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Floats Edition
Previous thread: >>572152145

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.
>>
>>572949597
this image was made by someone who understands absolutely nothing about code optimization and hygiene
>>
>>572950556
>hygiene
How does code get stinky?
>>
>>572950556
And then reposted as OP when nobody responded to him. You just had to go and ruin it.
>>
>>572950556
good thing it's a joke image on the internet and not an excerpt from text books
>>
>>572951038
Well, when you outsource your software development to india...
>>
>>572949597
I vote to upgrade binary by adding a third digit. This would increase the upper cap of a byte to 6560. Let's call it super binary. Or SUBI for short.
>>
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>>572950556
not knowing the meme...
>>
>>572952769
This one is my personal fave
>>
>>572952769
>>572952949
I'd be surprised if no one made one of these yet for
>STOP BALANCING BELTS
>>
>>572951919
There were attempts at ternary logic with -1,0 and 1
>>
>>572956016
I prefer Yes, No, and Nyes
>>
>>572954881
Surveys show that 90% of all belt balancers are unnecessary and could be removed with no impact of small improvement to the system
>>
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A friend just told me about Procelio

it really is like a reboot of Robocraft, I assume some people here have been playing it?
>>
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gentlemen i am pleased to announce that after only 4 tries i have successfully landed a rover on the surface of eve
>>
I feel kinda sad that in SA the alien threat gets reduced to nothing very quickly. Even when you play marathon death world the bugs are still an issue only early on and after you get to other planets they will do basically nothing. Would be cool if there was some lategame threat.
>>
>>572973925
Sexual Assault aliens? Sign me up.
>>
>>572973925
Factorio would be a pretty bad automation game if you couldn't automate the combat with aliens away.
>>
>>572964434
nah there has to be more than 10% used on train loading/unloading
there are a lot of stupid ones though like people putting balancers after every split off on their main bus when they really want to just compress upwards
>>
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Would connecting all of my heating towers into the same "system cause any sort of loss of efficiency? Or should each tower/exchanger/turbine stack be separate?
>>
>>572975883
There is no heat loss in Factorio, energy is only spent via heat exchangers/Aquilo heating, or if you deconstruct heat pipes.
>>
>>572976330
Thats no fun! I guess I could just make a giant pyramid with my gleba heating towers as long as the steam reaches them...
>>
>>572952769
>implying OP posted it as a meme after seething about floats for months
>>
>>572978972
I posted it as a meme because I thought it was funny
t. OP
>>
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>>572967597
clocked 25 hours so far, although 2/3 of the time i was building
its really close to being original robocraft
give it a go! its free after all
>>
>>572973925
I have played the alternative, with explosive biters on Vulcanus and robot enemies on Fulgora. Believe me, it's annoying and restrictive rather than fun.
>>
File deleted.
Count on starting the final mission:
>500 rubies (minus the multitude that came in after hitting that many)
>329 emeralds
>985 diamonds (fuck, so close)
>14 amethyst (including filters)
>8 celestite

Damn, and the last diamond box filled as I was typing this. It's meaningless in the end, but still.
>>
>>572967827
>only 4 tries
How many of them landed in the purple drank?
>>
>>572981092
>cannib...
interesting tabs there
>>
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>>572981591
KEK
Fine I'll get rid of the distractions
Thank fuck I was watching to an /egg/ish video
>>
>>572981831
>pumping
What are you pumping bro?
>>
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>>572981591
Oh yeah this is that tab by the way, I wanted it for a drawing I was doing (that I've been putting off for... months now)

>>572981935
A channel beginning with 'Pumpkin', just a random letsplayer recommendation I got
If you couldn't guess, I have shit playing constantly in the background when I play games
>>
>>572976649
>subtractive shaping on aquilo
>cover every tile with heat pumps and delete as needed to fit machines
>>
>>572979394
Hey, you were in one of the first games I was in.

it's almost a shame I'll never relive the flier era before SMGs could hit further than 30m away
>>
>>572954881
I can make one later. Give me some screenshots of some even to odd balancers or some pedantic main bus
>>
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>>572998885
>depriving an autist of his automation
Devilish.
>>
>>572998885
toiling in the fields is too creative, robots can't do it on their own yet. You want to make him do something mind numbingly simple and repetitive, something which could easily be automated with an elegant electromechanical rig. Like linking chains, or sharpening pencils.
>>
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The goal is to be a flat fuck, get underneath people, knock them up and then shoot their undersides for maximum damage

in theory a rail shot aimed right at the very center instakills this, but I'm such a flat fuck I can see the rail light sweep above me and then immediately give up
>>
>>573017773
>>
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Does the message from deep space count as an engineering game?
>>
>>573020154
No.
>>
>>572950556
Tism detected
>>
>>573020154
looks like it yes, bit more puzzle but why not
>>
>>573020154
Looks TIS-adjacent
>>
i bought space age when it released and was too scared to fucking run it since then
yesterday i decided to run it
why did i do this? why did i not listen to myself and just ignored it?
fuck
>>
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not your blog nigga
kys
>>
>>572981239
just one
first mission:
>lands in the ocean and cant go anywhere
second mission:
>attach a propeller so it can get itself to land in the event of a water landing
>lands on land anyway
>violent kraken attack the second it hits the surface
>seen similar attacks with very heavy vehicles on lower gravity planets so chalk it up to high gravity/atmospheric pressure
third mission:
>send a much more robust rover in the hopes of not being crushed on the surface
>just slapped it onto the existing transfer stage/heat shield as the previous one without thinking about orientation
>it flips and burns up in the atmosphere
fourth mission:
>orient it correctly
>lands safely

for the fourth one i also fiddled with the settings for the suspension, which i think might actually be what killed mission 2. apparently high gravity causes problems specifically when your spring strength is high; min spring strength and max damper strength fixes it
>>
>>573040415
>attach a propeller
kek
the air is so dense you can fly on stabilizer winglets and land wherever you want
>>
if you consistently play /egg/ames will it increase your iq?
>>
>>573045805
It will stop your IQ from falling.
>>
>>573045805
causation, meet correlation
>>
Anons that are playing 2.1, do you know if Landing pad unloading bays can also load from trains?
>>
>>573047795
they're output only
>>
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am I winning yet?
>>
>>573045805
If so, it would be the times you're either solving new problems or you're rethinking your existing solutions. A new /egg/, a new modpack, a new approach to an existing one. Not pasting the same blueprint for the seventh time, or making the same ONI/Stationeers base, or repeating the same Kerbal launch two dozen times like a certain anon.

Even still, there's the question of how much problem solving in vidya transfers into solving IQ test questions or solving real-world problems.
>>
>>572975883
No, it would not, though you want to keep the heat exchangers fairly close to the heat source since heat pipes aren't good over long distance.
>>
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The new else output is great, here's a timer that rearms itself after one minute, all in one decider + constant combinator to detect a blown land mine. Once it does, it will tick down to 0, disabling storage chests during this time, then after one minute reset itself and enable the chests.
>>
>>573045805
No.
>>
>>573064476
Very nice. Before 2.1 I had made a counter with reset to make trains take turns but it took up a lot of space. "Else" should make it simpler.
>>
>>573065704
counterpoint >>573064476
>>
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>>573005074
Well, in theory, the optimal shape would be a perfect sphere, since all parts not connected to the “core” are automatically destroyed. Therefore, elongated shapes are only viable for snipers and long-range “ambush” designs, where you can position your vehicle at an optimal angle.
Ground vehicles with wheels or tracks must be protected them to retain mobility, so it makes sense to add evenly thick layers of blocks and shields on all sides. This naturally results in square or rectangular shapes. However, having weak top protection makes the vehicle susceptible to air attacks and bombardment from elevated positions.

Therefore, in theory, a flat-topped pyramid should be the optimal shape for all frontline ground-attack vehicles.
>>
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how do you guys control egg insertion for prod modules 3?
>>
>>573070538
I went the easy way with direct insertion from nest to prod3 electroplant. Egg timers don't tick until they leave the nest, and the inserter only swings if the plant has enough ingredients to immediately craft.
>>
>>572949597
that last line is truthful and fundamental. You dispaly your ignorance.
Slepian published a paper on 'indistinguishable'. He said that "equals" means we cant tell the difference, which is dependent on our measurement techniques.
You not knowing this is irrelevant; you do it whether you know it or not.
>>
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>>573067758
I agree, for a typical ground SMG type vehicle a flat-topped pyramid (with the top pushed towards the back a bit, and made a bit rectangular) is optimal.

Pushing the top back means you can get all of your SMGs on target and being rectangular ensures that you can still fit in tight spaces + it provides better turning. There are certain shapes of vehicle that handle really poorly.
I hate SMGs in all games they're in because of how incredibly lame the "hover over enemy and hold mouse" gameplay is but when I was on my megabot tirade and reiterated my designs over and over and over until I found what I considered the ultimate lifeform, it ended up having a weird sort of gun tower at the back, two guns mounted to the front and two in the usual position on top.

The problem with front-mounted guns in Robocraft turrets in Robocraft can't fire directly up. Now I think about it, this isn't an issue in Procelio and I should really start mounting weapons on the front. Still, for a non-megabot, you want a lot of redundancy so this design doesn't scale down well, but I found the low weight of the bot allowed it to be much faster than other megabots, the compact size allowed it to outmanoeuvre the others and take less hits (and thus winning the healing versus damage race)

Unfortunately, the flat fuck bot I posted earlier is very vulnerable to air targets. Great against ground targets, awful against air, but I really like low-profile / compact bots.
>>
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>>573070875
yeah wtf I totally forgot you can make modules on electroplants
>>
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>>573070538
This retarded shit. A basic inserter is picking off the last egg on the belt and putting it on the belt to the heating towers. And everytime the egg ship comes by the oldest eggs in the requestor chest get put on the same incineration belt. It still results in a biter spawning every once in a while because the inserter doesn't pick the last egg up but the second to last egg. But it gets instantly obliterated so I don't really care.

>Why are you doing it on Fugg
Because I touch yourself at night
>>
>>573070875
You probably had to set the hand size to 1 though, right?
>>
>>573071495
Why T1 speed modules in the beacons?
>>
>>573070538
Grab from nest into provider chest only if there are less than 2 already in. Request 2 eggs in the mall, one gets used right away and the other is to avoid downtime in-between.

I see no reason to mass-produce those modules.
>>
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what did anon mean by this?
>>
>>573073075
I just set the map parameters to generate an island, and keep rerolling until no biter nests spawn on the island
>>
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favorite change so far, might actually use mines again
>>
>>573074680
Is that so you can start a timer when a mine goes off and then when the timer expires *then* you can allow bots to replace the mines?
>>
>>573075119
Looks like the furthest mine to the right in each cluster has its enable condition set inversely to the others so only it's active, then when it blows, the others lose their disable signal and also blow. Clever. Could wire a timer in as well.
>>
>>573075119
I think the mine block is disabled until the last row is tripped so it takes a chunk of biters in one big boom
>>
>>573076021
>>573076126
That makes sense, thanks.
>>
hm?
https://mods.factorio.com/mod/pid-combinator?from=updated
>>
Confess
I never learned how signals work exactly nor bothered to use circuits for them so I had seperate lines for every resource
>>
>>573074680
Damn that's smart, I wonder if you could instagib a demolisher with a bigger version of that
>>
>>573076703
>demolisher body segments take no damage from explosions
boooo
>>
>>573076996
I think the demolisher would destroy the mines it ran over anyway
>>
>>573077554
He would still leave some intact around him.
>>
The Logi-Brain, were it built today, would have like a third of the footprint.
I think that's a little sad.
>>
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>>573078708
>>
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>>573079870
>>
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>>573080092
>>
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>>573080442
>>
>>573081527
what blue science is to most people
>>
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I'm only 3 hours in. This seems egregious
>>
>>573082164
snibbidy snabb :D
>>
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This got me to mun but I cannot survive reentry even after 5 aerobreaks
>>
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>>573083461
>>
off topic but what's the extension everyone's using nowadays
>>
>>573083890
Do you have the heat shield unlocked yet?
>>
>>573083890
You must have an awful reentry angle.
>>
>>573084749
Yes but i cannot get it aligned at 2km/s so its useless. I will try to unlock the reaction wheel >>573085301
nope had to do a full orbit in atmosphere to crash onto the planet, i was going practically parallel to the surface. With that angle I didnt need the heat shield but i still couldnt slow down enough in time
>>
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>>573086172
meanwhile I found this works good enough actually:))
>>
>>573086172
>i cannot get it aligned
You need CoM at the front for the reentry vehicle. That is how it will orient and it will mostly override any control systems. The shape of pods is derived from this.
>full orbit in atmosphere
>parallel
>couldn't slow
Yeah, that's a comically awful reentry angle. If you've gotten into an approximately low kerbal orbit, whether from a burn or aerobraking, then your real trajectory with drag should have you come down to ground within like a sixth of an orbit after entering atmosphere. It's something like 100-200 dv from a 80-100km orbit. I forget exactly but AP something like 20-40klm.
>>
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>>572952769
highly thread relevant one
>>
>>573088273
What the fuck is the nuclear torpedo dinosaur?
>>
>>573088463
it's like an interior crocodile alligator
>>
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>>573088507
>>
>>573086172
Peak temperature is a product of heat generation and time. You want a short duration of reentry with heat generation that doesn't quite overheat it. You can and should be more aggressive.
>>
>>573088868
It's really not, in KSP. Takes barely two seconds to reach peak temperature.
>>
>>573088463
nuclear caravan
not used in anything since py is meant to be played without biters
I don't think it *does* anything
it's basically a kamikaze drone you can guide towards a spot before it explodes
>>
>>573089272
You ever flown a spaceplane? You can go 1.5km/s at 22km for like a minute. Shut up retard.
>>
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>>573086739
smart, I wouldn't have thought of that

here's my early research setup on a fresh 2.1 run
i usually arrange my labs like this early on, then switch to sushi belts later
>>
>>573089446
You shut up, double retard. The temperature isn't slowly increasing while you do that. It peaks in two seconds and then stays constant, only changes if you accelerate or you reduce altitude. You can enable advanced tweakables and monitor thermal flux.
>>
>>573089272
>>573090508
You're being pedantic. That post was teaching a retard who was doing a full rotation reentry.
>>
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this is what peak performance looks like
>>
>>573090842
I'm trying to explain that unless you have an ablative heatshield on board, either a dedicated shield or one of those DLC crew pods, going for a sharper angle will only make things worse. The correct approach here is spending wayy too long aerobraking until you're going slow enough to survive dipping into denser atmosphere.
>>
>>573091153
No, that's mental illness.
>>
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finally the wall is complete
the turrets can easily be scaled for later but for now i can finally focus inwards and work on blue science
>>
>>573082164
wat mod
>>
>excited to finally get mega excavators in COI
>they cant cross bridges and so cant reach my mines on another island
WHAT IS THE POINT OF THAT
FUCK YOU
I had spent so much effort making sure I didnt block any roads with overhead pipes and belts so these massive things would be able to travel around, just to get cock blocked by this shit. do I have to build a separate garage on every island? is that really my only option?
>>
>>573089423
it's meant for pvp pyanodons
>>
>>573091153
nah
but if you put the station under the elevated and let other trains pass on the main line, then it would be great
also needs mods/quality with better acceleration sources because you get a penalty for front wagon
>>
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oh fug it's time
>>
>>573095361
>POWER (...) POWER
you get a D too much repetition
>>
>>573094201
Looking good anon, plenty of space and some decent patches inside
2.1 version? Be ready for aggressive expansion
>>
>>573095738
>too much repetition
Not a fan of He-Man and the Masters of the Universe?
https://www.youtube.com/watch?v=V8h8snfYidg
>>
>>573095972
he gets a pass for pronouncing with punctuation
>>
>>573095815
not sure, im using the latest on steam but not beta branch
i havent read the patch notes
whats in 2.1?
>>
>>573074680
Nice. Now to find a way to apply this principle to make my nuke-in-rocket-turret design functional.
>>
>>573096249
If you're just using Steam without the experimental branch, then you're still on 2.0 (which is recommended)
>whats in 2.1?
Mostly minor updates overall, like being able to send items from one Space Platform to another and some fluid behavior changes
But the main one for your base would be that biter expansions are larger and tend to expand towards your base instead of out in the wilderness

