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Green energy is for cowards edition
Previous thread: >>572949597

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.
>>
factorio - how the fricker do I get my fusion cells to a desired planet without the landing pad stealing the fuel from the rest of my fleet
>>
>>573440632
You don't bother using fusion power on other planets, only on aquilo and space platforms
>>
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>>573441543
its mostly a pet project on nauvis in the endgame for funs, scaling even legendary nuclear is very bad for performance I hear
>>
https://www.youtube.com/shorts/r76pxiI-4IQ
>>
Bidirectional rails are pure sovl. Never discourage new players from building bidirectional rail lines.
>>
reaching volcanus feels so much like going underwater in anno 2070
all the raw material shortages just solved
>>
>>573449134
>going underwater in anno 2070
anon..what do you know?
>>
>>573443102
Bidirectional is fine. I used a bidirectional rails to supplement my base's needs on my first playthrough. It's only when you want to go bigger and use rail lines for multiple trains that you should double the tracks
>>
>>573450114
in anno 2070? there is an expansion that lets you go underwater with a submarine and build underwater bases
the underwater is rich with infinite resources and infinite geothermal energy
https://www.youtube.com/watch?v=lgthAx4r7B4
welcome! to SAAT!
>>
>>573443102
It complicates things. My knowledge of signals is thrown off the window, different paradigm altogether.
>>
>>573452706
I forgot about this game, never played it. Thought you were literally talking about anno domini 2070 when we will inevitably pursue alternatives to contemporary natural resource acquisition following the 54 years of the Hormuz Strait being closed
>>
>>573453661
kek
i understand
>>
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>>573453661
*44 FUCK
>>
How do I get my train to leave when the inventory at the station is less than say 50? I don't see how to connect the train to the network
>>
>>573454262
The train station itself receives and sends signal to the train, right? I think there's a train schedule condition to leave based on logic signals.
>>
>>573454262
Do you want to send the train to the station with low inventory? Wire up the train stop and set it to be enabled when [item] < 50 or something. If you want something more complex, you can use a decider combinator to check multiple conditions and use a check mark instead.

For making the train leave when the inventory at the station it's at is low, you can have the train's wait conditions read circuit connections on the train stop in a similar manner.
>>
why cant i manually request items to my rocket
why must i do it through station ree
>>
>>573452706
ayhs eh eh T-HEE
>>
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rate my research station
>>
>>573458345
Too big, too many crushers, not enough furnaces, not enough assemblers.
you fucked up from the get go, start over.
>>
>>573458345
I'll have a hearty laugh watching you trying to launch it.
>>
>>573458345
deadlocked/10
wheres your trash output.
wheres your circuits to prevent the core overloading with iron ore so to the point it cant input any science to ship down.
wheres the filter on the furnace to stop it making steel?

3/10 go back to sushi school.
>>
I guess this is going to be it for 2.1, we'll only get a bugfix patch or two and then stable is out
>>
>>573458345
You can literally do 100 spm with difect insertion without needing a belt.
>>
Is there any alternatives to Factorio Blueprint Editor that has Space Age content besides the game itself?
>>
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>>573459152
>>573459213
>>573459248
>>573459381
it was a fun thing to build but yeah
i think direct insertion is better lol
>>
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>>573460271
okay i tried something else
>>
>>573460584
i put a little decider combinator that removes chunks if the belt has more than 100 of said chunk
should prevent the belt from overfilling with one asteroid
>>
>>573461257
you can do it with three inserters and a wire without having to launch a single combinator in space or just one inserters reading the belt and a bit of fuckery
>>
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and finally to make use of what little stuff i have left
>>
The anusworm killer 9000 is working really well, even with almost no bullet research
>>
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>>573461612
may I?
This is the first splatform I ever made. I like what you're doing with yours, you may get some ideas from this too with making it a bit more compact in the future.

