>
>>571750052
tldw?
>>
>>571756220
I wish i could say out loud: Take me to Fulgora!
And the game would calculate all steps necessary for my character to get into a rocket and end up on Fulgora.
>>
>>571758038
I just don't like manually putting down two steel chests every time and gliding the cursor along all the items every time
>>
>>571758280
And i don't like the game never listening to what i have to say.
>>
>>571758280
you can just shift click (or was it Ctrl? can't remember) on an empty space in your inventory and everything will be transfered into the chest instantly
>>
Man Dosh's train stations for the Nullius run look great
>>
>>571759264
Why would you even know what they look like
streamcuck
>>
>>571759365
that's no way to talk to your paypigs, dosh
>>
>>571759643
Oink for me
>>
For me, it's how they removed biter science because combat dependant progression was le bad. And then spage added combnat dependant progression...
>>
>>571759264
anyone can make nice looking rails if you don't care about efficiency
>>
Is 2.1 still broken?
Or can I start a new run now?
>>
>>571759068
Ctrl left click on an empty space in your inventory with something available for deposit on the right
It works with assemblers too

>>571760289
I started a new 2.1 run last night going for 100% single map. Got the GOTLAP achievement and am working on my mall
>>
>>571758038
Once claude fable comes back (the only AI so far that was able to decently plan out steps in factorio) you will unironically be able to make a setup that does exactly this
>>
>>571756074
nice.
>>
>>571760289
I would give it a couple more days to bake at least. They clearly overlooked a lot of things that you can't really find until you release a build to the wild, which is understandable on one hand, not really ideal as an end user on the other.
>>
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>>571761448
>>
Why even start when I'll DELETE IT AGAIN BEFORE BLUE SCIENCE

maybe go for a huge thick main bus with absolutely everything, even copper cables
>>
>>571766368
Have you considered not being a bus npc and embracing creative freedom?
>>
>>571766368
A bigger bussy would just sap your will to live even faster
>>
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>>571766452
this was my fulgora on my third deleted save
>>
what is the mentally easiest way to play factorio
like the least amount of calculations and preparations needed
things like miner->furnace->inserter to 3 assemblers
>>
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>>571766676
This is the only reaction I had that fit and I can't explain why
>>
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>>571766948
Here, I also found this. Maybe I posted it here before, but I can't remember if I had, or what's going on here in the first place.
>>
>>571767453
Ah I think a clogged space station had to unload its orbital junk back to fulgora, then something with rocket parts backlogged and I was forced to launch it back. I remember had a void setup of a huge LHC-like ring of recyclers and even that managed to clog itself on gear wheels or something
>>
>>571729184
Crank up science cost to x100 and you'll have your fun
>>
fulgora is currently by far my favourite planet and every time I manage to launch a rocket before deleting a save I go there. it's a horrible shame you can't start on it
>>
>>571728172
Like the other anons mentioned, it only really affects Nauvis. In regards to Nauvis, the problem is that infinite mining productivity is significantly cheaper in Space Age, to the point that those combined with big mining drills effectively makes any resource patch outside of the starting patches infinite. Basically, if you put a pin in Nauvis after you've sufficiently set up defenses for it, you can just go to other planets and do research there (Vulcanus can handle every core Nauvis science) and make it so that you only need to find a handful of resource patches that you can leech off of almost-indefinitely. That isn't the case in Vanilla where the mining prod research is moderately expensive and encourages you to actually expand outward.
>>
>>571766676
gross
>>
>>571766912
it's the download_blueprint_book -> win?? mentality
>>
>>571768727
How do you know where to put the blueprint? where the mining thing goes? what goes out and where? not to mention power. that's all work, hard mental work
>>
>>571764920
They did a factorio benchmark of fable/mythos. Most of the other models struggle to complete any task requiring more than 2-3 steps, but fable seems to have been quite capable of making coherent builds at least for simple tasks.
Getting into a rocket and launching to a fulgora ship is small enough in scope that it should be able to get it done relatively reliably.
Meanwhile speech to text has been around for ages and has also gotten pretty good.
>>
bro is serious
>>
/egg/, take me to Fulgora!
>>
@grok code me a factorio that uses optimal memory allocation on runtime
>>
2.1 is so bad that nilaus is playing for the last time and then dropping factorio forever. it has never been so over
>>
>>571773692
>experimental build is buggy
>wtf this is horrible!
>stops playing forever
I don't know if you're talking about a youtuber or just some notable faggot in the community, but good riddance either way.
>>
>>571773692
Is he going to do a soulless build pasting all of the city block blueprints he has made for the past 5 years while trying to convince his viewers that he's entertaining?
>>
https://mods.factorio.com/mod/quality-scrubber?from=updated

Cool- looks like someone solved quality in a gameplay-appreciable manner that doesn't suck donkey-dick.
>>
>>571768074
Fulgora starts are actually pretty miserable. It's not nearly as miserable as a Gleba start, but you really start to feel how much the lack of consistent materials sucks. You can't use everything that you get out of scrap processing for a really long time, and a lack of decent buffers makes accumulating rng resources miserable.
>>
>>571774018
He lasted about 15 minutes of manual crafting and using the crashed spaceship as a manifold chest for a wreath of assemblers set up around it. Then out came the cityblock blueprints.
>>
>>571774319
Crawling your way to finally getting automated metals makes it more rewarding. At least I think so
>>
>>571774524
Gross
>>
>>571751487
>First reply: THAT'S WHY LINUX IS BETTER!!!
>Staff reply: Linux users are also affected.
>>
you want FRIES with that?
>>
>>571774541
It's really not all that great. Maybe you like it and that's fine, but it kind of just feels like you're waiting until you have enough resources that you don't need to wait anymore. All you can realistically do is scale up to slightly reduce that time.
>>
>>571760289
I used my 2.0 save and encountered no game breaking problems with 2.1
I heard about the turrey problem but my space platforms were fine. The biggest issue i had was some of my eariler space platforms i throttled speed with pumps and they went extremely slow, basically crawling. Easy to fix though
>>
>>571773692
literally fucking who
This isn't reddit, people don't have encyclopedic knowledge of all your favorite streamers
>>
>>571782664
u mad bro? your ignorance is not an excuse for your animal behavior. educate yourself
>>
>>571766912
one machine for each recipe
idle in the background if things take a while to finish
>>
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>no more fluid voiding means I can't just slap down my science outpost anywhere
That's okay because I can just place it near my fuel production instead. Means I can keep the outpost alive by bot too, instead of having to rely on fuel injections from trains. I THINK that's the only part of Aquilo where I cheat the ammonia away, anyway.
>>
>>571755674
>Change the timing on your car's engine
>It starts backfiring, running rough, and reducing the usable life of the engine
>"Wow, you don't like this? Fucking autist. You only hate this because you hate change."
>>
Tested items in the new Archimedes screw thing in MineMogul
As expected, plates are still glitchy as fuck because of their size and refuse to enter, but surprisingly pipes will actually go in (with some difficulty). Not gonna rely on that though, will just continue packing everything at the first opportunity now that they've been made easier to transport
>>
fuck I just need 400 more delta v to land on the moon, my first lander ran out of fuel and exploded
godammit I need a bigger rocket or better technology. fuck this gay chlorine trifluoride rocket that needs heavy ass high pressure tanks, it's agena time
>>
The European tropical weather is stopping me from using my computer. Why is it 31C in the middle of the night? And why is there so many damn bugs everywhere!? It's worse than madagascar and brazil. 42C to be expected tomorrow. Fuck. The only /egg/ I'll get is mindustry on my phone. If I can even use my phone without overheating it.
>>
>>571788882
>weather too hot, damages crops, not enough rain
>winter too cold, nothing grows
Europe is truly turning into the worst of both worlds. At least no Australian tier fauna (yet).
>>
>>571790245
>no Australian tier fauna (yet).
Surely that would be better than all the immigrants europe gets right?
>>
>blitz the space platform in Satisfactory as minimalistically and efficiently as possible
>ok, I was told I would spontaneously know how to use coal now
>check menus
>no new buildings
>...
>alt-f4
>>
>>571802982
>deploy space elevator
>tiers 3 and 4 become available
>first item in tier 3 is coal power
You are too stupid for this genre of game.
>>
>>571804241
>b-but you didn't le read or some shit
Listen you fuck. I just wanna AUTOMATE shit in the AUTOMATION game. I don't wanna FARM leaves and branches for biofuel like it's fucking old school runescape.
>>
See, people like >>571804809 are why Nullius has trigger technologies
>>
>>571804809
All of these games have a way to use your produced resources to unlock stuff. You have to personally commit the payment to do the unlocking. You are too stupid for this genre of game.
>>
>>571805180
Factorio has automated energy in like 5 minutes of gameplay. Stop being retarded. There's a reason literally 80% of this site hates your awful game.
>>
>>571804809
>Listen you fuck
no u, retard
>>
>>571805610
Read that post again.
>>
>>571802982
>ok, I was told I would spontaneously know how to use coal now
No you weren't
>>
>>571760148
Players who don't like or can't into combat are fags
>>
>>571805776
Read my posts again. I legit think you are schizoing out or something. Perhaps you're hung up on the space platform shit? Get that outta of your head. I'm angry about the lack of automated energy in this awful game.
>b-b-but
It's wrong and you know I'm right.
>>
>>571806142
>n-no u
Okay, let's look at
>>571802982
Oooooh you didn't say anything about your point. You just made an assblasted post and can't accept that it made you look hilariously retarded (because you are and suck at hiding it). Tough luck about that, buddy oh pal. Maybe you'll learn something from this and next time not be so retarded from the very first post (you won't).
>>
I want 45+ year olds to leave this general
>>
>>571804809
Satisfactory is not an automation nor engineering game. Not sure why it's even mentioned in this thread.
>>
This >>571813324. Satisfactory is a parkour game.
>>
>>571813324
It is. It's just casual and only like half of the game.
>>
>>571813535
It's also a building and decoration game.
>>571813670
It's on the same level as vanilla minecraft as far as automation goes. And even far below it in terms of engineering.
>>
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I don't like how I'm gonna have to upscale and optimize this later
>>
>>571817893
Just build a new scalable section a bit further away
>>
>>571790245
he's probably from Spain, we are not all like that
>>
>>571821864
France too
>>
Man. It's wild just how ingrained the assembler sprite is in my mind. I just got 2.1 and started a new game and when I placed the assembler my brain told me I put the wrong building down and muscle memory made me pick it back up. Brains are cool.
I like the new sprite. More stuff moving around the item icon because I always and forever have alt mode enabled
>>
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>>571813324
?
Maybe you find it trivial but the game still filtered every single one of my friends I tried to get into it except for the guy that turned out to be a pedophile.
>>
>>571822840
What do you automate? How do you automate it?
>>
>>571822840
being a pedophile is a prerequisite for this game
>>
>>571822392
I like the new assembler, I dislike how they didn't update the item icon for it, so now they look too different
>>
>>571817893
I'd say to settle with that for now and then just freebuild when you're able to secure a consistent flow of ice platforms and concrete. It's really easy to scale up Aquilo when you just dislodge yourself from the existing land masses.
>>
>>571823332
2.1 will fix this
>>
>>571823138
>make shitty materials at workbench
>unlock building to do that for you
>it is now automated
Whoa...
Anyways I'm not that big on the game, I prefer Factorio because the Biters are a better motivation than "Whoa dude you can unlock new walls and floors for the buildings you're definitely going to make".
But it's still an automation game, even if it doesn't scratch the itch particularly well.
>>
Summer sale is around the corner. Will Factorio finally get its first sale? Recent rumours tend to agree they will.
>>
>>571824549
no
>>
>>571824549
>Recent rumours tend to agree
Recent rumours tend to indicate that you're a faggot.
>>
>>571824549
What's Jason Schreier's opinion on the factorio sale situation?
>>
>>571821864
>why are you from spain, we aren't like that in germany
>>
>>571824976
sad
>>571825768
rude
>>571826093
literally who
>>
>>571822840
satisfactory is automation themed buildng.
its more about making the inputs and outputs match, then building a box around it.