Nothing you should worry about though, it's going to be a couple months before they mark 2.1 as Stable, and the biter expansion might get toned down in the meantime
>>
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>>573095361
quality is bloat but now I can ignore it again
>>
>>573097182
I was playing the experimental and I DID feel like Biters were WAY more aggressive.
I had just chalked it up to me being rusty, but it felt like Rampant levels of just constantly shitting swarms at my base from every angle.
>>
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>>573099416
>Biters were WAY more aggressive
My Gleba base was breached and partially destroyed within hours of installing the update after in-game weeks of no activity lmao
>>
>>573097182
>>573099416
>>573101705
Good I thought biters were way too easy before.
>>
What's the keybind you can press to instantly mark all new recipes as "read"?
>>
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I post my BASED
>>
>>573102443
Very nice. Fancy walkways.
>>
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>>573102101
I don't know if there's a way to mark them, but you can prevent them from being notifications in the first place
Settings --> Interface
>>
>>573102443
cliffs are literally the devil
>>
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I should love Autonauts but it's exhausting to play. The implementation of all the little things is somehow just awkward and tedious enough to consume too much brain collectively to accomplish anything. I tried to improve matters by learning how to use the program database (once finally unlocked) to store instructions so I could at least actually fucking program without having to first create the conditions to perform the programmed actions myself. I didn't figure that out and I instead accidentally overwrote a bot and had to remake its program.
>>
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BURN
>>
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>>573104594
Also there's some obnoxious behavior about the fuel parts they added. The flamethrower can only pull fuel from a tank that it is directly connected to, no fuel lines, and the fuel lines have a limited amount of slack. So you have to do this retarded shit for an extendable flamethrower.
>>
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>>573102443
cliffs are literally based

Working around cliffs and water without removing them is a top tier playstyle, makes really interesting challenging bases and avoids busses.
>>
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>whole power grid went down out of nowhere
>fuel generators were the newest addition
>figure the problem must lie there
>spend 30 minutes trying to figure out what the hell happened
>conclude that I'm simply not moving fuel fast enough
>spend an hour gathering and crafting stuff to unlock industrial manufacturing and then t2 pipelines
>upgrade pipes
>doing final checks before flipping power back on
>realize all that happened was that I forgot to sloop my fuel refinery
>>
>>573109586
Reminds me of something that happened a few weeks ago at my job

>Release software with a minor change to expose an API endpoint
>Go back to vidya
>1 hour later, start getting emails with a 1-hour delay about everything being broken
>Panic, start rollback process
>Get into a Teams call and find out there was a power problem at the data center and had nothing to do with me
>>
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bus-tards don't want you to know this, but you can actually have fun playing the game by designing fun, monolithic, tileable assembly lanes
>>
>>573110774
You're not smelling inside this very block.
>>
>>573111185
correct, I use an unbalanced belt to bring it from my furni lanes, which is, by definition, the opposite of a bus
>>
I want to play with x100 science modifier but I also want bugs to become more aggressive over time while being bit weaker early on so they don't outscale me at start with such huge science cost, but also give me some challenge later so I can't just steamroll them
Any suggestions? Without mods
>>
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uuuuh... pole placement status?
>>
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>>573112594
I think this works?
Red = UG, Green = Steel pole
>>
>>573112548
Pollution evolution at minimal, time and destruction evolution at 0. Will make them evolve slowly.
Destruction evolution only for manual mode but it might be too much control for you.
Large starting area, low density, low expansion rate. Will slow them down.
>>
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kind of annoying how there's no way to make both compact and tilable assembly lanes with fluids
pick your poison
>>
>>573114041
Underground belts and long inserters?
>>
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>>573114415
substantiate your claims, the optimum should be 3-wide for the machine, 1/2-wide for the shared pipe, 1-wide for the 3 inserters, 3/2 wide for the 3 inputs and outputs, totaling 6-wide, my example on the right is 6-wide, but there's no place for any pole
>>
>>573110774
please direct insert like a normal sane person, I am not asking nicely.
>>
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>>573115217
There's even enough room for lamps
>>
>>573116407
kill yourself, I'm asking nicely
it's like noobs who only know one trick and can't explain why they need to use it, even when it has no practical upside, sloppypasters in a nutshell
>>
>>573116597
Ever other option is functional worse and you know it.
>>
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>>573116583
overruled for terminal uglyness, especially if you add one more half-belt of input for longer lanes
could maybe use substations instead with some tweaking
>>
Alright ghostanon is clearly trolling now
>>
>>573116407
Anon, look at those builds, there was never any sanity, only autism.
>>
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>>573117025
you wish
>>573117105
sanity has no use-case, only symmetry, tileability, and scalability
>>
>>573109586
Is it even worth it to sloop your refineries? I mean sure you get more power out of the same amount of oil but man, I just built a power plant using the heavy oil residue recipe and the diluted fuel recipe to make turbofuel in the end, I get like 10GW out of 150m^3/min crude oil input. Feels like the sloops are better spent elsewhere, like on some slow and expensive to make items and not in the power plant refineries.
>>
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>>573114415
>Underground belts and long inserters?
>>573115217
>substantiate your claims
pic related
>>
I'm imagining that you could use mine tripwire detection to charge tesla turrets so they're not constantly sucking down power when inactive
>>
>>573117317
dunno honestly, I did the math yesterday and concluded that slooping it would fuel 4 generators and a packager but I don't remember how I reached that conclusion
I don't really bother much with optimization, I just try to keep my power up enough to idle phase items slowly in the background
also I only just reached oil for the first time so I don't know shit lol
>>
Reminder that ReShade (reshade.me) is free and supports Factorio and has a tone mapping shader that lets you fix Factorio's too-dark colors without washing it out.
The brightness/contrast settings in Factorio are not adequate.
For me (pic related) I use 0.800 "gamma" and 0.150 "exposure" in the Tonemap shader.
>>
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>>573117439
that would make the leftmost design 6.5-wide, which is about as much as the middle design anyway, I'm aiming for 6-wide, see picrel is nice and compact, 6 packed blue belts of green circuits input, totaling 18 blue circuits output
>>
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>>573117953
One thing I love about Satisfactory is how you can color every bit of your factory and make it really look beautiful, including pipes through foundations to hide them
One thing I hate is how it's not on a grid and so you get stuff like this from your screenshot
It really fucks with my OCD
>>
>>573118093
What about underground weaving? Doesn't always work out but when it does it saves a ton of space.
>>
>>573118483
cancer, we're doing God's work here
>>
>>573118269
What? There's an optional global grid in Satisfactory. I think you hold down Ctrl when placing foundation.
>>
>>573118613
Grok, is this true?
I'll have to give it another shot then - I feel like it either didn't exist when I played, or I just didn't know about it
I feel like maybe there was some kind of grid, but it didn't really help me keeping things orderly

I just remember being frustrated by routing pipes around and how they never seemed to like up properly
>>
>>573118269
I just suck at pathing belts and pipes, you can fine tune them but when I'm just trying to get something up and running I just cbf scrutinizing them
pipes especially I struggle with, they have some goofy curvature at times imo
>>
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>>573112861
solved it in the best way possible, I love this game so much it's unreal
>>
>>573118907
> I just cbf scrutinizing them
I need to learn that skill
I remember setting up a huge turbofuel factory for shitloads of power, spending way too much time tweaking every little pipe to line up and be properly colored
Then once it was running by itself I never looked at it again for the next 40 hours
>>
>>573119075
That can't possibly be optimal. Look at all that empty space! Where is the sushi? Where are the circuits?
>>
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>>573118829
It's even possible to snap the water extractors to the grid, but it's difficult: you have to be pointing at a foundation block while trying to place the water extractor, which means you have to place foundation underwater somewhere so you can be looking at it when you're looking where you want the extractor to go.
I usually place lots of extra foundation to put things on, like those pipe stand things, so that I can line up my pipes / extractors correctly.
>>
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>>573119308
the only empty place is your soul
>6 frames per second
you need 24 machines in a row to saturate a yellow belt of green circuits as input
>>
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>>573117953
I had 4 generators on my first refineries too. I think you're going a bit overkill with the pumps there on those fuel lines though, it really doesn't look like the height difference is that big, a single pump at the beginning of the fuel line is likely enough.

>>573118269
>One thing I hate is how it's not on a grid and so you get stuff like this from your screenshot
You can hold Ctrl by default to make foundation snap to the global grid
>>
>>573119598
I never minded the water extractors looking a bit out of place, since visually they look like they're floating on the water anyways
I like the idea of a kind of flexible pipe linking it to the factory while it floats around a bit in the water

But thanks anon, I think you've convinced me to give Satisfactory another playthrough once I'm done with my 2.1 100% run
>>
>>573119184
>Then once it was running by itself I never looked at it again for the next 40 hours
that's how I felt on my first playthrough so I restarted at around 100 hours and decided to go for a bit of a sprawl deal
it's still especially hideous on the outside but my endgame is to connect basically every factory and give them all proper buildings or shells
random nodes has been a bit of a boon in letting me pull off some stuff I've really enjoyed working around

>>573119757
>I think you're going a bit overkill with the pumps there
100% lol, remnants of trying to fix my oil problem in >>573109586
>>
>>573119851
A few weeks ago I started a new Satisfactory save (that's what that screenshot is from) but had to put it down when the weather got warm because my computer heats up my apartment too much. Now I'm chilling with Factorio 2.1 since it barely uses any power to run.
>>
>>573119757
Nice factory.
>>
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The best offense is a good defense.
>>
Factorio 2.1 has proper vehicle direction snapping now. Used to have to use a mod for that.
>>
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>>573120175
>connect basically every factory and give them all proper buildings or shells
That's what I'm basically doing this run as well. On my first run I just ended up with an endlessly-extending floating platform and it all just felt kinda bad in the end, plus despite my best efforts since everything was together and the belts and shit were becoming a tangled mess.

Now I'm building things more separated out and I'm trying to make reasonable buildings and setups. Some machines I feel like don't fit inside a building very well, chiefly refineries since they're so tall making floors for them feels retarded, so they belong outside as far as I'm concerned. I usually just make fenced off areas for builds like these.

I'm also using trucks because I wanted to try out making roads with the new vehicle paths, the paths are somewhat glitchy but once set up they work reliably and it's neat to see my trucks driving nicely on my roads.

>>573120730
Thanks anon
>>
>>573122490
Does the new truck routing system work pretty good? I haven't got that far yet in my latest save.
>>
>>573122490
>endlessly-extending floating platform
I fell into this trap during my playthrough as well, though it was not incredibly high in the air, it still felt awful
Factories that feel at home in the terrain, like the one you posted, makes everything look much more natural and interesting
>>
>>573116407
I don't know what this means
>>
>>573122784
inserters can move things from one machine to another machine with nothing in between them
>>
>>573122678
I just put columns under my platforms to calm the 'tism.
>>
>>573119757
>>573122490
Your stacked railings as fences or scaffolding or whatever disturb me.
>>
>>573122490
that looks really fucking neat dude
the floating platform conundrum is what made me fold on my first save too
I had no clue what I was actually doing and ended up building myself into a corner where I just funneled all of my resources into an ugly sky platform with single square noodle paths to all the sources
>>
>>573122490
why do your factories have fences on the roof?
are you making FOXCONN?
>>
>>573122880
but then theres no buffering
>>
>>573123345
ok but you are producing and consuming at the same rate
and the only buffer space you have is the few tiles between where you drop and then pick up things anyways
which is basically nonexistant
and you don't need a buffer anyways?
i don't care
make your factory however you want
i was just trying to answer your question
>>
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>>573122613
If you make proper paths it does. There are problems with the paths auto-connecting when you're building BP road segments, especially if it's an intersection and you need to connect to points where paths split / merge. I haven't really found a solution to these auto-connect issues sadly, I just delete some paths and place them down by hand again and that fixes them. Once they're down properly (you can tell by their color, junctions should be green and the rest blue, yellow or red means something is fucked) the trucks run reliably, if somewhat slowly. It's been tens of hours since the first truck at least and I haven't had a single fuckup with them.

>>573122678
Yeah, building things that work with the environment is much more enjoyable to me. It's the same in games like OpenTTD, it's cooler and more interesting to build a railway or whatever around a mountain or through a valley than it is to use your infinite cash to flatten it all.

>>573123102
Are there any better fences in the game? Like a chainlink fence or something. I also don't like the lack of a proper gate for these fences, the wall doors don't fit at all of course and the gates are slightly better but still not what I'd want at all.

>>573123159
Glad you like. I've still got some things that need further decorating but I'm pretty happy with how it's turning out.