>>573461796
Why not insert the ammo manually?
>>
>>573462004
Well why insert the ammo manually?
>>
>>573462004
holy shit yours is so sexy
why batteries?
>>
>>573462069
Saves you from running a line of poles into enemy territory, angering the worm in the first place and making him to a different angle of attack than what you're planning for
also it's bulky as hell and adds more moving parts, see how the belt at the bottom is cutting off the deployment of ammo by being cut at the beginning, making it fully useless

>>573462087
No reason, I had the space for nothing else. It's a bit redundant too, it continues going forever and yeets the space science over a certain point
>>
>>573462004
>>573462069
Better yet, why not have bots insert ammo?

https://www.youtube.com/watch?v=a76CF76WPN0
>>
>>573462238
The thing sits right outside worm territory, so I can bait them in from a good angle, 3/3 so far
The belts help with reducing ammo consumption, since having 50 ammo in each turret is pretty wasteful when they inevitably get smashed, instead the inserters get them up to 10-15 and top them up during the fight
>>573462350
This was my original plan, but for some reason my game refuses to copy paste the ammo assignment along with the gun turret and I have no idea why. I'd have to do each turret like that manually.
>>
>>573462384
>since having 50 ammo in each turret is pretty wasteful when they inevitably get smashed
But ammo is lava and lava is free
>>
>>573462004
I like how you think
>>
>>573462485
https://www.youtube.com/watch?v=y3s-0bTmV24

"how can I make science by being a cheapskate and sending the least possible amount of shit in orbit" is a way of living
>>
>>573462479
Time is money and that's not free
>>
>>573462586
Doubles as iron ore miner as well, ~250/m from the void straight into the base ain't nothing
>>
>>573462004
I created this half baked abomination as my first platform. It generates me enough science and I couldn't care less about efficiency and resource wasting.

"good enough engineering" is good engineering
>>
>>573462907
yeah, if it works it works, especially your first space platform that doesn't even need to be defended, the game has a nice learning curve overall

that was me conserving resources because I wanted to get to vulcanus asap to get the pre-purple/yellow achievement and my base barely made 100 spm overall and nothing else
I should boot 2.1 and try another run
>>
>>573462907
at least trim away the excess platform and enable send resources to other platforms

and that power pole
>>
>>573462907
>wooden power pole
I too didn't know how to read a platform's power output at first
>>
>>573440632
>tick the unload checkbox only for your desired planet
>set the platform to request more fusion cells than the cargo landing pad
>request tons of fusion cells (so you'll always run out of something else first, thus never actually having 0 fusion cells in your ship)
>or just have a chest buffer for a few fusion cells
>>
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>hmm today I will update to 2.1
https://www.youtube.com/watch?v=EQ3HehdWuF0

I didn't think.
>>
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There's a new ONI game but it looks the same. I don't see the difference besides "new" graphics.
>>
what the fuck do you mean clean floor isn't updated to 2.1
>>
why do you always make me go to the catalog and type in egg
tahs so hard
>>
>>573468591
>he doesn't have his highlighted
>>
>>573468591
bwo, your thread watcher?
>>
FNEI?
FNEI ISN'T UPDATED FOR 2.1??
>>
>>573468701
Thank goodness, Recipe Book>FNEI
>>
>>573468792
you shut your WHORE mouth
>>
>>573468862
Make me, fuccboy. JEI sucked in Minecraft and sucks in Factorio. Use something with a better GUI.
>>
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>>573468917
>JEI sucked in Minecraft
You exist on a level of wrong that is simply inexcusable and unfathomable to the human psyche

you are a cognitohazard
>>
>>573468574
>>573468701
2.1 stable isn't even out yet chill
>>
>>573468917
>JEI
back in my days it was called TMI
>>
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>>573469245
>you are a cognitohazard
That's the nicest thing anyone has ever said about me! Wanna get married?
>>573469426
Based
>>
>>573470774
>Wanna get married?
Pride was last month, you harlot
>>
>>573471360
I didn't flip the page on my calendar
>>
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I DID IT
20 turrets and like 50 poison capsules
the trick was placing the turrets on its tail
>>
>>573473243
Poison capsules really are the cheat code to killing demolishers
It essentially counteracts their natural HP regen, so you can actually make progress in hurting them with turrets
>>
>>573474003
>Poison capsules really are the cheat code to killing demolishers
Too much work