it has its own appeal of being the dude in the factorio factory seeing it all grow around you.
BUT, a lot of the things satisfactory does that factorio didn't were skipped for a very good reason.
manually plumbing in a fuel refinery is fun the first 2-3 times, but once you hit the point you need literally 200, with 4 in/outputs each, that appeal is all gone.
same with train tracks being manually connected, between manually built foundations (which are slightly off, so the entire line just jumps around), its fun for the first alumina back to factory run, but anything more is a pain in the dick.

when factorio hits that level of scale, you unlock tools that AUTOMATE the building, using the materials you AUTOMATED, instead of hand building each assembler.
you're rewarded for each step you did beforehand.
every build can be grabbed and reused.
a good design can be good for the whole game.

But in satisfactory your first build and last build are all still hand placed belts in splitters, except the buildings are bigger, with more inputs, and you have a jetpack, and the first base you made isn't making enough materials to scale up, but its already using all the iron that poor mine can produce, so you HAVE to go make the entire base again, by hand, because you didn'y have the bg blueprint unlocked when you started, so that first base is literally useless, but it takes more effort to remove than just starting again.

7/10, i made a cool factory shed.
>>
>>571823459
So the automation of gameplay stops after coal power? Because at that point everything you did manually at the beginning, that could be automated, has been automated. So it's an automation game for the first ~5-10 hours, and from then on it's as >>571827174 is saying, manual labor with no possible way to automate it.
I repeat myself, but it's not really an automation game, and I don't see why it would belong in this thread.
>>
>>571829471
I won't pretend it isn't lacking and isn't rather superficial in a lot of ways.
But I can't really picture where else it would go but here. Despite being rather basic, the automation is still enough to filter most people. Atleast, most people I know.
>>
>>571830763
Would you consider minecraft an automation game?
>>
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>>571829471
Hey, I don't like Satisfactory myself but this is NOT an automation-only thread. Don't forget that.
>>
>>571831152
It's not engineering either
>>
>>571829471
>you don't automate setting up the automation so its not an automation game
This kind of stupidity is unbecoming of one who would play this genre.
>>
>>571832236
Doing the exact same shit for 50 hours is the opposite of automation.
>>
I'm playing Quantum Odyssey, it's kinda like Turing complete but with qubits
Still not sure if it will make me feel smart or stupid
>>
>>571833078
You set up different automated processes and manage the logistics within and between them. You just don't get to scale each of them endlessly with blueprints. Outright lying to be able to say something without sounding retarded just makes you sound retarded.

So, again
>you don't automate setting up the automation so its not an automation game
This kind of stupidity is unbecoming of one who would play this genre.
>>
>>571829471
>So the automation of gameplay stops after coal power?
Oh look it's this retard still going >>571802982
>>
>>571833357
>>571833541
No reason to get mad about satisfactory being a glorified lego game.
>You set up different automated processes
No, they're all the same after coal power. (belt thing from box into other box) * a gorillion, zero variation on that. Automation gameplay is done after 10 hours, you're just going through the motions and decorating your base while the items get fancier.
>>
Outright lying to be able to say something without sounding retarded just makes you sound retarded.
>>
Not quoting while replying just shows us how butthurt you are
>>
>>571827174
>manually plumbing in a fuel refinery is fun the first 2-3 times, but once you hit the point you need literally 200, with 4 in/outputs each, that appeal is all gone
Satisfactory doesn't scale well but if you keep it small it is good and has a valid place amongst similar games. Call it entry level or casual or emphasizing creative aesthetics or whatever. But if you build only enough just to meet the requirements instead of deciding you want to complete the entire game's goals every four hours and get the golden gay trophy, the problem of poor blueprinting and tons of 3d conveyor/pipe routing doesn't emerge. You get as much process engineering as can be supported at the same time as making pretty logistic runs and buildings without it growing old. Beyond that it's people who truly want to space out and do the same thing repeatedly as progress toward a big goal.
>>
>>571834195
Forgot my image. Satisfactory is about doing this as much as figuring out what configuration of machines to use.
>>
>>571834170
>didn't quote
So you're telling us you're assmad?
>>
>>571834702
Would I keep responding to that smooth brained fag if I wasn't also mad?
>>
>>571834386
This
I'd say Satisfactory is more about site engineering, while a game like factorio is more about industrial engineering
>>
>>571833950
>(belt thing from box into other box) * a gorillion, zero variation on that
Compared to Factorio, which is (belt thing from box into other box (AND OCCASIONALLY, PIPES!)) * a gorillion
>>
>>571834195
>>571834386
yeah, keeping it small IS probably the way to go, then leaving the factory to idle for an hour while you go explore for more neato writing from the sloops and slugs.

but every time i get lazy on a stage, and just get the automation for a few per minute to make buildings, i end up needing LITERALLY hundreds later.

so the option of just wait kinda sucks if you dont find the shed building intrinsically satisfying.

my smoothbrained mate had a LOT of fun making a huge concrete factory, that had maybe 10 buildings in it, but was walkway heaven.
Then said he was done with the game, the less simple mate decided he really liked building, but hated needing items, and hated needing to find more resources patches, so he cheated in splitters that would just spit out full belts of any reseource.

he then realized he could just make the intermediates from that, and the elevator parts, and realized he was cheating and now he has some sort of shame about the game.

cant even get them to play factorio though, they only want first or third person shooters.
>>
>>571837424
you mean railway thing to belt, the belt thing past line of boxes (sometimes pipe, sometimes bot) * a morbillion
>>
>>571837424
>automate base defense
>automate train network
>automate logistics network
>automate space platform logistics between planets
>automate malls and other random shit with combinators
>automate quality
>automate spoilage
>automate promethium gathering
Of course someone playing satisfactory wouldn't understand what content regarding automation even is. Or people playing big overhauls for that matter, which are just as >>571837720 said. Entirely busywork after the first few hours.
There's a reason why dosh nullius stream consisted mostly of him fucking around with combinators in sandbox, nullius has the same problem as py and satisfactory in that there's no fucking point to those 20 thousand recipes all going (belt thing from box into other box), you can stop after the first 5. But at least factorio mods get the rest of the game they're modding so there's still some fun to be had, satisfactory is just
>wow a desert
>oh look a rock
>wow alien that charges at me
>oh no alien that shoots at me
>place miner
>belt items to sky platform
>belt between magic boxes
Like I can see the fun to be had in building aesthetic bases, and the game gives you a reason to do it which is nice, but it's just a glorified doll house for autists with not much going on. Not an automation game.
>>
>>571817893
You absolutely don't have to unless you're going ahead and making a megabase
>>
>>571822840
Tags are user-defined and therefore often retarded. Satisfactory has some automation elements so normies think "waow automation game!".
Those automation elements are milquetoast, watered down with the other shit like base building and exploration and even hand-crafting, and lack supporting mechanics that would make the automation gameplay enjoyable (i.e. user-friendly blueprints). Judged as an automation game it's pretty terrible, and it was clearly designed to be judged as its own genre or some kind of hybrid building-exploration-automation type game. But again, normies who get hard filtered by factorio's 2D graphics see unsatisfactory automation elements in satisfactory and think this must be the genre.

It's like pragmata being tagged Cute and Funny.
>>
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Oh shit, 2.1 does have new achievements
Unless this is a doctored screenshot - can anybody with a late-game confirm if this exists?
>>
Holy fuck
I'm seeing this button for the first time
All those useless arithmetic combinators man
>>
>>571840112
I'm starting to doubt that screenshot
Looking at the LUA, it would be trivial to add your own in-game achievement, and the icon is being re-used from the Legendary Quality module
>>
>>571832236
>>571833078
>>571833357
Niggers, you clearly automate the crafting, so it has automation elements
It is also clearly actively hostile towards trying to improve the automation, in multiple ways. No good blueprints is a big one because telling the player "oh you set up five iron smelter, and the next stage requires ten times as much iron so you want to be able to smelt more iron easily? lol FUCK you, go do ten times as much manual labor" is clearly intentionally hostile to trying to improve your crafting automation. It doesn't mean you're not automating crafting though.
And blueprints is not the only one even, locking good recipes behind randomly generated collectibles in random places in some jungle or whatever is also intentionally kneecapping the automation setup by forcing you to go comb the map before you're allowed to build a good factory.