>>573123213
It's legit annoying to me to build on some sort of elevated platform and to fall off the edge while backing up when lining up a machine or something. Having something on the edge also kinda looks more natural and using walls would look like shit I think.
>>
>>573123746
I'm not the autism man making those factories, I'm just a noob wondering what was wrong with what he was doing
>>
>>573123772
>If you make proper paths it does. There are problems with the paths auto-connecting when you're building BP road segments, especially if it's an intersection and you need to connect to points where paths split / merge. I haven't really found a solution to these auto-connect issues sadly, I just delete some paths and place them down by hand again and that fixes them. Once they're down properly (you can tell by their color, junctions should be green and the rest blue, yellow or red means something is fucked) the trucks run reliably, if somewhat slowly. It's been tens of hours since the first truck at least and I haven't had a single fuckup with them.
Nice, thanks for explaining it. I'll probably try that instead of trains for a while. Trains are a gigantic headache to setup.
>>
>>573123817
there is nothing wrong with what he is doing
people just like doing it like this >>573080092
actually the one thing he is doing wrong is spamming multiple images of shit no one cares about and pretending he's special
>>
>>573124017
I was kinda considering trains myself. In some ways I think they're less of a headache, namely because they run on electricity instead of fuel. Fueling the trucks can be kind of a pain since it's one more thing you need to distribute so every route has it available, or make every route visit some common fuel stations. Of course this isn't Factorio so you can't do anything clever like send it to refuel only when required. If you use coal for early fuel like I did, it's also used up fairly quickly so it can limit your max travel distance, though they can still travel a fair bit. In my case the route from my sulfur mines to the turbofuel plant was right at the very limit on coal though, so it's not impossible to run into this issue.

Trains are so fuckhuge and use so much space though, like it's difficult to find space for stations and shit especially if you're playing in this way where you don't want to just make shit float in the sky.
>>
>>573124458
>Trains are so fuckhuge and use so much space though, like it's difficult to find space for stations and shit especially if you're playing in this way where you don't want to just make shit float in the sky.
That was my main issue last time I played a couple years ago. Every mine required a gigantic train station and tons of space for the track to fork.
>>
Playing on Marathon (4x research costs) and the biters are getting too difficult for my current level of research. After some peace talks we agreed that the path to the resources I wanted would remain under biter control.
>>
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autism test
>>
>>573128260
result positive
>>
>>573116583
why is brotherman fitlering his input inserters and output inserters too
fuck you gonna take out of the blue chip assembler, bananas?
bro's retarded
>>
>>573129423
not him but maybe it's to make it obvious which belt each resource is meant to come from
>>
>>573129423
I like it, I find it soothing.
Gonna start using it in addition to using splitter crossbars instead of balancers.
>>
>>573129558
Easier to have a constant combinator at the source of each belt with the items in it.
>>
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where is my nobel prize in engineering?
>>
>>573131512
You get the prize when you make a recursive single assembler smart mall.
>>
>>573131702
skiddies truly make me sick
it's like they've never experienced real programming once in their life and feel amazed when the game gives them the opportunity to emulate a shitty version of it, it's really disgusting
I play games to consumme the programming efforts of others, not for them to give me the "opportunity" to fix theirs
it's literally the "mods will fix it" mentality, except it's "turing complete circuits will add whatever feature I'm missing"
we have an interface for that, it's called the lua api
they have taken us for absolute fools
no, you're not a genuis for wasting your time making an incredibly inefficient calculator in redstone
>>
>some retard spams the first three pages of the mod portal with AI slop mods

I need a filter
>>
>>573046389
this, it's probably like doing crosswords and stuff like that
>>
>is factorio good for you
>>
>>573112548
10x science can be played with regular evolution settings. Maybe even 20x science. So divide regular evolution settings by 5-10 for something workable.
>>
Any good factorio mods that aren't total conversions?
>>
>>573132012
idk i saw some cannon that sampled the RNG using dust or something to calculate the current RNG state and then manipulate it so that things are launched into exactly the correct places by chains of tnt explosions in a project orion manner
it was pretty neat
>>
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>so close, yet so far
why is this game so cruel?
>>
>>573133243
>lust provoking factory
>>
>>573137194
slutty little t1 assembler got me acting unwise
>>
>>573137194
You mean a baby factory?
>>
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>>573119075
please my friend, thing bigger and more retarded
>>
>>573137656
More retarded
>>
>>573137194
>damn cocky little train intersection clogging up, needs correction
>>
>>573137194
>hot belt mess and a big, fat assembler section down below has me about to run a train
>>
>>573137656
imagine putting 2 but not 3 green modules, which would further cut consumption and pollution down in literally half (from 40% to 20%)
but I get it, for enjoyers of direct insertion, reading and trying to make sense out of tooltips must be something new and completely novel
>>
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>bionic duplicants
>deepthroat thick ass batteries
>addicted to lube
>have to wear a cork buttplug at all times to keep their juices from leaking out
>have bi in their title
>>
>>573139693
I think you might be projecting a bit of insecurity right there sport
>>
Gleba made me realize how easy it was to lose weight and today, I weighed myself at 70kg. So in a weird way, I can say Factorio made my health better.
>>
>>573140089
I'm sorry but all my buttplugs are metal.
>>
>>573130052
why not a display panel?
>>
>>573139138
they were blue assemblers when the modules mattered.
i then bulk upgraded EVERYTHING to yellow assemblers.

this is my retard run where i'm purposefully doing bad spaghetti and parasitic builds, so power was VERY limited pre nuclear.
>>
>>573141118
bro's been eating pentapod eggs
>>
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>>573106002
the interesting design cliffs force you to do in question. warning- gore
>>
>>573144071
I don't see an issue
>>
>>573144071
i just see art
>>
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i waited so long for this
i hate coal smelters
love me electrics
simple as
>>
Didn't know this was factorio general
>>
>>573144832
it's the biggest engineering game
>>
>>573129423
it allows him to waste UPS with useless filters
>>
>irrelevant, UPS wasting filters
>>
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Research auto-selector almost done, just need to gate the memory cell with some kind of clock to stop it corrupting every few hours.
>>
>>573144832
space engineers 2 will deliver us back to /svgg/
>>
is there a mod for satisfactory that lets you slide up hills instead of instantly killing all momentum the second you have the audacity to touch a 5 degree incline?
>>
>>573137194
irrelevant time wasting question
>>
>>573142546
Because I forgot those exist. Also don't those only allow a single item to display?
>>
>>573160573
>don't those only allow a single item to display?
yes but they are 1x1 while combinators are 1x2, and they cost less than half in terms of materials
>>
>>573161341
a constant combinator is 1x1
>>
why are there so many steps to installing unofficial factorio seablock 2.0 instead of just using the game's mod manager?
>>
>>573161527
oops you are right, yet another display panel L
>>
>>573161575
To prepare you for all the bullshit the mod has to offer
>>
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i am descending into madness
>>
THE INSERTERS WEREN'T FACING THE RIGHT DIRECTION
>>
>>573163179
It's a furnace stack! Get over yourself.
>>
So what's the verdict on Factorio 2.1's beta?
>>
>>573167796
Definite difficulty increase but new features are worth it
>>
>>573171178
>difficulty increase
why?
>>
>>573171324
Biters pick expansion slots more aggressively.
>>
>>573171324
Quality metas nerfed, concrete voiding nerfed, and most of all enemy expansion raids became much more frequent (which isn’t a big deal if your perimeter is up to par but if it isn’t you’ll find out within minutes of updating)
>>
>>573171618
I don't even know what concrete voiding is
>>
>>573144634
Electrics are good but my friend have you heard about underground belt weaving? >>573118483

>>573150920
Looks neat, whatever it does.

>>573156152
You can go uphill while using the parachute.
>>
>>573171456
I don't really see the problem there but I guess I'll have to experience it for myself
>>573171618
>Quality metas nerfed
Nobody with a brain used the fucking casino and I spit on whoever did the same way I spit on promethium belt weavers.
>>
>>573172747
Fuck sliding just get the running shoes, and then jetpack with biofuel.
>>
>>573172825
It's not so much about having a brain. It's that by the time you have enough asteroid prod for it, the game has nothing left to offer.
>>
>>573173148
That's legendary quality in general, do you think you'll use it to beat the game or something? The only application is megabasing.
>>
>>573173276
I did, yeah. Put it on a couple gun turrets and asteroid grabbers, not that it was necessary in the end.
>>
>>573171178
>>573171456
I'm not really feeling it yet. The biters are staying pretty well back so far. These are normal Marathon settings.
>>
>>573173750
They now prefer to expand into empty areas, rather than filling in spaces between existing bases. Which ups the frequency of expansion groups going for your "empty area".
>>
>>573172018
Turning concrete into hazard concrete and recycling it. It used to turn into less regular concrete but now it returns the ingredients for concrete.
>>
>>573173750
It adds pressure if you clear out all the nests from your pollution cloud in lieu of defenses -- the cleared space will fill back in faster.
But if you set up a full perimeter, it doesn't really change much.
>>
>>573175439
So manual combat is nerfed and automated defenses are better is what you're saying
Yeah I feel that too in my current run, there's no point in evicting biters unless I fortify that area right away
>>
>>573176746
>So manual combat is nerfed and automated defenses are better
Yeah it's on purpose but it's a trade-off.
Turrets, at least after some upgrades, do far more damage than the handheld rifle with the same bullets, but if you don't kill biter nests then they will never stop attacking you and using up your ammo, the resources to make it which could have been used on something more permanent.
>>
>>573177186
If you grab enough land all the pollution can dissipate and biters only attack with expansion parties
>>
>>573177475
Yeah and that's what I usually do but later it gets tedious to claim enough land and clear it all out in the first place.
>>
>>573177475
Or if you put green modules into everything
>>
i enjoy watching youtubers who are bad at factorio or kerbal
any youtuber like that? i finished all ambigious amphibian's factorio and now i want another new youtuber to watch struggle and make spaghetti
>>
>>573143294
I think you mean green assemblers, which are, in fact, less polluting but also less efficient than blue assemblers, which is in contradiction with the basic laws of thermodynamics if you really think about it
actually why would electric units produce pollution to begin with? is your PC producing pollution? like what is an electric miner suppose to byproduce? heat?
immersion = ruined
>>
>>573179245
DunkOrSlam did a full Space Age playthrough. His normal game is Noita so it was pretty far outside his skill set.

https://www.youtube.com/watch?v=sKv6cfcG5I4&list=PLvXBORqQ_jpozbcUjvdec_vxOI4S-yehP
>>
>>573179245
nearly all youtubers or livestreamers are smug redditors who just sloppypaste whatever works without trying to figure anything out by themselves, which is representative of the general player base
that, or they give up about 40 hours in, and direct insert their purple and yellow science, maybe finish the game, and never touch it again
>>
>>573179774
ive been playing for 10+ years now and ive never ever copied a single design and just keep making my own retardation
am i good? no
but do i have fun?
also no
>>
>>573179851
I've gone further and banished myself from using any mechanic that would inadvertently become aware of from someone else, there are so many different ways about solving problems that if someone is copying existing solutions (which are often very sub-optimal btw), as opposed to this, anyone that even glances at my designs can immediately tell this must either be a result of clinical insanity or some sort of incomprehensible alien technology
>>
>>573179686
isn't this the guy with the obnoxious AI generated twitch alerts? why even do this
>>
>>573179851
>>573180236
I never bothered making a "mall" until I saw KatherineOfSky do it and it was such an obviously good idea that I usually end up making something similar at some point. I don't copy any blueprints or anything and always try to figure out the layout from scratch but the concept is a very good idea.
>>
>>573179774
damn anon you're so cool
>>
>>573180357
>with the obnoxious AI generated twitch alerts?
Never heard of such a thing, I don't think so.
>>
>>573180415
wtf kind of "concept" is that supposed to be?
using your ressources to build entities with other entities? bazinga!
>>
>>573180415
i was asking chat gpt something and it told me what a mall is and it told me like yesterday
in 10 years i never knew what it was
its so easy to set and so useful
altho i used to make them for logistics networks to build but now i make it early
>>
>>573180415
>mall
huh?
>>
>>573179686
was hoping for an edited vid and not a full stream
>>
>>573180596
>>573180892
It's when you make a special area dedicated to small quantity production for all the things you will be manually placing all in one little area so that you only have to go to one place to fill up your inventory. Like belts and variants, inserters and variants, power poles, structures, pipes, etc.
The alternative is either going all over your base scavenging from existing production lines, or having belts coming from all over your base to one location.
If you do it right you can easily expand the mall as you unlock more tech.
>>573180997
Can't help you with that, sorry.
>>
>>573176746
>manual combat is nerfed
Well, they made the shotgun significantly stronger, so it's a trade-off
>>
i necer do enrichment
i jisy use the 235 god gave me and shoot the steel chests filled with 238 and spent fuel cells
>>
>>573180535
it's literally right on the thumbnail: https://i.ytimg.com/vi/pxwE1UUpA44/maxres2.jpg
imagine having to listen to this for 7 hours: https://youtu.be/pxwE1UUpA44?t=2425
twitch watchers really are something else
>>
>>573183172
You should watch 5 minutes of Artosis playing Brood War if you think that's bad.
>>
>>573182997
your nukes bro?
>>
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>>573180892
Here's a mall I made when I was in my Nilaus phase
Feed the stuff from the left, and it all filters down to make basically every item you need to build a base
All of the chests are logistics chests filtered for the specific output item, and the inserters are controlled by the combinator on the lower left to only make certain amounts of items
>>
>>573183287
He said what he said
>>
>>573183290
I am vomit.
>>
>>573183172
that's not a twitch alert
>>
>>573183390
Hey man, after a couple hours designing it, I can place it down in my base and have everything I need
That is, after I spend about 45 minutes manually placing down every assembler, belt, and inserter, then hoping I didn't fuck something up while I was doing so
>>
I handcraft most shit from intermediate items I steal from chests until I get logistics network, then I plap down the bot mall and forget it exists so I still handcraft shit.
>>
>>573172747
>Looks neat, whatever it does.
In short, it selects the cheapest research among researches I can afford to make any progress on.
At length, labs in 2.1 only tell you what the current level of the current research is, so the bottom right is an iterator across all my research symbols, the top right is a memory cell which stores every research with its current level, the top left runs those researches through their scaling formulae to produce the cost of the next level for each research.
The bottom left filters the research pack requirements against the contents of belts to get a list of things we can make progress on, and the center uses that to get a subset of research costs from which we pick the lowest. Finally, if the cache is smaller than the iterator then the iterator controls research, selects each research type in sequence, which builds the memory cache, and then switches over to the price selector choosing research which also keeps the cache updated.
Thus, I'll never have to manually select research again!
Except that a minor tick delay can assign the wrong level to the wrong research signal and cause the whole thing to go spastic..
>>
>>573185845
Damn, that's pretty deep.
>>
Favorite feature from 2.1 so far: vehicle direction snapping. It's more subtle than the mod used to do but it's plenty good enough that now I won't need that mod even when it updates for 2.1.
>>
>>573074680
> tripwire AOE mine defense
God damn it. Anon, I salute you - you sordid little blackhearted sadist. May your biters lain low be many.
>>
>>572949597
Can you stop putting "Endfield" in your shitty OP I'm tired of this thread popping up
>>
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>>573076410
You did it, you crazy bastard!
>>
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I did it, I finally made a satisfying air+ground vehicle
It doesn't have any special modules or features and the thrusters are a bit weak (sometimes it can't decide if it wants to take off at all) but unlike my Robocraft hybrid vehicles it's actually surprisingly tanky, despite its frame made out of some internal beams and glass. It clings to walls and has shielding on all sides, it doesn't get stuck on anything (unlike the game's prefab planes which I couldn't fly at all) and it's just all around fun.