All you need is 100 turrets and red ammo
>>
>>573468574
for a game that never goes on sale, that is unacceptable
>>
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For me it’s drawing the power of an entire city to smite an alien with the power of Thor (1000 niggajoules)
>>
>>573470774
she's pregnant with (me)?
I will take responsibility!
>>
>>573474453
Are those common turrets?
>>
>>573474453
Interesting choice, if a tad impractical
that a medium or a big demolisher
honesty at that point a railgun might be easier to handle
>>
>>573474589
Yes, I refuse to gample
>>
>>573474670
So even using uncommon turrets would mean needing only half as many? Sounds good
>>
>>573474589
Yes I haven’t started qual yet that’s actually why I’m clearing land on Vulc. I think I have the 32k science electric damage upgrade. The low resistance and arcing in the real workhorse here, 1GJ is probably very overkill
>>573474647
Big demo. I don’t have a railgun yet and honestly this is even easier than nukes
>>
>>573474453
Based, your Vulcanus tax dollars at work
>>
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worth it to start over?
on volcanus right now
>>
>>573476506
start what over
>>
>>573478434
my entire base to produce higher quality
>>
>>573475632
>I have the 32k science electric damage upgrade
>haven’t started qual yet
Just put a set of common modules on whatever is crafting those teslas. Done.
>>
>>573478852
"Start over" You realize you can pick up your base and rebuild it without starting a new save? Just build new parts of the factory and your old base can be an archeological find in several hours
>>
>>573479138
are you retarded
i meant start over my production chain for higher quality
>>
wife played factorio from 10 am to 2 pm nonstop and didnt finish the tutorial
shes very annoyed and says it looks tedious to automate green science
but we all have that stage
ill wait and see
>>
>>573479779
Green science is easy if you've ever baked desserts that have more steps than cookies
>>
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made a thing that shows universal supply
>>
automating stone seems like itll be a funny challenge so the foundry doesn't clog
i could always set it so it only makes stone and dumps the rest i guess...
>>
hear me out
main bus of just raw iron copper stone and coal
then produce everything in its own block in paralel
>>
>>573480272
I have a foundry that just tosses crap into the lava just to always have some stone going
>>
>>573480123
Supply of what?
>>
>>573480804
Judging by the colors, I think it's science packs
Vulcanus, Fulgora, Gleba, Aquilo
>>
>>573480483
tried that in vanilla, wasn't too bad
could probably work in K2 as well, but very impractical for anything more than that
>>
>>573479779
>didnt finish the tutorial
nobody ever has
>>
>>573480483
Ok but
wait for it
wait
no bus, just send the belts where they need to go
>>
>>573481541
spaghetti
>>
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>>
It must've been more than 10 years since I first played it, and I still can't wrap my head around angel's ore processing. Seems like when Py took it over he actually made it simpler, for once.
>>
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>>573482290
w-what happens at nuclear??
>>
where is the georhermal power bros
>>
oh my.god i over complicated thrusters when you can just put them side to side kek
>>
update : wife thinks the engineer is an android as a theory

i didn't even know she/he talks in the tutorial
>>
>>573483349
death
>>
>>573483349
Nuclear doesn't come from the oil pipeline
>>
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>>573484716
Umm
>>
>>573485045
poppers?
>>
my plan right now : build up a full fledged rare items factory on volcanus
when thats done ill use it to produce purple science plus drills and foundries of rare quality
ship the science drills and foundries to nauvis
start over on nauvis with rarity and a fuckton of production science being made with infinite resources of volcanus thus reducing my resource problems
>>
>>573463728
>at least trim away the excess platform
no. Future generations must know the history.

>>573463935
>I too didn't know how to read a platform's power output at first

Even now, it is easier for me to click the pole than to navigate to power readout. Also I connect belts and tanks to pole to have single place to check how many items i have.
>>
>>573481251
i did. On pirated version. Then I decided that this is worthy game and bought it.
>>
>>573486380
owo
>>
How does a nigger deal with no coal on vulcanus? I only got my starter patch for the foreseeable future. I'm thinking of a quick gleba visit for coal synthesis and then exporting sulfur from fulgora + space carbon and dropping that on vulcanus.
Getting any big techs is difficult due to 10x science, and I'm not doing a full gleba base without artillery.
>>
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not sure if i should put the carbide or the ore on the bus...
>>
>>573489369
Do neither. You can use both sides of the assemblers if you connect them to the pipe via the underground segments.
If you're willing to add a single gap for pipes between pairs of assemblers, you get 3 tiles of space on both their sides.
>>
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WTF are these numbers? 600/min copper ingots for 0.5/min nuclear pasta
>>
>>573489369
vulganus is hardly bussifiable due to the CLIFF WORM CLIFF WORM features preventing expansion