So if it's to be judged as an automation game, these are all major flaws.
But people clearly enjoy satisfactory, which means that the automation gameplay is clearly not the main draw. People enjoy shit like the exploration. The game still has automation mechanics in it, but it's simply obviously not the main purpose of the game, nor its main selling point.
>>
>>571841447
You click the button to craft shit manually instead of playing a game of solitaire for each item. Does that mean by clicking the button you automated it?
>>
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>>571840112
>>571840819
Oh shit it's real
There are new hidden achievements in 2.1
>>
>>571840231
I think this is new, I used to just do "1" multiple time with copied conditions (obviously not for 200 though)
>>
>>571842878
There's a bunch of manual shit but you do still build fully automated lines going from ore nodes to finished items, don't be disingenuous

Anyway, hypothetically speaking,
>You click the button to craft shit manually instead of playing a game of solitaire for each item. Does that mean by clicking the button you automated it?
If crafting items requires a game of solitaire, and you set up automation that auto-plays the solitaire and crafts the item for you at the click of a button, then yes, you automated the solitaire crafting minigame.
Of course if the game just lets you unlock a "magically craft without the minigame" button then it's not that at all.
>>
>>571843486
Now that you hypothetically automated the solitaire part of the game, is clicking the button to craft items automation gameplay? No, you're done automating, now you're just grinding manually again.
Or another metaphor. Lets say you want to make blue tea cups. You design and build a blue tea cup machine. This is automation gameplay. Standing in front of it and pressing the button to make the tea cup isn't.
And to go further, now you want tea cups of every color, but each one needs its own machine. Is building 50 of those machines automation? No. Clearly not. You've already designed it, you just make more of them.
That's satisfactory. You design a tea cup making machine early on. Then you build 5 billion more of them, by hand.
>>
There's a factorio let's play that I was trying to remember, the videos were like 10 hours long and weren't really gameplay orientated, he narrated a story around his goals instead of just basic autism droning.
The main concept was to 'cleanse nauvis' but since obviously the real world dimensions are immense he settled for not expanding the map generation beyond a certain point and lining the border with enough artillery turrets and lasers to prevent any new bugs from encroaching into the explored area.
>>
>>571846116
https://www.youtube.com/watch?v=Ny-FvEYFf8k&list=PLDgN0w4z4q0zpG6PxInzojeyp-oP0Bg8I
>>
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>>571846362
Thank you very much, anon.
>>
>>571846116
>There's a factorio let's play that I was trying to remember, the videos were like 10 hours long and weren't really gameplay orientated
People like you need to get round up and shot in the back of the head.
>>
>>571846813
Kek
>>
>>571840112
>Muh cheevies
Go directly to the gas chamber, do not pass go do not collect $200
>>
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LFG
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>>571847162
Who will be the first one to do it? Place your bets
>>
>>571847162
dying of boredom
>>
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>>571817893
Should have thought of that sooner. This is my starter Aquilo base. You can tell because I'm still using chemical plants to get ammonia, ice, solid fuel, and rocket fuel
>>
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>>571847162
>>
>>571848341
>that
>starter base
my base made 1k ESpm and I never improved it and it was a fraction of a fraction of that
>>
>>571848738
I like big bases
>>
>>571847162
Wish me luck Anons...
>>
>>571849834
>x10
fucking baby
>>
When is 2.1 full release? I don't wanna do experimental shit
>>
>>571849965
Late summer
Still at least 4 weeks away
>>
>>571850167
what the fuck why
>>
>>571850305
Need to test everything properly before putting it to the main branch
>>
>>571850305
Cause a bunch of people are bitching about bugs cause it's buggy cause it's not a proper release yet
>>
>>571850305
it definitely needs more time in the oven, especially when it has some bugs like turrets just not shooting asteroids on space platforms
>>
>>571838603
Listen here, faggot. I've never played Satisfactory a day in my life and have an unhealthy number of hours in Factorio. The majority of your meme caravans have basically just been saying "Magic Box moves items from A to B" with more window dressing. And I'm fairly certain that Satisfactory has train networks too.
>>
I might do a bigass science multiplier run after ignoring the idea for years. I don't like how little you can get away with building in the baseline game
>>
Here's my full monty setup, as a parametrized blueprint. It crafts the item until it got a full stack of any quality of it in its output buffer chest, and will automatically switch to the higher quality recipes as ingredients become available. Add in a recycler to grind down whatever quality of end product/left over intermediates to feed back into it and it becomes a closed loop of common raw materials in -> product with at least the desired quality out, with quality modules at each step.
Could be done with less combinators maybe, not sure. Really just a simplified, less janky automall.
>>
Hey did they change how parameters work in blueprints at all

>>571852270
Nice. I really should have designed something similar. It would have saved me a lot of time. Maybe after I'm done revamping my train blueprints for 2.1
>>
One good thing I think SE does that SA doesn't is making infinite technologies slowly cost more advanced sciences. It's so strange to me that you do mining prod forever in SA for a fraction of what it would even cost in vanilla.
>>
>>571850305
The actual reason nobody is saying is so that mods have time to update, that way people sitting on the stable channel don't all suddenly break their modded saves

However there are indeed some pretty major bugs right now, so those are being fixed. I doubt it will take them weeks to fix everything though. In the end the waiting will be just for the modding timeline
>>
>>571853309
All your screenshot shows is the first 12 levels, all finite, having varying science costs. The infinite 13+ levels are all shown using the same set of sciences.
So are you talking about the finite levels varying? SA does this too: mining prod starts off requiring only red and green, and then adds blue and then purple sciences.

It's true that SA mining prod is unusually cheap for some reason. I honestly have no clue why. That's not an issue of science cost mechanics, it's an issue of SA very specifically making mining prod incredibly cheap for some reason.
>>
>>571854384
the infinite caps out once it runs out of new sciences to add. In SA, it doesn't ever add extraplanetary sciences to infinites for reasons I don't understand.
>>
>>571856267
Why should it add extra sciences for no reason? It's already using the default ones.
>>
>>571857081
It's not for no reason though, for the same reason adding sciences past red/green isn't adding them for no reason. In vanilla, it adds sciences until it uses every single science (except for military, for obvious reasons).
>>
>>571857615
>except for military, for obvious reasons
And you don't see why it's obvious that a research you can get on nauvis would only use nauvis science?

You don't see the issue with your logic there? You just want to tack on cryo science to dig up coal?
There's a reason why every single extraplanetary science has its own infinite sciences.
>>
>>571857842
worker robot speed scales up to using fulgora science though, even though you do the first 6 levels using only nauvis sciences
>>
>>571858723
That's fair, I guess that one makes sense (bot fulgora is the intended way to scale it)
>>
Alright company gave us 1k$ claude API credits per month, what mod should I make?
>>
>>571860030
The go fuck yourself mod
with buttplug.io integration
>>
Despite my thousands of game hours it has dawned on me i've never enjoyed playing Factorio since solving resource shortages cause me stress, yet empty belts and a non-functional factory are calming sights. As such i've decided to no longer draw any ore or produce any item which would make my factory run and spend the remaining of my game hours building assembly lines while imagining their future performance.
One could call me a hypothetical Factorio player though it remains unconfirmed.
>>
>>571860030
The main mod I've wanted that I don't have is a region select tool (like upgrade planner) that let me blanket set settings - in this case it was to set the color of all lamps in an area for moot lighting.
The only other idea I had was to automatically set the color of a train station to a color (either average or modal pixel) of the first icon in the train station name.
>>
>>571860030
the make the game good mod
>>
>>571860030
use those credits to generate several books worth of smut ERP logs of you fucking/getting fucked by various characters from fiction, only proper way to use claude
>>
>>571860850
>automatically set the color of a train station to a color
A combination of Auto Train Painter and Auto Station Painter can do that, I think.

https://mods.factorio.com/mod/Automatic_Train_Painter
https://mods.factorio.com/mod/automatic-station-painter
>>
>>571860464
Rubia already exists.
>>
>>571861798
claude prose too purple, fucker needs to be wrangled hard with jbs and the whole thing is just boring after a while
>>
>>571860736
Just play the editor and use infinite chests at that point.
>>
>>571641780
>>571641978
kino
>>
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>>571863295
When a belt is empty, its throughput may be infinite. Open your mind. Play Factorio in your mind and everything works.
>>
>>571864040
But I do that already at night when I'm passing out
>>
>2.0.77: Spoilage can result in an empty unsatisfiable rocket-silo, freezing space-platform
>Thanks for the report however that's working correctly. You're expected to keep producing the item(s) on the planet if a platform is configured to request them.
Use case for functioning rocket logistics?
>>
>asteroid collectors have big storage
FUUUCk I never noticed
>>
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>>571866425
With 2.1 and separation of input and output wires, you could actually use collectors as storage, grabbing more chunks as you run low on metal/carbon/ice, while filling up most of it with promethium, or just more chunks of the needed variety.

Asteroid collectors vs cargo bays:
>39 vs 20 for Common
>44 vs 26 for Uncommon
>49 vs 32 for Rare
>54 vs 38 for Epic
>64 vs 50 for Legendary
Now I am ANGRY.
>>
>>571867553
That was already possible in 2.0, it's one constant + arithmetic combinator per collector to do it.
>>
>>571867937
Fuck that reminds me I need to go fix them because 2.1 broke that shit
>>
do empty heating towers and frozen buildings still show a status icon even with alt mode off?
>>
god i wish the red + green wire seperation shit was in 2.0, it would save so much headache from dynamic nullius multi-material trains
>>
>>571868971
No. Which is good because otherwise you'd never actually get to see all of a frozen machine's graphic
>>
>>571856267
>In SA, it doesn't ever add extraplanetary sciences to infinites for reasons I don't understand.
Agricultural Science Packs wouldn't exactly have a purpose in Laser Damage research, and Metallurgic Science Packs probably wouldn't do anything for Rocket Fuel Productivity. I will say that it would make sense for Mining Productivity to eventually adopt Metallurgic Science Packs in their research recipe for how easy it is to scale it up, but that's moreso a topic of weird balance choices (them cutting out space science as a requirement and making it significantly cheaper) rather than stuff making sense.
>>
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>>571878614
Also, there is a reason I brought up those examples in particular. Steel and Mining Productivity are the only two infinite productivity researches that never use extraplanetary science packs. I'm on an x100 run, so I get to look at this shit for centuries because I'm never getting them until I get to Vulcanus.
>>
>>571770007
Care to share that? Because I'm 99% sure it's a prompt issue since I had gpt4 (ffs) planning out an entire setup. It's literally just fucking math.
>>
>>571878897
>Steel and Mining Productivity are the only two infinite productivity researches that never use extraplanetary science packs
I wonder if that's because of the Vanilla/Spage split
They want people without Spage to be able to get high productivity for the basic materials of vanilla but not trivialize the endgame space science from launching satellites
>>
How is FOUNDRY?
>>
>>571856267
It's psychological. If a scrub gets stuck on Gleba for 40+ hours trying to figure out spoilage, at least they feel good about getting the occasional mining prod upgrade. Rather than idling the research queue and the entire Nauvis base until they can manage to come back.
>>
>>571879394
Planning out a setup is not the same thing as planning out a coherent sequence of actions to build entities in a coherent geometrical arrangement that connect all the inputs/outputs correctly, processes in order, etc.