I hear they might nerf the big shields though.
>>
>>573187491
here's a fun fact
the OP contains "hsg"
>>
>>573095738
>BY THE POWER OF THE POWER
>too much repetition

No such thing
https://www.youtube.com/watch?v=5x-9c7OGCJ8
>>
>>573118829
It's true, but it accumulates floating rounding errors over distance if you snap place additional foundations to it.
You have to hold CTRL the entire time you place any foundation to force-align it to the integer-safe global grid.
This automatically triggers the tile placement at ground level and you then need to then lock it in place with another key, and raise it up to the right level with PGUP. For every individual foundation. You cannot zoop.

#coffeestain-moment
>>
>>573188445
>floating point errors
I'm getting sick of this shit. Fixed point is fine for almost everything in video games. I know the GPU wants floating point, but you can just convert at the last minute.
>>
>>573188445
Btw. this is probably the reason for the 'randomly' failing connections on wall and floor pipe holes.

I had it happen with a floor pipehole which - whatever I tried, dozens of times, just wouldn't connect.
Until I took out the foundation tile on which the pipehole was placed, replaced the foundation using CTRL to re-snap to the global grid forcefully, then locked the hologram, nudged it into place, etc. etc. - reconstructed the pipehole; and voilà: it worked, first try.

Cumulative rounding error.
It's a bitch.
>>
File: screenshot.png (2.12 MB, 1357x733)
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>ERROR YOUR IP RANGE HAS BEEN BANNED
>ERROR YOU ARE NOT ALLOWED TO UPLOAD PICTURES
>ERROR YOU HAVE MISTYPED THE CAPTCHA
>ERROR SOMETHING HAPPENED
>>573183704
>not mixing both production and self-reproduction while respecting the correct ratios all the way
do you just hate actual gameplay or what? every time I see circuits users it's to try and get rid of gameplay mechanics because they don't want to bother
>>
i'll tell you what happened, even the site is tired of your shit
>>
>correct ratios
>for mall
"Yes please I'd like 1.5 medium power poles per second" - statements dreamed up by the utterly deranged
>>
>>573190792
mod, kill him
>>
>>573192136
then you're just admitting assembling time is irrelevant since expansing is not continuous, therefore, by your own admission, a mall is functionally useless, since you can handcraft nearly everything faster than you can realistically build it
>>
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>>573192549
>>
>>573192728
don't you have belts to balance? just add more when you run out
>>
>>573156152
That dumb shit has dropped me into pits so many times by eating my slide jump.

>>573173019
Slide jumps scale with all of that, dummy.
>>
>>573192136
it's imperative that he crafts an assembler's worth of power poles
>>
>>573188445
>For every individual foundation. You cannot zoop
Do it for one then zoop off of it. Repeat. Surely you're not going to have meaningful floating point errors over a space of ten foundations.
>>
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Finally some fucking peace of mind. I don't normally do this but these biters have been nuts and there aren't any nearby chokepoints or cliffs
>>
>>573188445
>>573194538
I would think zooping would be implemented so as to "suspend" the errors, placing all of the zooped foundations at coordinates calculated from the piece to which the zoop was snapped rather than each prior one. "r(A)+n*sizeof(B)" rather than "r(A+n)+sizeof(B)."
>>
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some will pretend this isn't the ugliest setup you've ever seen, not even the pole placement is symmetrical
it's slightly more compact, but at what cost? it doesn't even fit on a grid anymore
>>
>>573195662
>only makes blueprints
>doesn't ever build a factory
>>
>>573195662
Also you're going to have to backload the iron plates which will make it look even worse
>>
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>>573195980
>but I did have breakfast
>>573195986
>stray wires
I am vomit
>>
>>573196527
>knows about breakfast but not about sushi or belt weaving
ngmi
>>
>>573196701
take your "smoothie" pipe and stick it up your ass
>>
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how come the hydrogen atoms are getting sent unbound?
>>
>>573070538
requester chest requesting one (1) egg that gets disabled once I have enough production modules to avoid them hatching if the output's full
>>
>>573197496
Do you expect us to decode that entirely from this one screenshot?
>>
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>>573198017
kinda, it has a bind signal right after dropping the left one and once it outputs it it only sends the right one
>>
>>573198164
those bind symbols have '-' in them
so that's probably your hint

also you could, like, read all the English words in that screenshot, and you should find exactly what you're doing wrong.
>>
>>573198716
FUCK nigga I thought I was being diddy- I mean witty trying to use one reactor
>>
I remember it being more difficult to make a set/reset latch before. Either I got smarter or they changed the way OR / AND can be grouped in the combinator.
I don't need the Else but it makes it easier to color an indicator light.
>>
>>573202613
seems to work
>>
Interesting MineMogul discovery that will never be useful: passing pipes through a cluster breaker will reduce them back to plates.
>>
>>573177574
In Space Age you should be able to grow your own trees once you hit Gleba. I never actually bothered myself but I think it should help with pollution.
>>
>>573206023
Oh yeah forgot about that. Should help a lot. Once I get to gleba.
>>
why the fuck would I care about how my factory looks retard?
does it produce the correct number of items?
>>
Autonauts has some truly horrific UX. You literally can't see what tier of components a bot has other than visually knowing the models. I'm about to start a goddamn spreadsheet to track this shit. Or maybe I'll just stop playing it. The fuck.
>>
>>573176746
thank fuck maybe we won't need a shitload of artillery now
>>
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Spaceships
>>
>>573206860
Did it really take you nearly 90 minutes to realize you posted this in the wrong thread and board?
>>
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>>573190792
lol
>>
>>573206860
>You literally can't see what tier of components a bot has
What? They literally-
>other than visually knowing the models
My nigga
There are only 4 tiers to remember, and those silly (in my objective opinion) variants are entirely optional if you're struggling. Your memory cannot be this bad
>>
>>573209512
That's twelve models to know and to zoom in on while the bot is humping another bot or hiding inside a tree or whatever. There is no defense against an argument that it should be shown in the bot's UI panel and you are a tremendous boy-molesting fruit for not simply admitting that.
>>
>>573209883
Holy fuck! Twelve items?!
I'm going to advocate for not showing it in the UI specifically because you are this angry about it. Stop playing the game if your disability is really hindering you that much
>>
>>573206860
Realistically this is a problem to automate away by having a bot upgrade all bots to maximum available level.
>>573210092
>U MAD
Stop projecting. That's probably the eighth stupid frustration in a game full of stupid frustrations.
>>
>>573210092
>ignoring the other half of the sentence
A disability is you. And then Anon was a faggot.
>>
>>573210443
Considering the outburst about fruity homos on being told he (you?) has a bad memory I'd say he's angry. I agree about the upgrade automation, it's implicit that you're supposed to do that considering you'll already be automating bot production by the time you're thinking about mass upgrades
>>
>>573209883
Sounds like a shitty game.
>>
>>573210713
On the contrary, it's completely reasonable for someone to want to optimize their basic production line down to half as many bots before automating bot production.
>muh outburst
You were acting like a faggot and got called one. Deal with it.
>>
i never beat it because they didn't let you type in the scratch code or copy/paste
no, getting the database halfway through the game does not count
i beat the pirate version though
>>
>>573211101
You can copy/paste within a program and you can copy/paste an entire program. The fact that you can't simply gain instructions to drop into programs by having taught them to a bot is what is retarded.
>>
>>573208805
Damn man the signs were there
>>
>>573211089
>Before
Not really? That seems kinda backwards considering automated bots is something you should aim for very early on, THEN followed by upgrades. I think we just have very different playstyles
Either way you're probably not getting a new UI since there's been no content updates for nearing 4 years, have fun mister angry homoman
>>
>>573211478
Early on it would take four fucking bots to automate bot production. At a point where you can be running less than 20 and with upgrades can reduce it down to 10-15. If you have any competency at all at the kind of programming the game asks for, you will realize that the memory space is less than one upgrade away from combining two bot's tasks into one bot and will want to make that happen as soon as possible.
>>
>stirling engines run 24/7
>if i run backup turbines surge electrolyzers die out during lack of wind
>if i run them as regular standard they "waste" steam/nitrogen battery when strilings alone could handle it
grug confused
>>
>>573179590
the pollution is metal shavings and microplastics entering the enviroment.
imagine how much metal you take off a sheet of iron to make some gears, you dont get any of that back, the engineer literally just dumps that shit out the back of the assembler.
>>
started playing spacechem today so I could unlock the fishcake in tf2
>>
>>573215003
>imagine how much metal you take off a sheet of iron to make some gears
I assumed it was all origami.
>>
>>
why the fuck does nullius not have ghost entities on destruction
>>
>>573226183
https://github.com/GregorSamsanite/nullius/pull/125/changes
ree
>>
>install space engineers
>look at files
>gamedata music is xwm and wavs
>bonus soundtrack is all wavs
probably half of the install size is music
the fuck
>>
>>573228284
Unfortunately, the devs are the wrong type of space engineers.
>>
>>573228284
wait until you play it
>max speed is 100 meters/sec, even in space
>view distance is a few km at most, even in space
>>
>>573228545
>100m/s
This fucking incinerated me lmao. And then when you mod it higher the collisions have zero interpolation capacity.
>>
>>573228826
yeah
I put the game down forever after getting to space and realizing they put zero effort into making the space part
>>
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>3 years in development
>runs at 20 FPS on my 2070 rendering a cylinder and a blue sphere
>most of the GUI is imgui because they don't know how to program one
>turning on any thrusters or RCS freezes the game because the particles are so laggy
>no missions shipbuilding or anything
>planet doesn't even have terrain or collision
>no working multiplayer either since they haven't designed anything in their engine with a server in mind
this is more pathetic than ksp 2 lmao I'm going to use opengl and jolt physics and make it myself
>>
>>573228913
Space came first though, I still remember the /seg/gies melting down over blaneds
>>
>>573228913
>they put zero effort into making the space part
It's all in the foundations of the game.
Used to be about you in the middle of a dense asteroid field. You couldn't really go fast without impacting a rock.
>>
>>573229335
>Space came first though
>>573231857
>It's all in the foundations of the game.
Not surprised. Like the other Anon said, the devs are the wrong kind of engineers.
>>
>>573206860
it looks like "My first automation game" what did you expect
>>
>>573180357
>isn't this the guy with the obnoxious AI generated twitch alerts? why even do this
As far as twitch streamer's go he's one of the better ones. You're probably thinking of Artosis
>>
>>573235690
It looks like they wanted to do some cutesy shit. But it has scripting as its core automation which most automation games do not.
>>
>[space-age] Disallow quality modules to be applied to crushers with asteroid reprocessing recipes.
grim.
What's the gacha trick now?
>>
>>573235945
there's that one recent game where you give bots commands and you can even script their behaviour in code but an anon already said that it's kinda ass, I can't even find it anymore partly thanks to steam bundling the sea of incremental slop in the automation category
>>
>>573237202
>can't even find it anymore
Sounds like either Desynced or Icaria
>>
>>573229206
what's that, Juno?
>>
>>573239461
>Icaria
yes it was Icaria, thank you
>already at only 50% positive reviews
yikes
I did see Desynced while searching and it looks more promising, I might try the demo to see what the RTS part is like
>>
>>573209398
what about it? scared of ratios?
>>
>>573226724
>>573226183
man they should just add a setting that gives you this from the start
>>
>>573240821
retard alert!
>>
>>573237042
you're playing the game every day, you have thousands of hours, I think it's time to support the devs if you want those pngs, cheepskate
>>
>>573237042
Grind the productivity researches so you can get to the 300% prod limit in foundries and EM plants. If you have 300% prod for blue chips in an EM plant for instance then recycling them involves 0 resource loss so you can make a loop that just spins blue chips and upgrades them. You can then take the legendary blue chips and further recycle them directly into legendary intermediates that you use to make other legendary items from the ground up.

Similar shit can be said for LDS shuffle with prod research. Nothing new basically, people already knew and used these methods in 2.0 as well even though generating legendary ores in space was an option. Now that it isn't anymore you'll just have to lean on them even harder. For certain things you can't get out of blue chips or LDS, mostly legendary materials from other planets, you will have to grind for them in "normal" recycling or upcycling loops, the same as in 2.0 basically.
>>
>>573241037
yes, only retards and "people with OCD" try to play the game by its rules, the rest just copy-pastes blueprints that uses circuits to program a new game before smugly posting their (heavily fluctuating) production graphs on reddit
>>
>>573240650
rocketwerkz new game with the original ksp devs on the team
>>
https://www.reddit.com/r/interesting/comments/1up5694/this_farmer_commutes_15km_to_his_banana/
>>
>>573218326
I thought all the promo integration shit would be deprecated by now
>>
>>573240794
>see what the RTS part is like
non-existent
>>
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>>573244661
I disagree, it can be *made* more RTS-like, if one is so inclined.
Things like using runners for delivery, while keeping the other frames for combat, Transport Bot notwithstanding.
Multi-socket buildings can slot both the fabricator, and the robotic assembler to build the equipment.
The chief obstacle is the lack of predefined buildings, which can be rectified by putting together the necessary blueprints.