Here's the original: https://jackhopkins.github.io/factorio-learning-environment/versions/0.3.0.html
It seems to not have been updated for more recent models though.
The Fable run was posted as part of the release announcement I think, I don't remember exactly
>>
ai niggas need some jesus
>>
>>571770007
I tried asking ChatGPT and Gemini (the free versions) for some help with getting trains to take turns instead of only ever letting the nearest waiting train go next.
Both kept suggesting to build things which didn't exist in the game, and write circuit conditions that wouldn't work, or rely on features that didn't exist in the game, and when pushed back they would suggest mods or tell me that what I want can't be done.
Ended up just figuring it out on my own and it wasn't too hard to set up a centralized wrap-around counter for each train'ed material and having the waiting trains only go on their assigned number. Worked really well but never would have got there with an LLM.
Still think Factorio needs to have better train queuing built in. Mid to late game it is always a problem where some sub-factories hog all the resources because their station is closer to the producer.
>>
>>571886325
I maintain it's a prompt issue. If you include orientation and geometric constraints into the math the AI would do fine. When you want the AI to just assume the right numbers that's when you need it to be more powerful.

This begs the question, how much compute could we shave off if we just optimized our fucking prompts and stopped being mad when an AI isn't smart enough to intuit our retarded inputs.
>>
>>571887903
>a prompt issue
Literally no such thing, because an AI should know to ask clarifying questions if what you put in the prompt doesn't make sense or isn't a good idea.
>>
>>571888123
>an AI should
if wishes were fishes we'd all cast nets
>>
>>571887903
I dunno anon the AI had access to some programmatic representation of the game. I didn't read the full presentation, you can look at it to see if there's a prompt issue.

>>571887895
This one's definitely a prompt issue, if they never actually saw the game they can only guess based on what people have written online. The shit I linked above let the models actually look at the game prototypes and logic and state and have a clear idea of what's possible and what isn't.
Also the free models are always far behind the actual state of the art you can use, way dumber and usually ALSO way more gimped on compute, just barely good enough to string together some sentences coherent enough to impress normies and respond to trivial queries.
>>
>>571887895
you have the technology with priority now imo, I make sure that stations have a higher priority the emptier they are (for consumers) and the fuller they are (for producers).
It's not perfect, but it solves the vast majority of problems I would have in 1.1
>>
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>>571889319
Why robot needs an ass like that?
>>
I've gotten space/utility/prod science remade on rails, all at 300SPM this time.
What's next? I'm thinking astro so I can get the LDS alt recipe, since I need to craft 8 trillion space scaffolding.
>>
>>571889438
Chemical potential is stored in the buttocks
>>
>>571889291
I never got priority to work the way I wanted, it's too limiting. The way I settled on forces waiting trains to take turns. I'm probably doing trains in an unusual way or I'm sure the devs would have changed the system by now because it's obviously broken for how I use it.
>>
>>571889319
ZAMN
>>
I made it fit into a single decider + selector + 2 constant combinators instead of using one decider per quality. It's also easier to understand than before I think.
>>
Is 2.1 exp good enough to play yet?
>>
>>571896006
I'm an achievement-hog so I'm going to wait until they reveal all of their stealth achievements so I can do my 100% single-map run
But I think it's "stable enough" for a normal person
>>
>>571896298
Cool I may give it a go on a fresh save.
I never did the quality stuff on previous runs, maybe I'll give it a try now.
>>
My biggest gripe with Satisfactory is the blueprint maker. If you make a good factory and want to save it as a blueprint, you need to build it a 2nd time inside the blueprint machine. It adds a layer of tedium that means most of your best builds will be one offs. If they let you copy builds outside the blueprint maker it would drastically change the game.
>>
>>571889438
Why do robots need boobs? Why do robots need to use the body bad at burst speed and good at endurance? Why do robots need a head at all?
>>
>>571896705
so we feel more comfortable around them
>>
>>571896705
so we feel more comfortable fucking them
>>
>>571896484
>I never did the quality stuff on previous runs, maybe I'll give it a try now.
Are you me?
I thought the whole thing was silly, but looking at some of them (asteroid grabbers especially) I think they're easy enough to make and have a significant improvement
>>
Behold, the full monty
All I need to do is produce more gas for plastic
>>
>>571831074
Eh?
I mean you can try to play it as one but it would be rather self-limiting and isn't what minecraft is made for, which is abundantly obvious from how the redstone community has a borderline hostile relationship with the devs.
>>
>>571900286
Is it just me, or did factorio really lose it's charm?
>>
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>>571900730
Oh wow you're right, this was way better
>>
>>571901246
...yes?
>>
>>571901351
You control the buildings you put down
>>
>>571626362
>2.1 nerfs hazard concrete and steel chest recycling, which were just natural consequences of understnding the mechanics, now these are yet ANOTHER edge case in recycling
Yea, I'm starting to think Wube got a fucking ego problem and they just can't handle players being smarter than them
>>
>>571902669
Yeah but the game incentivises you to play a certain way. Saying "you can just not do that" doesn't mean the game lost the charm it had when it wanted you to do it a different way.
>>
>>571902996
>Putting concrete into a crusher yields raw iron and stone bricks
>Putting painted concrete into a crusher yields perfectly usable concrete
But yeah, it's Wube that's the problem, not the retards exploiting an oversight in Wube's recycler code
>>
>>571903416
So why didn't they fix this soon after spage released?
This is my biggest gripe with some of these changes, they could have just done them way eariler and the pushback/outcry would have been minimal. Sadly they needed to pad 2.1 so the fanbase would praise them for so many changes/fixes.
Kovarex should have stayed in the front seat till 2.1 was done instead of fucking around with his new code base or whatever
>>
>>571900730
*its
>>
>>571905384
>its it just me
>is its just me
>>
>>571903416
I was talking about Wube software, the company that released the Space Age expansion to the game Factorio, which added a RECYCLER. I'm sorry I'm not familiar with the crusher you're talking about, I think it might be from a mod. From what you're describing it looks like this crusher you are using is breaking things down into base material components like ore or bricks. That's a little different from the recycler, which just undoes the recipe to craft that item, so it somehow preserves complex structures like circuits or modules. I guess that's why they called it the RECYCLER and not the crusher
>>
When is the next major update to SE? Its been over 4 years at this point. No I don't consider the port to 2.0 an update.
>>
In DSP is there ANY disadvantage to shoving Dark fog off your planet if you're capable of doing so? I sieged a base off my starter planet and filled it with foundations as it prompted. I didn't see any increased activity from the hive because of it.
>>
>>571909240
The disadvantage is that they'll send another ship and it'll be annoying to chase them down constantly.

What I do is destroy everything but the center building, build turrets to destroy any new buildings that pop up but out of range of the center building. Then when I get planetary shield generators I'll destroy the center building and send the dark fog back to mommy.
>>
>>571909240
Not really, I think its worth it for some easy power production. They'll send ships occasionally that you need to blast away. If you mean farming them, then the best option is doing that on planets around black holes and neutron stars anyways.
>>
>>571909789
>then the best option is doing that on planets around black holes and neutron stars anyways.
y?
>>
Any of you bros play ONI? I liked:

>Satisfactory
Dropped after 221 hours due to no feeling of progression (thinbking of picking it up again)

>Factorio
Dropped after 378 hours. I got my fill and have no desire to go back

>Rimworld
935 hours and just started playing again.


I don't know how ONI is related to any of those but they all seem to be compared to each other. I also know I could just play the game but I don't want to invest the time to learn the game, get to mid game and realize I hate it, that's just a waste of time. All the streams I've seen seem like it's good though but it's still hard to judge.
>>
>>571917231
ONI is a colony sim with some light engineering (such as setting up heat engines). Its very much not a factory game, but since you enjoy Rimworld so much you will probably like it. Just be aware that you'll probably fail a lot at first, and the best tip is to not accept every colonist.
>>
>>571909240
The disadvantage is that they'll pour onto some other planet in the system.

>>571910340
I think it's because they only have one planet, but I might be wrong.

>>571909492
>What I do is destroy everything but the center building, build turrets to destroy any new buildings that pop up but out of range of the center building.
>Then when I get planetary shield generators I'll destroy the center building and send the dark fog back to mommy.
Did they nerf the ability to place geothermal power plant on the hole left by the outpost core?
IIRC planets have "slots" for the fog outposts. Fill them by blasting the core, then plugging the hole with the power plant.
You do that, and the swarm has no more landing spots on that planet. Do that on every planet, and you'll starve the system's swarm.
Mind you, they send "care packages" across systems, but you could theoretically royally buttfuck the Dark Fog by making it waste energy supplying dead weight hives.
>>
>>571918773
>Its very much not a factory game
For what it's worth, conveyors and auto-sweepers actually go a long way to making it more factory-like.
>>
>>571923764
I was not aware the fog had a limited number of locations they could put a base down. Pretty cool, thank you.
>>
Is Workers and Resources any good? It's on sale for $15
>>
Dosh's legacy rail blueprints make me ill
>>
Dosh's voice makes me ill
>>
>>571923764
>You do that, and the swarm has no more landing spots on that planet. Do that on every planet, and you'll starve the system's swarm.
>Mind you, they send "care packages" across systems, but you could theoretically royally buttfuck the Dark Fog by making it waste energy supplying dead weight hives.
Interesting. I might consider that. I also saw a tooltip that said they can't land on planets protected by a planetary shield generator. Does that actually protect the ENTIRE planet from landers?
>>
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>>571929429
Dosh makes me kill
>>
>>571929770
>I also saw a tooltip that said they can't land on planets protected by a planetary shield generator. Does that actually protect the ENTIRE planet from landers?
Checked for myself, yeah you need actual coverage. Bit too expensive for the stage of the game I'm at sadly. But something to keep in mind.
>>
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>>571930780
I feel like I kicked a bees nest, they're sending landing crafts every 5 minutes now. If what other anon said they'll eventually run out of spots, but free power never hurt anyone.
>>
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>just realized I can quality gamble to improve my systems instead of upscaling them
>>
>>571929429
Yeah something about the way he talks really rubs me the wrong way
>>
>>571918773
It kinda seems like one of those games that once you "solve" it there's basically no replayability.
>>
>>571860030
What 2.1 should have been mod...