I'd argue, however, that as far as RTS elements go, it's much closer to Warzone 2100 / Earth series, where you have modular units.
As opposed to something like Total Annihilation, or the Westwood model, aka the Command & Conquer series.
And indeed some of the stuff is lackluster, but programmable behaviors do make up for it, at least to an extent.
>>
>>573245156
I'd argue as far as RTS elements go, it's much closer to Factorio's AAI Automated Vehicles mod than a real RTS. The enemy on default settings is just a static obstacle a la Rail world. With aggressive enemies they expand and attack your base the way biters do, without a hint of intelligence or strategy, no economy to compete over resources with, no high-value targets to assault, no intelligence gathering, research progression, unit variety.
>>
>>573244661
good lol I suck at RTS
>>
>>573229206
Looks like ksp with custom ui lol
>>
>>573208805
>>573211384
>fat lesbians ruined my game
Do chuds really
>>
>>573249818
Well they certainly didn't help
>>
>>573249881
I would assume engineering to be separate from bmi, sexual orientation and many other traits. But that's boomer thinking and really out of fashion this decade.
>>
>>573250579
Considering it important to willfully signal such things through one's appearance is probably correlated decently strongly against the kind of critical thinking and intelligence necessary for high performance in engineering tasks. Being fat is less strongly correlated but with lack of impulse control that would indicate less practice and less developed skills.
>>
>>573251057
No need to overcomplicate it
Empirical evidence exists
Fat lesbians DO ruin every single game they touch. Doesnt matter why, they just do
>>
>>573249818
I'm fairly sure those are troons anon.
Maybe not axewounds, but still mentally ill and clinically retarded.
KSP & it's sequel got kinda unlucky as far as it's dev teams go.
>>
>>573251743
Idk bout the sequel but the first game is pretty good so ill just skip the second then
>>
>>573251859
I think there's genuinely no reason to play the second
>Performs even worse than the first releases
>Visual improvements on par with mods for 1 that have been around for years
>Long lost of planned features 1 didn't have that weren't included on launch...
>...and never will be because the studio got gutted then completely closed
>Even if the IP gets bought/freed, would be easier to start again (again) on a new codebase (which is what should have been done in the first place)
>>
i cant find coal or stone but i found like
100 million of iron and copper
fuck me i need to switch to solar
>>
did they turn down oil frequency since 1.1 or is it just me? that along with biter expansion group size
>>573225278
ok but why have you copy-pasted my refinery setup and added useless circuits? you know pumps have a built-in mechanical priority, right? or is that something they gutted during the fluid system refactoring?
>>
>>573255051
>he is entirely oblivious
>>
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>>573254223
there must be more to life
>>
>>573255994
don't make me count these by hand just so I can tell you the ratio is wrong
>>
https://store.steampowered.com/app/2731030/Algolemeth/
https://store.steampowered.com/app/871930/GLADIABOTS__AI_Combat_Arena/
>>
>>573256832
252:210
>>
Ratios don't matter if you just overbuild.
>>
>>573257993
I don't even know where to begin
>>573262374
enjoy your unpredictable deadlocks and race conditions, merely mitigated by even worse engineering: negative feedback loops (aka belt balacing)
they don't call it stalltorio for no reason
>>
>>573262606
A non-issue if you just build even more.
>>
>>573262713
of course, why fix your stalled factory if you can just build another one, that'll just also stall at some indefinite point in the future?
>>
>>573256832
>the ratio is wrong
It's 0,9920634921 correct.
Also there's nothing to balance, overproduction is entirely self-contained, solar panels just idle for 0,0079365079 of their max uptime.
>>
>>573255994
>waah i cant find coal
>builds solar ON TOP OF COAL
>>
>>573263219
Anything up to the point where the accumulators can store all the energy a solar panel produces in a day and at least enough accumulators to provide your average power draw for one night is the correct ratio. So that means there's infinite correct ratios.
>>
>>573263219
a fixed yet wrong ratio will only get less and less efficient in absolute terms as you scale, you're better off making discrete (floored) step calculations to approach the theoretical ratio asymptotically, you can then reduce the resolution as you scale, since you'll only get closer and closer until the resolution is of the size of the sample, then you'll be optimal
>>
>>573262374
>>573262606
the ratio is 25:21
it's not off by much
>>
>>573263349
that deposit is too small for my needs
>>
>>573263551
a ratio of 1000:1 or 1:1000 is functionally equivalent
maybe a food analogy for our local mouthbreathers: putting too much water in your wine or too much wine in your water is equally retarded
>>
>>573263645
In this case optimal ratio requires low enough number of components to just blueprint once and integer upscale forever.
>>
>>573263775
you're killing me here
you see this is exactly the kind of smug redditor mindset that I just will never understand
you've came up with an answer that is both wrong, and clearly did not come from you, because no one in their right mind would have made it up like this, if they spent even one second trying to do the math
this is like talking to AI slop generators, nothing is true or correct, everything is just a correlation of pseudo "facts", dilluted over time, word of mouth, and your limited attention span
btw even it its own terms and for its own purposes, as far as "rule of thumb" simplified ratios go, this on is especially retarded, for one it's limited by supply rather than storage, so your power will not be continous (26:22 would be a surplus while being actually closer), and second of all, it's not even a particularly efficient middle-ground, it's like someone once pulled something out of their ass without thinking much about it, and ever since, legions of redditors have been parroting it without ever asking themselves if they really understood what they were doing (of course they're not)
>>
>>573264185
let's see your "correct ratio" blueprint (just for laughs)
if I see panels mixed with accumulators on the same substation, you've already failed at optimal compactness
in fact, you cannot effectively "point scale" unless your blueprint is a complete mess or pointlessly huge
>>
>>573262785
bro is building a factory like his children are gonna inherit it
>>
how much miner efficiency till miners become 1:1 with smelters? assume no modules in the smelters
>>
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>>573263879
>waah i cant find coal
>builds solar ON TOP OF COAL
>"that deposit is too small for my needs"
>>
>>573265872
you can just direct insert even if they're not 1:1 as long as you just add more when you run out
the less you think and plan and the more you build the betterer
>>
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>>573265872
30% gets you so where you need more than 1 electric smelter per miner, assuming you mean electric miners
>>
>>573266208
>average barely-cognizant calculator user when it come to dividing 2 simple numbers, before coming up with a comically wrong result, not even stopping to think whether what you just said made any sense, and immediately sharing your answer for upboats
>>
>>573266208
perfect
so.i can 1:1 miners and smelters now thank you
>>
>>573265872
What do you mean? A Nauvian or a Vulcanian miner?
>>
and so the cycle of ignorance continues... like pottery
not sure what's more comical between this and the fact this guy needed someone to give him an answer to know whether his furnaces were working full time
>>
You’re making me cringe
>>
>>573266909
>A Nauvian or a Vulcanian miner?
>>
>>573264361
>you see this is exactly the kind of smug redditor mindset that I just will never understand
Ironic
>>
>>573266909
i didnt even leave nauvi yet ive yet to see space kek
im trying to unfuck my green chips and trying to.setet up a whole dedicated factory for green chips only to realize 24 copper smwlters provide enough for barely 10 green chips
>>
>>573264361
nigga really wrote the entire plot of lotr because i said 25:21 instead of 26:22
>>
the devs intentionally did this
thry could've made solar 1:1 but they're evil
>>
>>573267720
Was making a Monty Python reference.
"Nauvian" miner is the one you start with, aka normal one. FYI the starting planet is Nauvis.
'Vulcanian" is the big miner, and I mixed up again the prod bonus with the chance to not consume the underlying ore per cycle.
Still, big miner can stack it's output, greatly boosting the belt's throughput, which could be important if you're not doing direct insertion.
>>
I overbuild accumulators intentionally and there's nothing ratioshitters can do about it.
>>573267847
The lack of functional literacy among young people is a genuine threat to society's future.
>>
>>573267847
stop baiting me into feeding your lack of reading comprehension
>>573267461
hopelessly wrong vs hopelessly correct
one is about easy upboats from anyone who doesn't know better, anything is bringing the seethe of everyone around you when you point out their flaws
I'm a martyr, really
>>
>>573268192
they could have made it so every building had a slider for its speed and you could research a technology that adjusted them all automatically so that you're alway producing an exact amount of science packs
>>
>>573264361
>>573268571
Who let the r*dditor in here?
>>
>>573267461
It’s not that I didn’t expect a 4chin autist thread to not have these people but it’s easy to underestimate how insufferable and cringe they are
>>
>>573268571
being a Dunning-Kruger case does sound miserable
>>
>>573268716
I have been arguing about this issue in this very thread for longer than you've known the game, I even made a TeX chart back in the days in a vain attempt to make them understand why the denominator of the ratio is squared before of the differential, but no matter how hard you try, they just will never try to play the game, all they care about is making tetris in circuits which "blew my mind" and direct inserting everything, with zero gameplay
>>
>>573268571
>>573268571
no one asked tho redditor
>>
>>573269028
nice buzzword, got any more? an argument maybe? unfortunate
>>
its 1:1 btw
>>
>using solar in the first place
>>
>>573269546
but muh ups
>>
>>573269640
Sounds like a you problem. I haven't gone below 60 since whichever update was in 2018.
>>
>>573269439
I'm not trying to have an argument with you I'm just calling you an idiot
>>
lets get an average of the thread
on average what is your solar ratio?
>>
>>573269640
every time that I try and forget about the evils of bad gameplay, they manage to remind me of something even worse
is there anything more soulless than optimizing according to meta constraints like the bad case of memory wall that this game suffers from?
even when you're not trying to fix the bug of Wube maths, you're dealing with the consequences of Wube programming
it's like self-flagellation at this point
they forgot the first rule of content consumption: never put more thoughts into something that the one who designed it
>>
>>573270030
"I accept your concession" as they say
>>
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>>573270132
with or without quality?
>>573270276
some people just like to push things to their limit but I suspect that many players use UPS saving tricks well before they are about to get performance issues just because people like parroting shit they've read online
>>
Please leave your thoughts without the gay soliloquy every single time
>>
>>573270395
yeah idiots do say things like that, you are doing well
>>
i havent looked up anything about space age but i just got to a rocket silo
ive no clue whats gonna happen i cant wait
>>
>>573271121
Hope you have fun!! The game really opens up once you create a space platform.
>>
>>573271121
I'm genuinely excited for you, anon
The other planets really open up whole new ways to think about the game
>>
>>573271301
>>573271356
thanks lads
i havent played since the dlc came out out of fear id get addicted
>>
>>573270132
Whatever I can fill in a roboport build square to make a tileable blueprint..
>>
so can you really just leave solar undefended? or will expansion parties go for them?
>>
>>573271773
Only if they get in the way which they probably will
>>
>>573271927
im gonna get nuclear and stop this humiliation ritual
>>
>>573271121
Don't go to the lava planet first. There's big scary monsters there.
>>
>>573271487
I will tell you one mistake that I made my first time, so that you don't make a similar mistake, which caused me to abandon the game for a while

You do not have to start each planet over completely from scratch.
You can drop cargo (like miners, assemblers, etc) from your spaceship down to a planet.
It is possible to start completely from scratch, but it is difficult and not needed.
>>
>>573272163
thanks
guess i'll set up logistics to send supples to space and drop them before i land
>>
>>573272103
I haven’t used it since like my third save when I had a blackout and got partially overrun due to solar being so pathetic. These days I just dedicate an entire patch of coal to power until I get nuclear. Boiling water all the way
>>
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>purple science
>>
>>573270132
0:0 on planets (solar = big gay)
1:0 on early platforms (solar power, no accumulators because space)
0:1 on later platforms (fission power, accumulators for laser turrets)
>>
>>573272487
>dedicate an entire patch of coal to power until I get nuclear
This is the way
>>
>>573272724
Accumulators for laser turrets are pretty bad, so that should be 0:0
>>
>>573272306
>drop them before i land
Beats dropping them after and getting crushed by a blind-dropped cargo pod, for sure.
But the only thing you really need to blind drop is a landing pad. Once you build it somewhere, you can safely drop the rest of your cargo (+ anything you produce on the platform) into it.
>>
>>573273861
drop pods do not cause damage on landing
>>
>>573275045
I’ve been killed by one
>>
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excited! i was scared and thought i'd need to build the old victory rocket lol
>>
oh wow the rocket can't carry much
>>
>>573277864
Yeah, you're going to be launching a lot of rockets over the course of the game
But they made the rockets a lot cheaper than they were in vanilla, so it's not that bad overall
>>
Think I'll play some spage today.
>>
>>573179245
quin69 factorio attempts
>>
>>573277864
Arbitrary limitations on items devs think you should be producing in space or other planets. They can carry a lot of science packs and a few select resources meant for export.
>>
ANON QUICK
Show us a screenshot of your lab setup
>>
holy shit the space platform is so coool
>>
>>573194553
Wouldn't it be easier to kill those tiny nests than defend from constant waves of attacks?
>>573270430
Whoa
>>573278578
>spage

Pic related is my solar so far. It's not optimal but it's compact. The ratio approaches 20:18 solar/batt as the size of the patch increases.

Eventually I'll switch to nuclear but I had to do something to stop burning up all my coal.
>>
>>573208805
I can see the resemblance.
>>
>>573282104
Dosh made pretttier butterflies.
>>
>>573264361
What's a smug redditor mindset?
It's hard for me to understand where these kind of posts come from since I seem to be one of the only people on 4chan that doesn't use reddit.
>>
>>573269640
Get a better CPU
If you won't pay for an X3D you don't deserve UPS
>>
>>573270430
Very artistic
>>
>>573255051
>ok but why have you copy-pasted my refinery setup and added useless circuits?
Okay FIRST I didn't "copy-paste" your refinery setup. It's the obvious way to arrange oil refineries with mirroring and flipping. You don't own, like, the copyright on the obvious refinery setup, MAN.

And SECOND, the circuits are just R/S latches to prevent machines rapidly turning on/off and causing flicker because that would be unpleasing.

And THIRD, here's MY setup for blue circuits. It's true, I'm not using underground weaving. Know why? Because I haven't automated undergrounds yet. Also there is infinite space on this planet so I don't need to make it compact. I just needed a few blues for robo legs and the power armor, ALRIGHT?
>>
Land mines are absolutely underrated for stopping biter expansions, just spam them in no mans land and the expansion parties will keep blowing up. At some point there won't be enough mines to blow them all up so a few will make it through and make a really sad biter base that blocks all further expansions.
>>
>>573282668
Reddit has a post rating system which encourages people to fill their posts with unnecessary/melodramatic/performative bloat (exactly like the post you’re replying to) which is very gay. Midwits are impressed by that behavior and will rate the post positively.
>>
>>573282104
>to stop burning up all my coal
I usually go coal -> solid fuel -> nuclear
Solar is just too expensive early game
>>
>>573284053
This, but I don't even bother with solid fuel, I just rush nuclear personally
>>
>>573284053
I'm playing on Marathon (4x research cost) so I'm still working on unlocking nuclear.
>>
https://mods.factorio.com/mod/Auog_Trains?from=updated

heh
auog drawn carriages
>>
>>573249818
Skinny ones too, look at Homeworld
>>
>>573284053
I go coal->green modules->nuclear. The module unlock is super cheap and cuts your power usage by 60-80% meaning the existing coal infrastructure will last long enough until nuclear, it removes all pollution except for those downscaled coal boilers, and it's much cheaper to implement both time/resource and space-wise than solar+accumulators.
>>
>>573285783
In my new 2.1 base, I'm trying to use modules a lot more than I have before
They always seemed like needless complications to me beyond just "labs get prod and speed beacons"
>>
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I do have a mod to rigidify constructs quite a lot more than vanilla, but I still worry I've built a spring. Guess I'll find out, and then I may have add some more reinforcing sections at the bottom.