Train loader/unloader
Biolab anywhere
Multiple landing pads

And if possible make quality less shit. Although it's hard to quantify that since it's such a fuckup to begin with.
>>
>>571902996
Yeah, if it's fun interesting but not intended then they fuck with it. Cunts.
>>
>>571903704
Kovarex was the one behind quality being such a fuckabout, doubt he would've made a difference.
>>
>>571929429
It's a robot voice. Like Stephen Hawking had but the modern day version of it, that's why it sounds more human. Not doshs fault.
>>
>>571727218
Nah, that's dumb. Part of the fun of factorio is upgrading your base as new tech is introduced.
>>
>>571860030
Elevated rail unloader. 6x2 building you can place on top/instead of a straight section of elevated rail. Hoppers the items out of a parked wagon and drops them onto the tiles below.
Plus a 1x2 loader restricted to putting items into (not taking out of) wagons/chests/assemblers, call it the toploader.
>>
>>571903416
>an oversight in Wube's recycler code
The oversight is that Wube's code generating the recycling recipes does not factor in output amounts of the original recipe it's inverting. Concrete produces 10 concrete over 10 seconds. Recycling concrete recycles 1 concrete over 10 seconds. It's clear as day a bug - but Wube insists on treating it 'as designed.'

Nobody would've bothered with the hazard concrete ping-pong, if the actual concrete recycling recipe itself was not bugged.
>>
>>571941805
That's a really cool concept - but would also require jiggering up the railway system to allow elevated stops.

And if we go that route - can we toss in catwalks and stairs as well, for the engineer?
>>
>>571943379
I mean the solution would be just dividing the results and time by 10. Maybe he thinks it'd just be too easy to deal with concrete in Fulgora if that were the case.
>>
Dosh is a fucking retard that doesn't understand how a series can comprise of standalone entries
>>
If a retard can be that successful then there's very good news for you anon.
>>
>>571945339
Unfortunately no because luck is the factor dominating all others.
>>
>>571946240
Sounds like what someone with a skill issue would say
>>
>>571944823
Dosh is retarded and full of himself. He should pay a jester (ME) to be around him and berate himself 24/7 in order to keep his ego in check. Like a roman triumph of sort.
>>
>>571944823
wut?
>>
Is this guy still upset at Dosh for not shouting out 4chan any chance he can?
>>
>>571881763
the silence is deafening
>>
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does breaking ground make the game more fun?
or is it just 'heres a bunch of not-goo emperiments to to that basically function the same'
>>
>Randomly decide to get that super rare legendary fish achievement
>After an hour of mass fishing the huge ocean near my base with bots and cramming them in a recycler get it
That was oddly easy.
>>
I'm going for 60 SPM in DSP and by my calculations I'll need around 600 Silicon ingots per minute to sustain that. Should I make the Silicon products on planet then ship it or ship the silicon as is? I don't know what the throughput of the Interstellar Logistics vessels would be.
>>
>>571955854
I always ship raw ore to a central forge planet
>>
>>571756898
basically it boils down to the fact that each planet provides a different set of challenges that forces you to rethink your approach, and that they all give you good rewards that makes any order of approach make sense. It's not too deep of an analysis it's more of a "this is cool" video
>>
>>571943661
You can have the stop on the ground, the train doesn't have to be on one level to park. Maybe the building would need to be like 8x2 or something so there's some tolerance for whatever the ramps do to a train's length.
>>
>>571896705
>>571897042
I kinda like how the solution to the uncanny valley seems to be settling on "realistic humanoid body, and fuck it completely blank face shield"
>>
>>571955854
Smelt in situ and ship the ingots. 2 ore make 1 ingot so you will double your throughput / halve the logistic vessel requirement.
>>
>>571929429
>>571933975
Frankly I feel like he's adopted a scripted persona for his voice-overs and kind of flanderized himself.
If you go back to listen to the earliest videos, like the everything burner one, the voice is somewhat different and it kinda feels a lot more genuine. But then as he probably got comments about the voice and the dry humour, he likely leaned into it and developed a public performance voice for his channel. (I don't watch streams though so I'm not sure how modern but unscripted dosh sounds.)

Not that I necessarily blame him because reading from a script, and knowing you're effectively performing for a pretty large and dedicated audience, is bound to affect one's mannerisms. I doubt I'd have been able to do better, and I've seen plenty of other youtubers have the same issue, where their very early videos show some charming or interesting genuine traits and then they flanderize themselves into a stage persona caricaturizing these traits. Dosh isn't even the worst example I've seen.
>>
https://factorio.com/blog/post/fff-444
small fff this time
>>
>>571900286
Fuck now I'm realizing that the building resets its productivity bar whenever it changes recipe
I'd have to somehow ensure that it always crafts an even number before changing
>>
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>>571964893
why does my brain hate this image?
>>
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how the heck is this rigid piece of metal supposed to rotate
>>
>>571965321
very carefully
>>
>>571965186
they look so short...
>>
>>571965741
Nothing wrong with being short unless you're under 6 feet
>>
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>>571965321
>>
>>571955854
Aside from the other advice, realize that in DSP your primary limiting factor is power generation AND THEN building space. Utilizing the power generation potential of other planets and star systems as much as possible is the winning play long term. Whether its just ingots or low-level manufactured products it will be better to do them remote and then ship in the processed items for further assembly into more advanced stuff at "home", wherever your mall probably is.

Wind is very cheap to have automated and ready to be shipped out from a tower to you. Solar is much less worth it unless you stumble upon a tidally locked planet, though take note that such planets are probably going to get upgraded into ray receiver planets on an even longer timetable. Every megawatt you get for free on suitable planets is a megawatt you have saved in antimatter rods for your actual high-power-requirement manufacturing worlds that are assembling the most advanced products.
>>
>>571968683
A great way to do power is to sap gas giants for free hydrogen and burn it, preferably on their moon, alternatively on the nearest planet. Power your forge world with those accumulators and you're never running out.
I also like deuteron rods for smaller outposts. Find a nice deuterium gas giant + volcanic ash in the same system, import deuterium to the ash planet, produce titanium alloy + magnetic rings there, enjoy tons of fuel.
Wind feels more like an early game thing, maybe for those really empty mining planets so they don't need any imports to keep their shields up.
>>
>>571968683
>Every megawatt you get for free on suitable planets is a megawatt you have saved in antimatter rods for your actual high-power-requirement manufacturing worlds that are assembling the most advanced products.
By the time you're making manufacturing worlds you should have enough dyson sphere built to actually satisfy your factory with antimatter. And scaling dyson spheres should be your primary motivation anyway, because they're cool.

Early or mid game though I definitely agree, it's interesting how power limited DSP is, especially when comparing it to Factorio. I do think dyson spheres are kind of underwhelming scale-wise, but they do signficiantly reduce or remove the power bottleneck once you get them going, so while the numbers aren't super impressive they're at least good enough to have a major gameplay impact.
>>
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He did so well the revenue tracker broke
>>
>>571972072
You got the wrong thread
Gay faggot zone is 2 doors down the hall
>>
>>571972072
>>571972191
Why does this happen so often
It feels like every couple of weeks someone accidentally grops a gacha post in /egg/. I don't see that in the other generals I use
>>
>>571972072
>the revenue tracker broke
proabbly missed a bottleneck somewhere
>>
>>571970218
Any mining planet, any water planet, you put down a set of blueprints or a single planet-covering print for wind turbines. Not only does it give base power but it also serves as a power distribution network to every single mining spot, there is no need to run towers towards each node. On windy planets this can be up to a gigawatt of power, and any extra needed is when you burn fuel (heavy smelting, many 300MW export towers in a faraway system, defenses if playing with Fog).

>>571970218
You're going to waste power converting it into accumulator food first before spending more power shipping the batteries around. Space efficient on the destination for sure but you need a shit ton of hydrogen burning planets to supply that much.
>>
>>571972319
most egg players are highly autistic and most gacha players are highly autistic. the venn overlap isn't a circle, but it is close
>>
>>571972319
Might be crossposting remainders from before Endfield had their own thread, I know I used to get tabs mixed up when I frequented /indie/ more often.
I can't tell Arknights apart from other gachas though so I might be wrong
>>
>>571972736
Very different kinds of autism though.
>>
>>571972319
maybe it's because "egg" is in the groomer tranny lingo
>>
>>571965186
Because it looks terrible.
>>
>>571974697
I didn't think of that, but also that being said are gacha players (and generals) really tranny central? I thought it was mostly paypigs and no-lifing grinders, not necessarily groomers talking about tranny eggs or whatever.
>>
>>571975067
it's anime in general that attracts their kind, but now that you mention it the fact that gachas rely so much on spending money probably means that there aren't many children to groom on them
>>
>>571975067
Perhaps the subset that posts on /vg/, couldn't say. The actual customer base is mostly normies on phones, millions of them.
>>
>>571972072
embarrassing
>>
>>571972583
Well they're like an easy 5GW per gas giant if I remember correctly, unless they changed something? It's not a full dyson sphere but it's not peanuts either.
>>
>>571965186
>why does my brain hate this image?
because of the perspective
>>
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>>571274832
>fluids were suboptimal
disagree
this same setup in 2.0 looks much worse
teleportey-fluids should've been a tier 2 pipe
>>
>>571978719
is it dimetric in this case? The assemblers seem to be of the same size but the perspective is not isometric so to my mind the mark 1 assemebler appears larger. Also they are not spaced out equally for some reason
>>
>>571980280
no
>>
I was playing ONI on the Frosty Planet with Ronivan's Legacy with the intention of actually trying everything out, but since the Aquatic Beta it seems to cause some massive memory leak when loading a map that crashes the game.

>>571934072
You can "solve" the game by copying standardized designs off YouTube repeatedly (or, less pathetically, from your own prior colonies.) Or you can un-solve it by pursuing innovation and novelty. My previous five bathrooms I varied increasingly desperately by changing pipe layouts, and last time I just put a vent under each toilet directly into a tank with gulp fish, sanishells, and a uranium door. This got me out of the water-sieve-in-a-closet rut. There are a few rare [i]tasteful[/i] mods that can enable unique builds.
>>
Anyone ITT done something interesting with the new wire options, inserter flipping or platform to platform?
>>
>>571981801
every time I read someone describe anything in this game it sounds like a fever dream, mostly in a good way. Is it ball-busting obnoxious shit like don't starve or is it actually enjoyable to play?
>>
>>571982242
I plan to use platform to platform, I wanted that ability right out the gate in 2.0, but I'm only going to play 2.1 when it's actually out and finished most likely. The inserter output side flipping seems like a minor thing and with the wire separation I remember wanting to read content and set requests on a requester chest before. Beyond that it'll probably help when I get to making more circuit shit, I have frequently had to bypass issues like unwanted signals bleeding into a wire and having to use extra combinators to filter / isolate shit, I imagine this feature will help in those cases.
>>
>>571982430
Closer to Stationeers imo. You spend more time on the wiki than actually playing. And once you've figured out how shit works, the game itself is mostly just a chore of setting it up. There's no actual challenge.
>>
>>571985614
>You spend more time on the wiki than actually playing
this kind of obtuse design is what I was fearing, I don't think it's a game for me then
>>
>>571980519
It's warped is what it is. Different sides are at different angles in order to give the correct illusion of perspective when rendered into a sprite from just the right point of view.
>>
I feel like I've done this circuit before in real life but I can't remember for what exactly.
The puzzle here was using buffers as comparators, in Nirmana buffers do not store inputs if an existing input is of a different value than what is currently stored.
>>
>>571965186
no small power pole between them
>>
>>571965186
It doesn't really look like a box that can hold anything anymore, just a jumble of random mechanisms. Where are the items supposed to go?
>>
>>571991238
Underground, of course
>>
>>571964581
> (I don't watch streams though so I'm not sure how modern but unscripted dosh sounds.)
This is how:
>:: cracks open a La Croix ::
>:: audibly takes a swig ::
> "ahh..."
>>
Stop it, Anonymous and fame never gave good result whenever it mixed.
>>
nullius serb when?
>>
satisfags thoughts on random nodes and purity?
>>
>>572003110
Still can't image doing a second playthrough, even if the whole map was different.
>>
>>572003110
it doesn't matter, you can already squeeze out a shit ton of resources from vanilla settings as it is
higher purity would allow for even bigger production lines i guess, but the average player won't do that
lowering purity on the other hand just results in more grunt work for the same result

my preferred map is Rocky Desert, so I tried out the randomized nodes on it and an oil patch spawned over an otherwise redundant iron node
so even though i got oil in my starting area, it doesn't really matter because piping oil over from the adjacent island isn't that big of a deal, and if you're rolling with worse starting maps for the sake of difficulty, then you're just basically cheating with these settings
honestly, the most fun i had in SF was actually exploration and resource routing over long distances, and there's a sweet-spot during early-mid game where base building is actually still fun
>>
>>572003110
It was obviously specifically created to go along with the vehicle rework. Having oil nodes scattered about instead of just being in specific concentrated locations means easy access to basic fuel anywhere, or turbofuel if coal and sulfur are also nearby which is generally extremely likely. The purity of the nodes really does not matter anywhere near as much as the random placement completely changing strategies, because on average the total purity in a given area or biome is going to average out to about the same as you're used to anyway.

There's a reason why it doesn't count towards cheats, because they know it is very hard to go back to vanilla afterwards. So much of their long distance transportation systems work better with random nodes.
>>
>>572005858
I see where you're coming from but I'm not really approaching it from an efficiency perspective
I'm more interested in it for having more variety in building stuff, progress is more of a "happening in the background" thing for me

>>572011617
I'm still on my first playthrough and about 150~ hours in
just set oil up yesterday and I was thinking of going for trains today but I'm also considering a restart with the random stuff
I've learned so much and gotten less retarded so I'm tempted by the allure of a fresh start with better ideas but new problems to solve
>>
>>571982242
well asteroid grabbers require blue chips, blue chips require red chips, which require plastic, which require petroleum gas, which require oil refineries, which require bricks, which require stone, and YOU CAN'T GET STONE IN SPACE, so there goes my plan to make a self replicating von neumann platform
>>
>>572017327
How does Spaceblock handle it?
>>
Which one of you lost your shit at a dev over being told your legendary inserter bug post was a duplicate?
>>
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Wube math example:
>a burner miner consumes 150 kW and takes 4 seconds to mine, therefore, you need 150x4=600 kJ of energy per mining operation
>one piece of coal is 4 MJ, therefore, using 3 pieces of coal, you should be able to power 3x4000/600=20 mining operations
>in practice you only get 19, plus 0.99 of one
>somehow this is acceptable
>>
>>572027896
You haven't accounted for entropy :^)
>>
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>>572028150
>>
>>572027896
When is Wube going to fix floating point fuckery? This is unacceptable. Wube fix IEEE-754 plz.
>>
>>572027896
when will the wubeFAGGOTS fix this? I legit can't play when my strategy is to drop individual pieces of coal in burner miners, and I'm getting SCAMMED out of at least one piece of coal per miner.
Yes this is my 20th bug report filed today, yes I expect a response within three hours. Why do you ask?
>>
>>572030538
IEEE-754 is meant for scientific computation (measurements within accuracy bounds and specific dynamic range), not for computer simulations, people use them liberally because it just so happens to be a quick and dirty way to do fractional math, but that's not what they're designed to achieve in the first place.
>>
>>572027896

> create time machine
> intend to go back and talk to people doing floating point calculations in computers
> want to tell them exactly where they went wrong
> go back in time
> it's the wrong date
> look into why
> floating point error
fffuuuccckkk
>>
>>572036076
kek
>>
Always remember: if you read tooltips and expect the game to work as stated, then you have OCD.
In fact, the game is best played by illiterate monkeys who just stumble around until things start to work.
>>
>>572037402
>t.Valve developer
>>
is factorio now a ded game?

>>572036076
hope you remember to also translate and rotate in space appropriately to account for galactic, solar and terran spatial movement
>>
>>571854029
>there are indeed some pretty major bugs right now
like what
>>
>>572045467
My base has too many behemoth biters running around.
>>
>>572027896
Honestly I really find this surprising considering the game runs at a constant tickrate.
Maybe it's because 60 ticks is an annoying divisor (given the factor of 3) if you want to show hole numbers per second in the UI? That's fair I guess. But given how integral this is to the game everywhere, in hindsight having fixed points with a couple of bits for dedicated 1/3rd tracking (representing the exact fraction and not an approxmation) would've been nice. Maybe that's impossible to do fast on a CPU though
50ups would've solved it but I guess they wanted to stay synced to average 60fps rendering
>>
>>572030538
>>572034181
They're 100.000003% fine
>>
>>572045467
Like the one where your turrets on space platforms will randomly stop shooting for no reason and let the asteroids destroy your platform.
I don't remember if they already released a patch for this

There were others like the one where changing a recipe on a building with a fluid connection would wipe the entire connected fluidbox (all pipes/tanks/etc. in the network connected to the building). Not as critical because the game is perfectly playable if you avoid changing recipes with circuits, which most players will never do anyway, but still a rather major bug in the sense of a normal feature being severely broken.
>>
>>572047619
Both of those were fixed in 2.1.8
https://forums.factorio.com/viewtopic.php?t=134290
>>
>>572044718
>is factorio now a ded game?
No, all the bitching is just FOTM
>>
>>572028150
>You haven't accounted for entropy :^)
hear me out
a massively multiplayer /egg/ autism game where the game world and elements slowly decay into an entropic, stable state unless there are players to deliberately introduce chaos to the system
>>
>load up 2.1
>pentapods immediately start raping everything I have in gleba
so uh, were they broken before or are they broken now
>>
>>572060365
Gleba expansion was bugged since spage release
>>
>>572060675
Was it? The only time I ever took issue with Gleba was Only Gleba because the game isn't balanced to have you fight stompers with yellow ammo
>>
>>571964581
"Old Dosh" is just being shit at narration. If you find that endearing, that's just you.
>>
>>572061042
Two bugs/changes related to expansion fixed/added, so even nauvis biters are more of a threat now
>Reworked enemy expansion planner to reduce expansions in already infested areas
>Fixed expansion planner would consistently fail on Gleba. (131425)
>>
>>571952072
>he didn't get the dlc for free
the game is not fun. no amount of dlc or mods fix this, it is never fun.
t. /kspg/ veteran
>>
>>572069096
the initial stages of learning to navigate in space is fun, at least when i first played it long before career mode was a thing
but once you get to the point where it's intuitive and trivial you quickly find that there's no reason to actually go anywhere, that's always been ksp's problem
>>
>>572037598
>coomer
>>
>>572037598
>>
>>572044718
I bet that Factorio will keep getting high effort mods for the next decade, unless some amazing new factory game comes out and everyone jumps on it
>>
>>571964581
>flanderized
brother, that's retarded
>>
>>572037598
The guy who did that actually explained his side of the story a while ago.
>>
>>572072675
>>572073084
Half life 1 had a closet with the name Coomer written on it. Of course, a reference to the same Greg Coomer you guys are laughing at.
>>
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>>572078736
>>
>>572078969
I apologize
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>>571645376
what the fuck do all those words mean?
>>
>>572078969
Im not laughing at him, it's just funny given the prevalence of the meme. Guy could be an absolute champion for all I know.
>>
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>>572079412
They mean ebussi has a pussi and the pussi has no use case.
>>
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Gliding back to the space center after reentry with no fuel left only to realize there's a zero visibility storm is quite the experience. required a rather embarrassing amount of save scumming
>>
>>572083456
What is this? It looks like the command center in KSP, but the graphics are very different.
>>
>>572083456
your IFR landing bro???
>>
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>>572089992
KSP modders are quite literally insane
>>
>>572069096
i also got it for free, i dont bother to install it usually. and hello old comrade
>tfw no satch gf

>>572091595
trying to remember if north kerbin dynamics was the mod with procedural craters from nukes. i always wished someone turned that system into a nuclear tunnelboring mod
>>
Here's hoping this mess can get me to Rubia, and that it has some reward to improve the ship. Kind of a dick move to hide all the techs behind question marks, I'm sure to get hardlocked due to bobangel changed recipes.

Side note, does Gleba's evo timer start when you research or when you land? There's no direct route to Rubia and I wanted to run it first, or at least do Vulcanus last which was the other route option.
>>
>>572092832
ah crap it's already evolving
>>
>>572092832
>trash ship for trash planet
>bobspagengel

cursed
>>
>>572074136
Factorio will get the high quality mods because its performance is so great and it has good modding APIs
The number of entities it can keep track of is insane
>>
>quality maxing space stations got the ol' yeller treatment
So... Now we're forced to megabase fulgora just to make quality stuff?
>>
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>>572093296
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I guess it's time for MDIs on all of my planets
>>
>>571645076
intended behavior, won't fix. just build more turrets
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>>572100876
Truly the 666th post of this thread.
>>
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No understand joules.
Akumulator mystery.
>>
>>571902996
>and steel chest recycling
explain
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>>572106238
Recycling time depends on craft time. Voiding steel through recycling takes too long, so you craft chests out of it first and recycle those. Same with concrete into hazard concrete.
>>
>>572107021
Thanks claude, now explain how they nerfed it
>>
>>572107021
Yeah that's what I was doing already but I just didn't see the related change, blind I guess idk
>>
>>572069537
>the initial stages of learning to navigate in space is fun
>the initial stages of learning to navigate in space is fun
that's what got me hooked, sadly career mode turned out to be the dud of a century.
I've been considering doing a science run, to avoid the "wtf do I do now?" question but ehch.
>>572092717
hullo*
>>
>>572091595
Looks sick
I need to replay it at some point with all those moden mods
>>
>>572107021
>so you craft chests out of it first and recycle those.
They nerfed chest recycling?
>>
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>>572069537
>>572109890
Half of the challenge was doing the work of creating your own narrative. Modding made it possible. The premature push for 1.0 ruined the final product, but there are some amazing mods being developed even today. Personally I just fuck around with tweakscale, rss and orion pulse drives these days. and ~50 random qol mods ofc
>>
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>>572113781
HULLO
>>
cats
>>
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>>572114109
>>
>mainting decorum challenge best time: 4hrs 24mins
not off to a good start lads, happy 10 year reunion to you all too though
>>
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>>572113964
>>
is Sully still with us?
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>>572095764
No, I don't think I'll be doing that at least. Just more of the same quality loops, nothing new under the sun. Even more focus on LDS productivity made from fluids in a Foundry and recycling blue chips with enough prod as well.