I've got Helium3 fever. This is for powering a massive mining base on Minmus.
>>
>>573265754
"bro" is not a third person pronoun
imagine not engineering a good solution in the engineering game
"it werks" isn't engineering
>>
i just realized i wont be able to come back when i go to another planet
for that reason im gonna set a requester chest next to my rocket and use it to ship things to space then to me
i should stock up on stuff the bots will need like chemical plants and crafters
>>
>>573287398
FYI the tank has a huge equipment grid and can deploy bots and can be operated remotely. It's a great way to keep things going from another planet before you get the Spidertron.
>>
>>573287631
wait how do i move it remotely?
>>
>>573288037
the same way you would a train
>>
>>573288037
You have to be in Remote View (map view) and then it's a big button that is available when you click on the tank.

You can put a lot of player equipment in the Tank's grid too: solar, batteries, portable roboport, ENERGY SHIELDs, and the belt immunity device. Portable nuclear power when you get it.
Tanks are probably over-powered in the early-mid game.

The equipment in the tank's equipment grid (not inventory) stays put even when you pick up the tank, so you can fully equip a tank and then launch it to another planet.
>>
>>573288680
was this always a thing or just SA
>>
>>573288680
why is your gamma so high
>>
>>573288763
2.0 improvement
>>
>>573287398
>i wont be able to come back when i go to another planet
You can if you put enough supplies onto your ship to make a Rocket Silo and a rocket to launch, then drop it to the new planet
You need quite a few launches to do it (10 for the concrete alone) but it's very doable.
>>
>>573288763
Not sure when they added it, it hasn't always been a thing but I'm not sure if the base Factorio got it too at some point.

>>573288892
Factorio is way too dark on my monitor. Other games are fine. I use ReShade with a tonemapping shader to make it look correct for me. Daytime is bright now and night time is still dark.
>>
pretty sure remote tank driving requires the logistics network upgrade research which is space science
>>
>>573289061
nope, I don't have any of that research done and I can remotely drive tanks
>>
>>573287335
If so, then that just makes it a noun.

"Kevin" is building a factory like his children are gonna inherit it.
"Sir" is building a factory like his children are gonna inherit it.
"Lord" is building a factory like his children are gonna inherit it.
"Bro" is building a factory like his children are gonna inherit it.

Keep your mouth off my language.
>>
>>573289402
You've listed proper nouns followed by "bro." False equivalence. Moron.
>>
>>573289061
It requires a personal roboport in order to see, otherwise it can only operate within radar coverage.
>>
>>573289402
>>573289561
That usage of "bro" is replacing "he." It's not just slang. It's contravening existing grammar entirely. To say that that's alright is like saying that "Who bitch this is?" is alright.
>>
>>573287335
That entire sentence of his is zoomer nog slang. Why are you wasting your time on it?
>>
>>573291127
No it isn't. You seem mindbroken.
>>
>>573290342
>It requires a personal roboport in order to see
I didn't know that. I guess I assumed it always had to be within radar.
>>
>>573289561
Sir is only a proper noun when you use it as one.
Bro is a title if I use it as a title and give it to someone.
That's how the language works.

EXAMPLE:

Bitch, shut up.
>>
>>573293445
>Bro is a title if I use it as a title and give it to someone.
That's not how it's being used. You know this. It's time to stop.
>>
is it worthwhile to set up iron plate production in space? maybe for specific planets i didnt discover yet?
>>
>>573294081
Not at this stage, you would need copper as well.
>>
>>573294081
Around other planets, and on the way to them, there will be large asteroids that will run into and damage your platforms
They can be broken down into small asteroids (that your platform can grab) with turrets
So you may want to have some small iron plate and ammo production on your ships, or instead just have a bunch of ammo stockpiled before you leave.
Nauvis is safe, you never have to worry about large asteroids there.

But large-scale iron plate production is not necessary, in my experience
>>
>>573293734
I am giving a person the partial title of "my brother"

What else could it possibly mean?
>>
>>573294526
>>573294767
thanks
i fucking cant sleep im too excited
>>
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still having fun after 45 hours! try it anons - its free!
>>
>>573294924
play factorio to exhaustion then
>>
why does everyone talk about ups now? is it redditors trying to sound smart or is space age badly optimized?
>>
>>573294767
Didn't want to spoil too much but it's nice to have on Gleba, you can avoid the bacteria shit by dropping plates from orbit.
>>
you're telling me a steel smelted this furnace
>>
>>573296370
It's very well optimized. It's nerds trying to sound like they built a giga factory.
I have an older computer and Factorio doesn't even make the fans spin up even when I've had huge factories on multiple planets and lots of space platforms.
>>
>>573296370
regardless of how optimized the game is, you can only fit a finite number of calculations through your cpu per second, and there's nothing stopping you from building more and more and more inserters and tiles and trains and circuits and splitters and belts

So, if you're designing part of your factory for scaleability, it makes sense to design in a way which provides the greatest output per used ups, in an abstract sense, even if you won't ever actually use up all of your ups and could therefore not bother. It provides another metric by which the players may optimize, if they choose to, and they are choosing to.
>>
>>573295375
whats this robocraft copypaste
>>
why cant i use logistics bots in space reeee
>>
>>573296370
UPS used to be a problem with certain mods (I imagine it still is) and even vanilla. I don't know why it's being brought up so much in current year when the game runs very smoothly.
>>
>>573297576
they need air to fly around
>>
>>573297576
they use jet propulsion
>>
>>573296901
>you can only fit a finite number of calculations through your cpu per second
Just copy-paste your CPU setup to double the throughput.
>>
trains are pointless if you have enough belts
>>
>>573296370
my seablock came crawling to its knees at UPS death and so did my SEx run (i beat both, but had to swap over to being the host towards the end)

meanwhile my nullius base that now is bigger than the seablockery runs at 4ms per update which is insane
seablock update when so I can test how it would run with the optimizations
>>
>>573300469
but then you're not using trains
>>
>>573300469
trains are pointless because mining on nauvis is pointless
>>
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>>573297495
its called Procelio
and its free!
>>
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>>573286830
>the radiators are a teeeeeeny tiny bit longer than 5m
God damn it. Now I'm going to have to figure out exactly how much to clip them to make it fit.
>>
>>573301370
>Free
>All Reviews: (74)
Hi devs
>>
>>573296370
>is it redditors trying to sound smart
Probably yes.

>is space age badly optimized?
I don't know about badly optimized per se, vs just slower because there's more shit, but it's objectively much more demanding than 1.x was.

I used to play Factorio 1.x on a veritable toaster of a NUC (Braswell N3050), which I set up as a personal experiment in low-horsepower computing, and used as a primary desktop for way longer than I intended.

Could beat the base game at 60 UPS, and I made it the whole way through Nullius with only minor drops below 24 UPS. (I used GTTS mod to speed the game up 2.5x and lock it to 24 FPS/UPS so it played at normal speed, aside from fluid throughput.)

Then when Spage came out, I expected a base on every planet would be too much for the toaster, but was a little surprised to see it drop below 60 UPS on just the menu background simulations*. So anyway, I finally stopped procrastinating, built another PC (will eventually be upgraded to a 9somethingX3D and discrete graphics, but for now a lowly 8600G is perfectly adequate), and retired the NUC experiment.

*They have made a bunch of optimizations to Spage since it launched, so this may no longer be the case.
>>
No shame in shilling your game here, just be upfront about it and ask for feedback
>>
namaste biter friendo
i dont pollute! i smelt in space and use solar duuude
>>
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>>573295375
yo
>>
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>>573305604
had some good games today! this was one of them
its a shame Porcelio isnt advertised more - it needs more players
>>
>>573306593
It got on the 'new releases' steam tab apparently
still, I was surprised it was such a small game since it already felt better than old Robocraft
it's so small that when you check the talk the devs are still pretty active compared to the players

I was trying mediguns today, easily the most contentious weapon in any game like this, still not sure how to feel about them
thinking about trying a mine-bomber next
>>
>>573307026
>since it already felt better than old Robocraft
That's their secret: the project's been around as a Discord babby since before Robocraft 2 was even announced, it's been in development for a LONG time
>>
>>573301634
>clip
rotate instead
>>
>>573303457
>I used GTTS mod to speed the game up 2.5x and lock it to 24 FPS/UPS so it played at normal speed
based, but now I wanna slow the game in half and lock my UPS at 120
>>
>>573263879
so put it on a train along with all the other "too small" ore patches and put them all somewhere else.
>>
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>>573281561
max retard run, still fun, even if im limited by the 5 red science assemblers i started with.
>>
what are we building
>>
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Am I being misled by it looking like a hot mess or does SpaceChem ramp up faster than other Zach games?
>>
>>573329379
>faster
I feel like last call BBS ramped up to 11 instantly
>>
https://www.youtube.com/watch?v=MmGhJhJpNiM
>>
>>573329624
I think it is just appearance because I'm solving things fairly quickly. I didn't expect the main design problem to be collision of multi-looping paths.
>>
>>573288763
It was added in 2.0 when SA released, but you don't need to run SA to do it.
>>
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I hate puzzle games because when I'm stuck I have to take a break and come back and instantly solve something that took me 2 hours to try and do
>>
>>573306593
Fuck off already, it's getting annoying
>>
>>573318228
>5 red science assemblers
That's all you ever need.
>>
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How much U-235 do I need to start relying on nuclear
>>
>>573338270
I don't know the number but I've run nuclear power in a previous run before researching Kovarex Enrichment, so I'm pretty sure you don't need much.
Once you get Kovarex and get a few enrichment facilities going, you're set for a very long time on a relatively small amount of Uranium.
>>
>>573338270
>>573338718
Oh yeah forgot to mention: you can use circuits to regulate the inserter that feeds nuclear fuel into the reactor based on reactor output temperature. That can greatly reduce your nuclear fuel usage.
>>
>make 1 per second science
>realise its actually 0.5 crafting speed for default assemblers
>decide to make level 2 assemblers my default and call 0.75 close enough instead of doubling my assemblers
>replace all of them
>brownout
oh..
>>
>>573338270
Four, ideally. Together with some steam storage. You can't utilize its full output anyway so run it in bursts.

I would still recommend green modules instead, if you're far from the 800 blue science required, plus the cost of four reactors and heat exchangers to handle them.
>>
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>>573342662
I thought this would be enough steel plate but I can't even sustain 3 blue and 3 purple factories, but if I'm going to make more I need more iron, but for more iron I need more drills, and for more drills I need more electricity...
>>
morning /egg/
sorry for bringing up such a sensitie topic like solar to battery ratios yesterday
>>
>>573345592
yeah it triggered my ptsd too
>>
ive never used circuits
can you teach me how to set it so my space station doesn't overfill with iron and carbon?
>>
>>573336058
Make me, faggit
>>
>>573347000
if you have to ask the answer is no
>>
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>>573348250
:(
can you atleast tell me what else is good to leave on my tank in my absence? it wont be doing combat just managing the base
>>
>>573347000
>>573348691
Wire your cargo hub

You need the hub to broadcast its inventory counts.

Use red or green wire to connect the cargo hub to a decider combinator

The hub now outputs signals like iron = 243, carbon = 198

2
Add a decider combinator for surplus detection

This combinator decides when you have too much of a resource.

Set condition: Each > 190 output Each

This means: any item above 190 gets passed through

Iron at 243? Output iron = 243

Carbon at 198? Output carbon = 198

3
Wire the combinator to your trash inserter

The inserter will only activate when surplus exists.

Connect the combinator output to the inserter

Set inserter mode: Enable when Anything > 0

The inserter now runs ONLY when at least one item is above your threshold

4
Set the inserter to filter the surplus automatically

Let the circuit choose what item to throw away.

Set inserter to Use circuit network for filters

It will automatically filter whichever item is currently surplus

No need to manually set iron/carbon filters

5
Send the surplus to space trash

Route the inserter output to your disposal belt.

Connect inserter to a belt that leads to your trash ejection point

Surplus iron/carbon gets thrown off the station automatically
>>
>>573348723
thanks anon
here i go testing it on the ground first
>>
>>573115217
>the optimum should be 3-wide for the machine, 1/2-wide for the shared pipe, 1-wide for the 3 inserters, 3/2 wide for the 3 inputs and outputs, totaling 6-wide
ez
>>
>>573348723
That seems way too complex for no reason
if >5 iron chunks in hub --> activate iron chunk inserter
>>
>>573351231
nta but the reason you want the combinator setup is because it'll handle every single material with one inserter
hub only has so many adjacent tiles, so using one inserter for all overflow instead of one per material is nice
i didn't actually read his whole post though the spacing annoyed me
>>
I can't decide what to do about sulphur
>ship iron plates to the oil plant and ship out sulphuric acid
>pipe in water to make sulphuric acid in main processing with the sulphur and iron already there
I'm leaning towards shipping out sulphuric acid so I can have the train line all ready to go for uranium mining.
>>
>>573347000
The fun part is figuring it all out
>>
>>573351059
wait i can do better
it's 5.5 wide + 1 now
>>
>>
>>573348723
>>573351231
wow that was easier than i thought
>>
>>573310903
Don't see how that would fix it. What I meant was, the three (5m) radiators are slightly longer than the two (7,5m) tanks making up the other other two legs of the cross. As can be seen in the pic, that means the docking ports don't line up. Might solve it by just not connecting the radiators to the perimeter, and see if the tanks can resist the rotational moment alone. Later though, because right now I'm at work.
>>
>>573353173
i'll just uhh place one in this chest here
and then nuke it.
>>
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>>573356210
okay trying to do nuclear with it
why is the decider not counting the uranium on the belt?
>>
>>573357221
You need to configure the belt to do so
>>
>>573357486
oh set to hold not pulse
>>
>>573338270
>How much U-235 do I need to start relying on nuclear
If your only goal is power, one centrifuge processing ore full-time will provide enough fuel for one reactor, no reprocessing needed
Three miners can feed that single centrifuge to maintain production rates, and those miners consume barely any sulfuric acid

If your goal includes nuclear fuel or bombs, that changes the math, but just making electricity has an insanely low infrastructure requirement
>>
>>
>>573359641
>that filename
I'm holding myself back so hard in trying to not make a political reference
>>
>>573360843
what
>>
>>573360843
FUCK YOU now I can't unsee it
>>
wait 1 fuel cell is enough for 30 minutes? and ive 300 for 2 reactors
so i got enough power for fucking 75 hours? really? wow what is the point of solar or anything kek
>>
>>573361738
Welcome to nukes
Enjoy your stay
>>
>>573361796
guess i overshot my stockpile by having 100 u-235 kek
ill be making nuclear weapons then
>>
>>573361738
>wait 1 fuel cell is enough for 30 minutes?
One crafting action, yeah, since it makes 10 fuel cells at once using one U235, and each one burns for 200 seconds

I just rolled a random 2.1 default settings map
The closest Uranium patch was 1.5 million ore
At a rate of 0.7% chance, that's 10,500 U235
105,000 fuel cells at 200 seconds per reactor, and my normal starter base is 4 reactors
1,458 hours of 480MW
>>
>>573362646
oh right
thanks for correcting me
>>
>>573347000
make constant combinator that has maximums for the shit you want to dump
decider combinator:
>each from constant combinator (green) above zero
>AND
>each from hub (red) above each from constant combinator (green)
>output each
wire to inserter and enable set filters. inserter will dump everything when it goes over the limit you set in the constant. it won’t dump anything else
>>
why did they make thruster pipes like that...
>>
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>>572952769
>>
anyway to mass logistics empty turrets so they take new ammo?
>>
>>573363740
deconstruction planner with whitelist turret.
ctrl+z
>>
>>573363959
wont that delete turrets?
>>
I told myself that I would give spengies 2 a try when they added wheels to the game but now it has wheels and I might wait a bit longer.
>>
im a smart engineer
cant i figure out what gas/substance is irritating the biters and change my designs not to release it...
>>
>>573365101
You can tune your machinery to minimise its release.
>>
>>573365101
Why do you care what the biters think? The factory must grow.
>>
>>573282421
>all of this text for someone who had never played KSP

it was written on the wall
>>
>>573365101
but that is literally what the engineer does by implementing efficiency modules and switching their power production from coal
>>
>>573359641
>>573360843
>>573361353
I don't get it
>>
>>573367278
something something anon is 2 weeks away from developing nuclear capabilities something something
>>
>>573353173
All it takes is one and then your count will forever be skewed, until you make another mistake.
>>
>>573367540
>>573353173
>>573356774
Isn't there a mod called Orphan Finder for this exact purpose?
>>
>2.1 is the megaultraQOL update
>still no "upgrade entire belt line" or "remove entire belt line"
>>
>>573367824
i just at one point produce 3 bilion belts splitters and underground ones then make an upgrade blueprint and hope my grid doesn't explode from the 3 billion bots activating when i click the entire map
>>
>>573338270
Very, very little honestly. So little that it's always been trivial to me so I don't even know exactly how much.
>>
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finally at volcanus
i packed a landing pad and some supplies
meant to pack 100 accumulators but only brought 50 oops
i meant to bring 100 and 50 solars but i only brought 50 50
thanks to that anon telling me to come prepared i can tell you could really fuck up coming here
>>
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>>573374058
i am starting to realize i could've packed way better...
>>
>>573374563
Vulcanus is the easiest one to start without any prep. Check the new recipes.
>>
>>573374770
just wondering
could you absolutely strand yourself?
>>
>>573375591
Only on Aquilo
Well and death spiraling on Gleba I guess but that can also happen on Nauvis
>>
>>573374563
You can send your platform back home to get supplies
>>
>>573374058
Solar on Vulcanus is 4x stronger than on Nauvis so 50 solar panels is plenty to get your base up and running.

And as the other anon said, when a trigger technology unlocks (from mining a resource or crafting certain items) read the new recipes that are unlocked.
That will point you towards the next step in growing your factory.
>>
>>573347000
probably suboptimal solution: i divided total belt capacity by 3 and, with deciders, set inserter filter to items, which are more on belt than that 1/3 of a belt. So, when there is more carbon than total_capacity/3, inserter starts throwing carbon over-bort.
But like other anon said, whole fun is figuring solutions on your own..
>>
>>573378010
That's actually a very standard solution that people use to maintain their sushi belt in space
Good job solving the problem!
The other standard solution is to do the same thing, but apply the item filter to the asteroid grabbers instead of a yeeting inserter

My usage of that solution is a little more convoluted though, where I use a constant combinator outputting -200 of each asteroid, going to a decider that adds the values from the belt, and setting the output to anything less than 0
I'm sure there's a better way to do it, but that's what makes sense in my brain and it's just one extra combinator
>>
>>573361738
I had no idea how nucular works and did overkill setup. I have disabled almost all centrifuges, i have little U238, so enrichment barely functions, but still I have so many fuel cells..
Also I planned to move setup to better location, after exhausting uranium patch, but I upgraded miners to Vulcan miners and looks like patch will be productive for sooo much longer.
>>
>>573381096
I always like seeing people's solutions to Kovarex reprocessing
Everybody seems to have different ideas, and it's fun to see other designs

Also, that looks like a metric assload of nuclear fuel, very nice
>>
>>573375591
you can restart from zero on vulcanus fulgora and gleba
i dropped naked on fulgora and it was fun building it back up from scratch.
>>
>>573381928
>people's solutions to Kovarex reprocessing
There is sushi belt for U235 and I only take out uranium, if total count on belt is sufficient to kick all centrifuges. Took a while to collect starter amount, but after that all was easy
>>
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>>573381928
I forgot how mine worked
>>
>>573384823
I wasn't told you could drop stuff manually outside of landing pad requests. Took until Aquilo to figure that one out.
>>
>>573378701
>That's actually a very standard solution
is it engineering minds that think alike or just so few suitable solutions? After first smelter mess, i decided that i need some solution to have some control on layout - and why not to dedicate some space and put all output items onto long belt lines. Then I could take make isolated subfactories that takes from these lines and put outputs back. Only when I started using bot, I saw video describing main bus. Reinvented the wheel, i guess.

>apply the item filter to the asteroid grabbers
i did that with my first ship, I did not liked that, mainly because I had no material buffer (I enabled grabbers when I was low on processed items). Now I run one belt for processed items and one sushi belt for raw material (with slightly less items than total, so crushers could offload chunks back). And only enable crushers when I'm low on fuels. So, I always have full belt of raws and full belt of crushed items.
>>
WAIT
I CAN USE FOUNDRIES ON NAUVIS? HOLY SHIT MY BRAIN IS RACING
AND I CAN USE THE NEW RECIPE FOR STEAM TOO? AAAA
>>
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Has anyone made a well-functioning aircraft that can hover or move very slowly—something that can remain above a target and bombard it?
These “gas tanks” are a pain to build around because they are huge. Robocraft had helicopter blades, and they were my personal favorite for aircraft.
I do not like winged aircraft because keyboard controls do not work well for me, and I cannot remap the controller. I hope they add full controller support at some point.
>>
>>573387623
Yes on the foundries, no on the steam
Only some fun allowed
>>
>>573378010
did you bring uranium to eoace or is there uranium in space
>>
>>573387951
why not? sulphoric acid and calcite seems easy?
>>
>>573387790
All my aircraft attempts end up being unstable after taking even minor damage
I think something like an armor cage around small wings, rudders and thrusters could be more viable than pure lighter than air
>>
>>573388097
Because earendel likes knotted dildos
Look at the recipe
>>
>>573387976
He mentioned "nucular" before in >>573381096
Unclear whether that's referring to a mod of the same name, or if they're both retards misspelling nuclear it the same way.
>>
>>573388217
oh thats arbitrary...
>>
>>573388354
did you see how i misspelled space tho
>>
>>573388354
Centrifuges in Nucular are unlocked on Aquilo, so I doubt he's playing that
>>
>>573387623
>I CAN USE FOUNDRIES ON NAUVIS?
Indeed. I know some players who rush Vulcanus and then rip up their entire furnace setup on Nauvis to replace it with Foundries
With the built-in 50% production bonus of a Foundry it stretches your ore a lot further, and is easier to route to where you need it
You do need Calcite, but it's pretty easy to ship to Nauvis - 500 Calcite is 1 rocket and should last a while.

As we said above, the new planets unlock lots of new ways to think about the game and improve your factories
>>
>>573387976
Nope, no U in space. I fill up ammo stock whenever I'm back to nauvis.
>>
>>573388768
thats a lot of rockets
>>
>>573388871
unnecessary ones, too
and probably can't leave the ship hanging around orbits other than nauvis
>>
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>>573388354
You are a retard. "nucular" is a Simpsons reference.
>>
>>573388153
Hmm, that pretty much sums up my experience so far.

The problem with winged aircraft is that I cannot zoom in or focus properly on ground targets because I have to keep paying attention to avoid crashing into something. Most maps have structures, mountains, or other obstacles, not to mention the height limit.
>>
so what does nauvis do better? why not abandon it at one point?
>>
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>>573388624
Just to emphasize what I said here
Even with just level 1 prod modules turning iron ore into iron plates, 75 ore per minute yields 200 plates, and consumes only 1.5 calcite per minute
And the ratios are even better for directly making gears or steel, since it consumes less molten iron
>>
>>573389657
Biolab
Are you another one of those "Gleba last" scrubs
>>
>>573389657
>so what does nauvis do better?
Science
Nauvis is the only place you can build Biolabs, with an inherent 100% speed bonus and 50% decrease in science packs consumption
>>
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>>573301634
Alright, problem solved. Now all that's left is to figure out the most efficient way to launch all this shit into space and assemble it. I'm going to assemble it in orbit of Kerbin, and fly it to Minmus.
Also, it just dawned on me that it has no reaction wheels, and thus won't really be controllable. I'm sure there's something else I've forgotten.
>>
>>573389919
no i just now landed on volcanus and seeing how good space is im wondering why even go back
>>
>>573390524
you also can't find uranium anywhere else
>>
>>573390524
Because of trees, lakes and home planet smell.
>>
>>573389052
Agree, I overstock. But ammo consumption is very low, so only initial load is costly. It takes few rockets to refill.
>>
why is there no physical metal thrusting
eg thrusting by ejecting metal at high speed
i recall that being a thruster in terra invicta
>>
>>573391020
Ships are "supposed" t be self-sufficient by crafting yellow ammo in space. It's why they made bullets one of the heaviest items in the game for rocket deliveries.
>>
someone out there went to another planet withour setting up an auto refilled logistics network for remote factory control and probably rage quit when the inevitable biters broke through
>>
>>573391340
Who cares, just reconquer later
What I really hate about the expansion is how you start out on Nauvis, so boring
>>
>>573391340
He should have 6 train tracks wrapped around his base with trains driving nonstop for maximum biter kills.
>>
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>>573391261
Well, I made some trips between inner planets and haven't saw any space police yet. Probably I'll be ok with illegal ammo.
>>
>>573387790
Made a drone but it's very difficult to control accurately as theres very little air friction compared to robocraft. Gonna try some things later
>>
>>573391527
im sure theres a mod for that but having an officially balanced way to start on other planets sounds coo
nauvis needs more things to give whej you reach it though
>>
>>573390147
That's an impressive looking space station, anon
I never got past the "Let's go visit the planets" stage of KSP
>>
>>573388217
what's wrong with knotted dildos
>>
how many laser turrets are enough for asteroid defence
i know theyre resistant but surely theres a number that does it
>>
>>573393592
small asteroids are least resistant to lasers
don't bother using lasers for anything else desu
I guess you could have like 5 times as many lasers for medium asteroids but you'll need like 10 giga niggawatts just to shoot them
>>
how do you power your station without solar? i imagine the frozen planet has no sun right?
man all the problens i need to solve are cool
>>
>>573393592
Depends on how fast you want to go and how much laser damage/speed research you have

Avadii has an example of a laser ship with both at research level 6, flying at 100kps
Level 12 damage gets you the max speed of 270kps
He has 27 lasers at the front of the ship and a couple around the edges, powered by 2 nuclear reactors

https://www.youtube.com/watch?v=Hdir-vydqOY
>>
Is it worth it to make red ammo on space platforms? I only see people making yellow ammo
>>
>>573393762
also small ones dont do damage nor can be shot dummy
only medium and above
>>
FUCK big worms
>>
2.1 official when?
>>
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>>573395223
anon-kun....
>>
my wife with adhd (medicated for it which is like ritalin) is gonna start the game tomorrow
im going to take the executive decision of not installing space age for her so she learns easier
i started this game centuries ago and it was way easier with way less science when i started
my question is, what settings should i set to make sure she has a smooth experience?
on the other hand her legal meth makes her laser focused so maybe she should play all raw with space age default?
>>
>>573395765
>she
>>
>>573395561
oh you meant those
i thought you meant the chunks
>>
>>573395895
no really she
>>
>>573395765
Make a new save to play together
>>
>>573396287
i dont want to ruin the game with my knowledge for her
>>
>>573396362
If (big if) it's actually a woman then she'll be happy to have you show her around. Only dudes like being thrown into an autism simulator and left alone.
>>
>>573395765
>>573396362
you absolute buffoon, play with her, if she wanted to do it all by herself you'd already have seen a base on her screen by now.
it's a lady, not your dude bro friend, so be responsible - guide her, make it nice for her, don't reveal everything. stick to eg. power, make a fuckhuge solar array or something while she does the rest. get her crude oil once she gets to it, things like that.
i suppose you know how ADHD works so if it works, great, if not, sorry mate keep on alone
>>
>>573394871
The frozen planet has 50% solar power in space, though most people go nuclear anyway. Single reactor, using ice water.
>>
>>573396574
>>573396764
we both agreed she play alone and learn
she prefers it that way
i just dont know what settings
she always wanted to play it shes just scared she wont do her chores and such if she gets hooked
>>
>>573396764
you are a blatant virgin
>>
>>573396362
just ask her to direct you and build what she asks
>>
>>573397201
>we both agreed
>she play alone
something doesn't add up here son
you are obviously a factor here, question is, to what extent
get a MP game, explain the very basics and go do the dishes. then try playing with her for a bit.
>>573397435
LMAO good one, I'll have you know Fuck, I've been made. What tipped you off?
>>
>>573397559
From the way he writes that's what she already has to do all the time
>>
If it were my bitch she’d be in the kitchen making sandwiches not playing man games.
>>
>>573397201
If she's insisting on playing alone, I would recommend
>Increasing all resources to 150% or even 200% on all 3 settings (frequency, size, richness)
>Disable enemy expansions
>Consider turning evolution down a bit
That lets her feel the pressure of biters without needing to turtle, and also not forcing her to setup remote bases too quickly
>>
>>573397583
you're literally doormatting for someone's wife

bitch wants to play and you're taking the fun away out of playing by telling him to bend over backwards to do her whims

nigga that's the shit that gives the biggest ick to women
>>
>>573397806
scarely enough shes saying she wants default
but i dunno biters are scarier now than when i started lol
guess we will see
>>
>>573398016
I'd still just shill for railworld and nothing else. That's it. She gets to play around with choochoos, the biters don't expand but are still a threat.