I feel like the biggest loss, at least in my mind since I haven't started another playthrough yet, is the legendary coal and legendary stone. You could get legendary coal outright from "space casinos" and you could get legendary calcite which you'd then turn into legendary stone on Vulcanus. I don't think there's any good solution to those anymore, at least not off the top of my head, since I don't believe there are any items which recycle into coal or stone.

That means we'll be forced to use the most braindead-retard-tier method of just belting the mining output of entire coal & calcite patches into recyclers directly and splitting off the legendary output. You will need to pump up mining research a fair bit I guess, but once it's pretty high the patches should last a long time. Add bit storage buffers for legendary output too of course, production rate is going to be slow I imagine so you won't want to find yourself in a demand spike with buffers empty and new production only slowly trickling in.

If there's any megabasing to do, I think it'll be for the extra prod researches since those are even more important now, at least that's how I plan to do it once I start a 2.1 playthrough.
>>
>>572114649
If I was the CEO of quality I'd disable quality modules in all casting recipes and the recycler, that should fix this whole mess.
>>
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>>572114573
>>
>>572114989
Yeah, disable quality in the recycler and then just turn off the quality mod entirely since it's worthless and useless at that point.

Seriously now, what they actually need to do is to make it so higher-quality items can be used in lower-tier recipes. This would make quality something that can be integrated into the factory proper rather than growing on the side like a tumor.
>>
>>572115164
>quality finally adds byproducts to the game, which are oh so beloved by all the overhaul mods
>noooo not like that
>>
>>572115297
The problem is that the byproducts are not useful because you can't do anything with them other than void them in the end. At most you will keep a buffer of each "just in case" but the rest gets shredded. Because the game doesn't actually have anything useful to do with them, by design.
>>
>>572115497
You literally described every byproduct in overhaul mods
>>
Beeg Space station
>>
>>572115591
I don't play overhaul mods but my impression was that byproducts in those mods are actually things that are required by other recipes and as such the mod creates a more difficult logistical problem of prioritizing byproduct output from multiple places going into the inputs of recipes which require them. That's interesting, but quality does not actually work like that at all since the quality output is worthless for main production and completely impossible to integrate into it.

Quality is only useful to make more quality, it cannot be integrated into the main factory. That's exactly why they SHOULD allow you to integrate it, as I have said. You could say that you should also make every quality tier of science, but that also doesn't really work due to wildly different ratios and rates at which you get certain quality items compared to others, the game was clearly not thought out or designed in a way in which quality integrates at all so all solutions will end up with shredding shit, as we have already seen (and 2.1 will make this even worse).
>>
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>>572115937
>...
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>>572115013
>>
>>572116213
Quality output is for upgrading your factory, not for main production. Each quality item contains some value to improve a machine or module you're using for main production. You can either try to extract that value or void it.
Being able to use it for regular production would make it just like any other item, so it's no longer a byproduct, defeating the whole purpose of it.
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>>572115937
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>>572116781
>>
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>>572116917
>>
I am scared
Anon is reciting the necronomicon he found in the attic and I'm scared something bad will happen
>>
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Why can't we mix sawdust into nutrients, thus increasing the yield?
>>
wube once again proves he is petty butthurt nigger
>>
>>572117808
like what
>>
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>>572116929
>>
>>572116860
>Quality output is for upgrading your factory
Only the tiniest of tiny slivers actually goes to this. The rest is shredded, you know this if you've actually played the game. This is what every loop does and there is no alternative use for the lower quality items you already have enough of. You're going to use a tiny amount to upgrade some shit and then once you move on to upgrading to the next quality tier, literally everything else gets shredded.
>Being able to use it for regular production would make it just like any other item
Yes, that is literally the point, good thing you understand. If quality items could be used for main production then you could actually integrate quality into your main factory and alternatively siphon off quality output or prioritize excess for use elsewhere. This way quality could be something integrated into normal builds (if the player wants it) and integrating it this way would add another layer to logistics management rather than having quality be its own side-growth that only exists within small loops that are repeated all over the place with different recipes.

With the game as it is now, there's no point in trying to integrate quality because you inevitably run into overflow of low-tier items and there's not going to be any other practical solution than shredding those, so you might as well just shred them from the get go and not bother with anything else, which makes the implementation of quality dull, repetitive and uninteresting. Once again quality only exists in its own enclosed little loops and that's pretty much it. 2.0 has the quality production platforms which were somewhat more interesting, but 2.1 isn't even going to have that anymore. There is no impact at all to overall factory design, which makes the current implementation shallow, it's tacked on to the game with no real thought going into it.
>>
>>572121117
The whole idea behind quality is that it does not integrate into your factory easily. It's a resource sink and it's a complicated problem. Just because you don't want to think about it and brute force it instead doesn't mean it's bad. That's like saying biters should better integrate into the factory because going around shooting them with a tank is tiring.
>>
>>572121117
If only you could try to upgrade the low tier intermediate items and do science with the excess, right? But nah, it's easier to throw everything you don't want into a recycler. Quality is as dull as you want it to be.
>>
would you still love me if I buffed quality modules but made recyclers have innate -100% quality chance?
>>
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There's Py in space?
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>>572124586
Yeah there's a plan for a space phase in Py
>>
>>572124586
py stellar expansion or something like that, in early dev
>>
how the fuck do i make an ssto
>>
>>572126958
very carefully
>>
>>572126958
precoolers, smol rokets for orbital insertion, stock shitty aero model helps, or just use immersion raper cheatengines. or orion pulse drives if you're cool with irradiating the atmosphere
>>
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>>572091384
It's still quite disorienting when you can't see the runway till like 10 seconds away. Wish I saved the recording
>>572089992
its mainly Stock Volumetric Clouds though theres a bunch more (~220 in fact). The spaceplane's parts are from B9. Yes, I still love that ancient pack
>>
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>>572120741
>>
>>572124586
It will take years, but there's a pre-alpha working.
>>
>>572109890
>science run
Maybe check out Kerbalism mod and see if you'd prefer that challenge. I have it with part reliability off because it caused a few bugs for me in the past. There is a new mod called Kerbalism Bridge that finally makes it play nice with most of the mods it used to break.
>>
Has anyone downloaded Kitten Space Agency? I'm just a lil tired...
>>
>Many practical solutions provided to them, solving countless issues in one stroke
>Only reply from the devs is a blatant lie (game has no fixed UPS), and technically illiterate concerns.
>Immediately buried by the forum jannies to WONTFIX to avoid further discussion.
That's all folks!
>>
>>572128203
>>572124782
>>572126943
Just seems weird for other mods to be adding compatibility with something that's not even open to the public.
>>
>>572132416
Rubia is a shitpost mod.
>>
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>>572132501
More like SHIT mod, get it?
It's actually pretty decent as far as modded planets go
>>
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>before
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>>572132951
>after
holy fucking shit this took so long but at least now I can come back and upscale easily to import a billion calcite from here
>>
>>572121487
>The whole idea behind quality is that it does not integrate into your factory easily.
I guess we've reached the point where the argument has become "it cannot be improved because it's bad by design" so we should stop this discussion, as it will not go anywhere.
>it's a complicated problem
We all know the solution is the very, very simple upgrade loop that is fed resources with the insane productivity boosts you get in Space Age.
>Just because you don't want to think about it
You see, this is the problem, I have thought about it and the inevitable conclusion is the upcycling loop as the best solution by far, with a few notable exceptions for particular items only, like LDS shuffle using molten metals.

If you are going to make an argument that ackshually a more effective solution that ISN'T a loop exists in 2.1 but it's oh so complicated, please do show it. It's easy to talk about vague shit, so please show the superior alternatives you've thought about, if they exist.

>>572122063
>and do science with the excess
Read:
>>572116213
>You could say that you should also make every quality tier of science, but that also doesn't really work due to wildly different ratios and rates at which you get certain quality items compared to others
>>
Quality has a few problems, but the biggest problem is with SA itself - resources are so abundant that being efficient is completely irrelevant, and it's best to just do the straightforward but inefficient strategy.
>>
>>572135063
Are you thinking about quality science as an end to quality? For me is simply a way to "void" items that could clog my network, because I can mix quality science in my labs. But that's limited to things I can't burn directly. I can burn coal and uranium for electricity, make ammo for my outposts, or make them into liquids like coal liquefaction, sulfur and iron into sulfuric acid. Only after that I would throw things into the recycler. That was sufficient for me to make a rare mk2 armor, amongst other things, like robots and equipment, without even leaving Nauvis.
>>
>>572136417
That has always been the case though, it's not unique to SA. Just move a few dozen chunks in any direction and you'll get 800mil patches that can't even fit inside the screen.
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>This is the aliased mess new assembling machine look like in 1080p (point scaled)
It's an even worse shimmering mess while in motion, is Factorio not supposed to be playable at any res but 4K at this point? this is a 2D game ffs
>>
sometimes I think I'm going nowhere in life and then I see this guy post and I feel a bit better
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>>572132889
At least have the decency to install the mod fixing all the literal shitposting
https://mods.factorio.com/mod/rubia-minus-memes
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>>572136417
You haven't scaled up a factory before if you think that. Having buildings that are thrice as efficient goes a really long way, and all it takes is setting up a washing station for whatever quality you want to settle on. That goes double for space platforms.
>>
Not either of those anons, but staring at >>571849834 for far too long made me think of a potential use of quality before recyclers are available.

The main issue with quality for science production is that it just can't compete with productivity, 1% quality is only marginally better than 1% prod on the science pack itself, the modules get much lower percentages, and putting quality anywhere before the final step complicates anything that comes after it.

But at megabase scales, building an additional production line at some 8% of the original one's size is negligible effort, and it could improve output of stuff where prod modules are not usable, like purple science ingredients. You would still need storage buffers before the uncommon and rare science line, but output should average out over such scales. Certainly beats having green or blue modules in the electric furnace and rail assemblers, not to mention prod modules where the quality output is actually desirable.
>>
>>572138659
>take literal shitpost mod
>sanitize it because you have no sense of humor and remove everything that makes it interesting
>>
>>572139067
it kept the gameplay
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>>572138867
check out the micheal hendriks 1000x science cost keeping your hands clean series. when you need to make at minimum 1000x more things (it really takes a lot more than that because the issue is compounding), suddenly quality projects are a whole lot cheaper and everything can be kwality'd.
>>
>>572139232
The author of that mod clearly has parasitic worms inside his anus. So do you if you think rubia humor is hilarious.
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>>572138659
what the actual fuck
rubia's dev is a demented tranny
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>>572139383
More like a child
poop jokes used to be peak comedy when we were in elementary school
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The new 3 fin configuration is a joke, right?
>>
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Elon's autistic obsession with hot staging cost him flight 12
>>
Nobody cares, space is fake and gay
>>
Space is real and heterosexual because we can and are going to colonize it.
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>>572142489
They'll colonize it with homos, if at all
So it is in fact fake and gay
>>
>>572139584
Still don't get what those are supposed to do. Too many holes to be an aerodynamic element, too flimsy to be landing legs, and now one of them is missing.
>>
>>572142831
I know right? The Falcon 9 will never ever land successfully.
>>
at one point you'll learn you can do what you want because you want even if it's monumentally fucking stupid
and these people are phenomentally stupid
>>
>>572142831
They are for making pasta
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>>572137023
No, I mean quality science is not a reliable way to drain excess quality items because being able to drain one type of item relies on having an excess of other types of items at the same time. And if you can't drain that one item type, it clogs up and your normal production stops - assuming you don't shred it.

Let's say you have an excess of rare robot frames. You want to drain them into rare yellow science. But for every 1 rare robot frame you "void" you need 3 rare LDS and 2 rare blue circuits. But the rare LDS and circuits were useful to you for something else, so you used them to craft something to upgrade some part of your factory, or some equipment to place in your armor or something. You don't have sufficient rare LDS and rare blue circuits to "void" your robot frame problem. So how do you solve this?

Trying to intentionally make more rare LDS or more rare blue circuits basically just kicks the can down the road to some intermediate used to make those, where you will again run into the problem of having too much X and not enough Y in order to "void" X by making it into science. This sort of design will eventually clog up somewhere, especially if you consider that quality output isn't deterministically reliable and the RNG can make it output too much of one thing and not enough of the other over a period of time.

In the end if you want your factory to not grind to a halt and stop working, you will need to go back to actually recycling, or some other worse solution like managing excess by hand.
>>
Unfriendly reminder, if your bespoke blueprints are not simultaneously:
- Infinitely tile-able and scale-able (without gaps), in both dimensions.
- Fully symmetrical (down to pole placement), in both directions.
- Chunk-aligned.
- Tick-synchronized, with no down-time.
- Belt-packed.
You haven't beaten the game.
>>
>>572147349
Joke's on you, I wish I hadn't beaten the game
>>
>>572147349
you are pathetic
you cant even clock your inserters
>>
>>572147719
Forgot to specificy unbalanced, purely mechanical FIFO, but that's already implied by belt-packing.
>>
>>572148096
Unbalanced is my middle name
>>
>>572135063
>You see, this is the problem, I have thought about it and the inevitable conclusion is the upcycling loop as the best solution by far
nta, i haven't fully tackled quality myself yet but i arrived at the opposite conclusion, but i don't have time to test it. Which is just integrating quality throughout the factory and letting normal production upcycle it without loops, loop only when the resources get to a dead-end item.
Basically
Quality on miners > quality on furnaces > quality on intermediates > quality on final product > loop
>>
>>572148038
You absolutely can, depending on your belt topology, the biggest hurdle is dealing with insertion limits, making sure there is no overflow or underflow of input and output materials, to ensure that insertion is fully deterministic, which is, again, ensured by belt-packing (especially input)
>>
>>572146579
Robot frames are used in so few places and so high in the production chain that I don't put quality modules in their production for normal yellow science. And even then I just could take out the quality modules from the machines if it clogs the entire production. Make alerts for it is trivial, but I don't know if is too scalable, since I've put quality modules only in the lower parts of the production, and let the robots take care of the higher chains of production.
>>
>>572148404
>making sure there is no overflow or underflow of input and output materials
im struggling with this in DSP right now. My graphene production is overflowing and stopping the clogging the hydrogen production down stream. Any tips?
>>
My planet mod will have no science pack, no machine unlocks and no new resource. Just the planet, its environmental mechanics and it will save planet modding from all the fools by setting a healthier standard.
>>
>>572148358
You will need to make a copy of every single production line for each quality tier to do that. Even then it will all lock up because some intermediate will overflow while other intermediates needed to craft the overflowing one into a higher-tier product are not available. Then it all backs up and stops working. The only way to avoid that is to have an "emergency pressure release" for every item which would basically send it to recycling or some other type of use / voiding if applicable.

Building parallel lines for each quality level, for every recipe in the game basically is a huge amount of extra shit to build and a massive increase in complexity for something that doesn't actually work well and you will still need to recycle shit because it WILL clog up otherwise. The multiplication of infrastructure you need to build is not worth it, the complexity is not worth it, it's better you "spend" that much infrastructure investment into just scaling and feeding quality loops instead.

That's why everyone ended up making quality loops. Making loops over and over is tedious and shit though, which is why everyone also immediately jumped onto LDS shuffle, blue circuit recycling and of course to the so-called "space casinos" which are basically platforms which can reliably output base resources at legendary quality level that you then use to make legendary intermediates.

I had the exact same thought as you before actually playing the game with quality btw, but the reality is different, the increase in effort required to set this up is not rewarded, making loops is better with how dumb and restrictive the quality system actually is.
>>
I miss the Dosh streams
>>
migrate
>>572152145
>>572152145
>>572152145
>>
>>572151301
so what will be the point of going to your planet
of what use will the mechanics of the planet be for
>>
>>572149735
Robot frames were just a random example. You can probably pick more items which will showcase the same problem with the "voiding" via quality science idea. What if you have too many uncommon quality inserters? If you want to void them via green science, you will need an equivalent number of uncommon belts. Will you even have the uncommon belts, which are nonsensical to build in the first place as they are useless? I don't think the voiding by science idea actually works without recycling to save its ass from clogging, which was exactly my point in the first place - that you're going to shred the vast majority of your quality production output as the game doesn't give you anything practical and useful to do with them - the problem with voiding via quality science is the practicality part, namely that you need all these other quality items in order to void only one item type which is in excess, like I said.
>>
>>572152691
Like I said in the robot frame example, I would not put quality modules in the inserters and belts for the green science, because there's not many places I could void them, but I would put them in the iron plates, gears and maybe the green circuits before them. Red science would be already a void for iron and copper in this case.
>>
>>572153993
Well that's lovely then, I suppose we can entirely forget the idea of voiding things via science because your answer to any problem regarding it is that you wouldn't do it anyway. I agree, I wouldn't do it either, because voiding things via science doesn't really work, which was what I said in the first place.
>Red science would be already a void for iron and copper in this case.
These are the least likely items to need voiding in the first place, because you can get a pretty good level of control over your production rate if you route quality ore into foundries to be melted down instead of being crafted into plates directly when you're getting to the point of having too many plates, so of all the things to need voiding when doing quality these are the least troublesome of all.
>>
>>572156064
The problem is that you need calcite to melt high guality ores, white red science is simple enough. Don't get me wrong, the finality is not doing quality science, but voiding what I can with it the excess of intermediates that are userful in other places.
>>
>>572156863
Yes but this deviates from what I originally said, namely that I would like quality to be able to integrate with the rest of the factory rather than being some dogshit on the side that is most effectively solved by spamming loops. Nothing you've said suggests that quality can in fact be practically integrated into the factory, you're just saying that ackshually you can void the most basic of resources and ackshually you don't integrate quality at higher production tiers because you can't use the excess items - which is exactly what I said in the first place, you cannot integrate quality into your factory because it's too impractical to do so. And if you're stubborn about it, you will end up recycling anyway so might as well just go there in the first place and remove a lot of otherwise useless complexity as you will not be rewarded for it.

Making a claim that you can mine & smelt quality ore is a lot different from what I was talking about. Even with the red science plates voiding you could run into the same trouble anyway, you need one in order to void the other, if your use is off from your production ratio you can still clog without recycling - which is the only actually reliable and practical solution to anything quality related, because the implementation is shallow and ass.

>The problem is that you need calcite to melt high guality ores
In a ration of 50:1, it really shouldn't be a problem to get enough calcite to do this since you mine that shit off the ground much in the same way you mine the other ores.
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Wube consistency in a nutshell.
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>>572158113
Report it on their forums instead of whining into the void here.
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>>572159545
That's what I always do, but they always end-up in the "WONTFIX" pile anyway.
>>
>>572151867
>You will need to make a copy of every single production line for each quality tier to do that.
First of all i should say that while i hate the idea of voiding items and that Spage is obviously designed around it, doing so is a given in order to play Spage, you will need to void shit wether you want to or not even when not dealing with quality.
So the "emergency pressure release" is not some extra complication but a necessity.

>Building parallel lines for each quality level, for every recipe in the game
I didn't want to be pedantic and say you didn't think about it enough but that seems to be the case for the majority of the playerbase if upcycling loops are so popular.
There's a planet that taught us how to work with multiple items on the same belt, and another that taught us how to keep our belts always flowing. Wube added a feature that lets us read entire belts, then added another that multiplies the capacity of belts with 0 design overhead. They even let us set filters via wire, isn't that crazy?
I don't think that complexity you're talking about is nearly as big as it seems.

>Making loops over and over is tedious and shit though
They're also grossly inefficient, the easiest solution for players, the worst possible for their factories. And those things that you said also exactly why i tried solving around progressive upcycling, i did it a bit already, but i can't play Factorio a lot right now, my next serious playthrough is going to be tackling that though.
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>>572133191
Anon, it is better to make a calcite platform for Gleba and Nauvis (one each) then waste resources exporting calcite from vulcanus
>>
>>572151904
I watch the vods (he streams early in the morning for Australia), and still haven't caught up because I've been too busy IRL. I'm happy that he's taking a small break.



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