Also, for the love of god, biters aren't a threat even for noobs.
Remember that one moron who managed to get behemoths by the time the best he had was red ammo.
>>
>>573395765
>my question is, what settings should i set to make sure she has a smooth experience?
>>573398016
>scarely enough shes saying she wants default
So we just wasted a shitload of time, then
>>
Foidtorio overhaul mod:
Instead of rocket silo you build a dishwasher and feed it dirty plates to get clean ones
Smelters are replaced with ovens that come with baking recipes
>>
>>573397965
you are a blatant virgin
>>
Fun fact: men can't be virgins, at best he's an incel
>>
>>573398112
>>573398153
we will see
if she gets frustrated ill intervene
thanks for the discussion anons
>>
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>>573398112
>Also, for the love of god, biters aren't a threat even for noobs.
>>
>>573398596
if a mentally handicapped dude managed to get to 90% evo before he had nuclear and learned how to use mines and flamethrowers to deal damage then nobody and I mean fucking NOBODY has any excuse.
>>
>>573398751
You didn't even name the formula for quartz in your reply.
>>
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This discussion reminds me of why I prefer men.
>>
>>573399571
I prefer chicks with dicks but finding cute ones with a functioning dick is basically impossible so i stick to dickless women and fuck them in the ass
>>
>>573399571
I don't prefer men who prefer men, so please expain yourself
>>
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>>573399748
That was truly a rollercoaster of a post, well done anon
>>
>>573399748
https://www.youtube.com/watch?v=34n2-_iO0MU
>>
>3 different threads open across 3 different boards
>all talking about chicks with dicks
>somehow none of them is /d/
how did we get here
>>
>>573395765
I got my wife to play too and she mogged me by figuring out using a main bus on her own
>>
If one singular post in the entire thread is "talking about" then the thread might as well be taklking about your mom
>>
>>573400953
Main busses are cringe, go home Nia
>>
> https://mods.factorio.com/mod/pyalienlife/changelog
>
> Version: 3.1.0
> Date: 2026-07-07
> [..]
> - Updated AlienLife buildings to use a custom minimum speed of -99.99%, default speed of -99.99%, and removed scripting to detect and disable farms without modules

Oh nice. Looks like someone picked up on that idea which was pitched here a few months ago, to normalize the insane Py Alien Life building and module speeds by using the Factorio 2.x in-built building recipe modifiers.
>>
>>573401587
Also:

> - Buffed fluid mining drill range from 7x7 on all tiers to 7x7, 9x9, 11x11, 13x13

shiiiiiiiiiiii-----et. That's amazing.
>>
>>573401587
And:
> - Added the following entities to be hidden when visibility of tall entities is toggled: bioport, bioprinter, compost plant, gene lab, moss farm, research center, spore collector, vatbrain, xeno pen, zungror lair

Looks like Py's developers are taking the visibility issues with overhanging buildings seriously. They're opting in to the new 2.1 feature to be able to temporarily toggle-hide them.
>>
>>573401587
Oh.
That *is* quite a change.
No actual like, speed changes or anything, but the retarded numbers were always silly.
>>
>>573401949
It's odd that they didn't keep their buildings the same size or at least not hide other buildings like the base game.
>>
>>573401949
Still missing 90 fucking buildings from that list if you ask me but it's a start
still playing with nooverhang
>>
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Genderbender developer aside, is it any good?
Worth a playthrough?
>>
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In Satisfactory, how can I deliver fuel to a truck station from another truck station? The issue I am having is that it appears that in order for a truck to refuel, the station has to be set to load. This causes a problem because the delivery truck needs to UNLOAD at the station to give it fuel to put into its fuel stock. So would I need to do something goofy like have a "dummy" truck stop and have my refuel truck go there and hook a belt up to the real station to give it fuel? What am I missing? I love satisfactory but there are so many things that it seems the player has no control over.

Another peeve, why is it that I can't tell a train cargo handling bay thing what pieces to spit out? Its obviously different in factorio because in that you can use inserters to sort out items. What am I missing about trucks? If a refuel station has to be set to "load" to refill trucks, then that bricks it because the the truck refueling the station will not load the fuel.
>>
>>573404510
You need an unload station for anything else you deliver to some point. Why should fuel be any different?
>>
>>573404510
I guess you have to use 2 stations
I never encountered this issue, i usually load a special fuel station directly from a coal mine or a fuel factory
>>
surely humanity is not using half as much copper as factorio engineer
>>
>>573404805
>>573405005
I see. I guess logistically I just like the idea of a truck delivering the fuel. It makes sense it would probably need two stations for this particular circumstance though. However, I read that trucks can refuel by simply passing through a truck station and not having to actually stop. Is that true or was that from an old patch or something? Currently, trucks HAVE to stop at a station that is set to "load" in order to refuel right?
>>
>>573403656
>is it any good?
No.
>dev
Nobody cares. That shit is *bad*. K2 wasn't meant to work with spage. Everything fucking breaks.
Only overhaul I'd play with K2 is fucking SE.
>>
>>573405203
Hahahahahaa don't look it up
>>
>>573405214
https://satisfactory.wiki.gg/wiki/Truck_Station#Dedicated_fueling_stations
>>
>>573403656
there's two different kinds of fusion, two different biolabs, and two different types of lithium.
>>
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... 5hs later i figured out what made my refineries stall sometimes
>>
>>573405203
Anon, for what do we use copper? How much of that do we use?
>>
>Start a new 2.1 run
>End up with a map full of cliffs and other shit to make a tidy main bus a pain
>Fukkit, train factory it is
>Spaghetti together a bootstrap factory
>Just keep running around placing a few tracks, pulling them up, putting them down, no not there, put more down, no thst won't work, start over here, how should I make my stations? Like this? No, okay lets put these first, no that will cause issues, start putting a block there no that isn't good
>End up just running back and forth for like two hours
God damn it. Why am I having so much of an issue starting a train factory? I just have 1-1-1 trains zipping around. I just make a station for each item and let the generic* trains figure it out, yeah? I feel like I'm missing something. I should probably try to split the factory into a couple main lines so I don't just have a single set of rails becoming the main bus. Fack.
>>
>>573403656
Not the original dev, just some guy who has no idea about design or balance. It's still the most popular SA overhaul by far, because it's easy mode yet the two extra science packs and adding wood to steel makes people feel like they deserve to have all the cheaty stuff.
>>
>>573407569
>>573353173
>>
>>573407569
RIP. This is why I love the new pipe overlay.
>>
>Try out a 10x science run
>Researching Gun turrets and logistics takes 300 science packs
>Die to biters before getting both
I might be too casual for this
>>
>>573353173
Yeah- don't you just *hate* when that happens...
>>
>>573409245
Default biter settings? It's most certainly not impossible because I just did this a few days ago.
>>
>>573409343
2.1 made biters alot harder, tho
>>
>>573409096
The pipe guy wasnt me, but yeah. This should have been the first thing to check.
>>
Is playing Factorio gonna fuck up my OLED with all the HUD elements and bright colors?
I paid too much for this screen, I'm scared of using it
>>
>>573409665
Buy an actual usable monitor just for Factorio.
>>
>>573409665
Wouldn't every game with a fixed UI have the same issue? And even just the OS.
>>
>>573409457
Are you in the desert?
>>
>>573409245
Gun turrets are just 100 packs, rush them and build some in key locations
I'm in the middle of a 10x science desert run, the most stressful time was when it was still small spitters only while I couldn't keep up with the damage upgrades to one shot them with red ammo, didn't matter how many turrets I had on the perimeter a few of them would always manage to spit and take some down. Other than that mostly smooth sailing.
>>
>>573409457
Wait what? What was changed with biters?
>>
>>573410826
How they expand
They are more likely to expand towards your base if I remember correctly
>>
>>573410826
They've got an exclusion zone around nests where expansions can't happen at all, so overall they're much more likely to pick empty spots on the map, i.e. your base.
>>
>>573410826
It's not "alot" harder, or even a lot, and only visible in the late mid-game. When picking expansion slots they now prefer to go for areas farther away from existing bases. Which means instead of filling gaps in the world they will go for your base more often. But early on there's a lot of empty room everywhere, and very late all the holes are filled in and they're only expanding in your direction anyway.
>>
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>>573404510
>In Satisfactory, how can I deliver fuel to a truck station from another truck station?
Have a dedicated station where fuel is dropped off, then just run a belt from the output of the fuel station to the fuel input of the other station. Obviously you can also split the belt and feed many truck stations from 1 fuel station.

If you're thinking about filling the fuel slot in a station directly from a visiting truck and not from the fuel input, I don't think that works (unless it's a fuel station in and of itself, then you can run a belt from its own output to its own fuel input and that works of course).

>The issue I am having is that it appears that in order for a truck to refuel, the station has to be set to load.
No, this isn't the case as far as I can tell. If fuel is available, a truck will refuel when it stops at the station no matter if it loads or unloads.

>have a "dummy" truck stop and have my refuel truck go there and hook a belt up to the real station to give it fuel
Yes, that's an option. It's not really a "dummy" station though, it's a station that distributes fuel and you'd presumably have multiple of these around your network. You can do other things, like adding a refueling stop in a truck's route (probably overkill) or fuel the stations from local production if applicable in the area or fuck knows what.

I went with the idea of fuel distribution stations, I have 1 fuel drop station in every truck stop area and a single fuel truck that visits every one of these stations to drop fuel.

>>573407738
Making a train base very early on is kind of a pain. If you're doing this before you even have bots it really is a major pain. I did it once and it was very slow, laying any significant amount of track by hand is laborious. You need bots, a set of signalled rail BPs and a set of stations. Then you can just go around placing stuff, so first you need bots and then you need to make your BPs before you start using trains large-scale, for every item.
>>
>>573411243
a lot*
>>
>>573409665
Yes it will, I mean if you plan to play Factorio for hundreds or thousands of hours it may very well burn in. It shouldn't be catastrophic unless you play absolutely crazy amounts but it can happen. I saw a YT video of a guy who played like half an hour of Overwatch a day for a couple of years and the health bar was burned in. That's like 300-400h of a game to burn-in part of the HUD.
>>
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>>573381096
>>573381928
I love U235!!!!!
>>
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I've got a problem and I need some help. This point in my base is causing a lot of problems on my rail line, and my attempts to fix it with signals have failed. This current design actually works fine, except for some reason, incoming trains will IGNORE the alternate route available to them if the outbound train is in the middle of the intersection(see: top image.) I genuinely don't know what causes it to ignore the really easy fix and instead sit there like idiots, while the rest of the trains pile up into an unholy mess that takes 15 minutes to clear out later once I realize what has happened. Why is the train's automation like this and how could I potentially fix this?
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>2.0 broke my rail blueprint book that I made years ago
>Finally get around to making a new one this time with some circuits parameters
>tfw it kinda sucks but it's mine and I love it and it's almost modular
Nice. Kinda.
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>>573418475
>2 way rails
heres a solution that will work for you. press this red button, selected your entire base, then build it the correct way
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>>573420423
Yeah, no thanks. I don't even have cliff explosives, so I can't even do what you're asking me to do in any reasonable amount of time.
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>>573421696
bro you are at a purple science and you already made this huge ass base. wtf are you doing with your life
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>>573418475
My first instinct would be to remove the r signals inside the intersection so the whole intersection is one block. Inefficient but it would prevent trains from entering if they can’t leave
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>>573421873
Trying to finish the game for the very first time after 800 hours.
Also, my save is islandic, so while there's a LOT of resources, the throughput is so limited that I'm forced to expand to make sure my factory can still function.
I'm having coal problems despite having 3 mines.
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>>573422090
Alright, I have attempted that. I'll run it for 10 minutes and see if it clogs again.
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why factorio no have boats?
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>>573418475
shouldve taken a picture while in the map view or given a save or something WITH the clog, but this is probably it
i'm probably hallucinating though

but yes two way rails are a headache even if you know exactly what you're doing
>>573422585
https://mods.factorio.com/mod/cargo-ships
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>>573422286
Yo that's tight.
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>>573422518
Yeah, I should've remembered that this was why I made that weird ass block.

>>573422629
Yeah I should've. The image I provided was a simulation I forced. The natural clog and the unnatural ones are actually ever so slightly different-the natural clogs can be redirected to go down, while ones that I force require me to take manual control of the train so I can go back just a little bit.
I'll wait for a clog to form and provide the save. (There's other problems with this rail line, partially stemming from the fact that I genuinely don't know how to use chain signals correctly.)
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>>573422629
now that I've had a moment to drink, isn't this basically a ezpz fix by replacing the pre-curve signal with a chain and a regular signal behind it?
sure it gives the left side a higher priority but it should work?
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>>573423194
honestly I’m extremely confused how a collision is even happening here so take this with a grain of salt but it looks like it’s the rail signals. Chain in rail out doesn’t work with two ways, for two way networks you probably want to use chains everywhere so trains can see the entire path to their destination. you only want to use rail signals on two ways in explicit stacking circumstances like bypasses. there’s some pretty bad worst case scenarios here (train blocking the entire network or needing to wait for its entire path to be clear first) but putting a rail signal anywhere but a bypass is asking for these head-ons because the one train is not seeing what the other is seeing
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>>573423194
I managed to get the clog to form "correctly " with some coercion. https://litter.catbox.moe/r7gut03fu2a0yos2.zip

>>573423723
I'll try it out, thanks!
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>>573374058
I think you can make big power from the volcanic vents, something with sulfur and steam or something.
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>>573423194
I don't bother with two-way rail just because it's too difficult to reason about when there are a lot of trains and a lot of intersections.
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>>573424909
It's because I'm in an islandic save. I didn't have room to start designing my base around that(the cliffs sure as shit didn't help,) and by the time I have enough landfill(I never do), it'll be too much of a hassle to redesign the ENTIRE rail line.
I might revisit it post-game. I am aiming for the logistics network embargo challenge, so I can't use the bots to execute the deconstruction planner for now.

>>573424345
I'll try to keep that all in mind. Might have to replace the signals in the other locations too then.
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>>573425580
>Might have to replace the signals in the other locations too then.
Every time I do trains I convince myself I am doing the signals correctly and inevitably I mess up at least one of them somewhere.



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