you're better off bussifying gleba
>>
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thoughts? just needs lava and calcite inserted
4 chips per second
using tier 1 crafter so ratios are 1:1 and 1 speed module on the iron to get the ratios 1:1
yes i have autism
no i'm not good at this game
>>
>>573488897
>I only got my starter patch for the foreseeable future
No patches in small Demolishers territory? Does the nuclear trick work on medium ones?
>>
>>573492078
>thoughts?
none
head empty
em plants lacking
>>
>>573492093
None at all
Playing mp and the host thought it would be interesting to put ores to minimum frequency, maximum richness, so now I have one 6m coal patch and the next one is probably in big demolisher territory if I'm unlucky
Next question will be where I get tungsten after that starter patch but that will probably involve a railgun
>>
>>573492078
I don't think that a single blue outserter on Copper Wire can keep up with the needs of the assemblers
>>
Here's my starter colony ship, it can airdrop carbon, iron ore and plates. Couldn't fit an inserter to get the ice to the hub sadly, but only fulgora could ever use that stuff so I won't bother.
I called it the white man's burden
>>
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it's gonna clog at some point i know but whatever man
its not like i need to make refined concrete in industrial amounts i just need it for foundries
>>
>>573494159
The only potential deadlock I see is if there are not enough stone bricks, and no more stone coming because the molten iron foundry has backed up

If you want to make it more foolproof
- Add a tank for molten iron and wire it to an iron plate foundry
- Enable the iron plate foundry if the molten iron in the tank is greater than 20k
- Drop all the iron plate into lava
That would ensure that stone is always being created
>>
>>573496928
did they remove fluid voiding via recipe swapping in 2.1? I heard something about that, but I'm still on 2.0 for my SE save
>>
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>typical interaction with a Wube employee
>file a bug report, pain-stakingly taking the time to explain a functional issue with how a prototype is implemented
>dev barely skims through your explanation, posts code excerpts unprompted for you to figure out
>ends up filing it as "not a bug" after a few one-liners because he couldn't figure out the subtelty that it's not just because "it does what the code says it does" (instead of what the documentation says it does) that it's disqualified from being a bug
so you thought night vision should follow the actual visual darkness, instead of whatever the solar panels use internally? guess that's a feature request, and not an oversight!
when you really think about it, nothing less than a crash is a bug really
https://forums.factorio.com/viewtopic.php?t=134908
also
>using float for an inherently fixed-point calculation
literal smoking gun right here of their coding practices, using floats here is both:
- slower
- less accurate
- trivially replaceable with an integer division
the bug itself is not related to that however, it's a literal second-long visual discrepency that he couldn't be bothered to try and reproduce with a hand-crafted poc, or even begin to understand why it's hapenning (even as I've done 90% of the work for him)
>>
get a trip or take one
>>
>>573497303
>remove fluid voiding via recipe swapping in 2.1
From my quick research, you can still recipe swap to void fluids in 2.1, but only if you have a pump pushing the fluid into the machine
If you just have a pipe into a machine and then switch the recipe, the "buffer" fluid in the machine flows backwards into the pipe network and does not void
The pump acts as a one-way valve, so the fluid gets voided instead of sloshing back
>>
when i was new to factorio i got the logistics emnargo achievement because i didn't know what robots do
>>
pretty sure most people did yeah
>>
>>573489369
You barely use it for anything, so neither
Tungsten on the other hand may be worth it
>>
>>573489369
>years of laying bussies yet no real life use found
>>
damn so the endgame really is space ships acting like trains
>>
>>573499961
I prefer the way the Space Exploration mod does it: you fire cargo capsules directly from a planet surface to another planet surface. Much more fun to set up than SA's space trains.
>>
is there a way to measure my sulphoric acid per second?
>>
>>573501694
Your what now?
>>
>>573502367
my acid production
i wanna know how much im making oer second total
>>
>>573502493
nigga press p immediately
>>
>>573502737
but it only measures current output not full potential
>>
>>573502906
>full potential
*ahem* because of the halting problem (or more generally Rice's theorem), this is not computable
unless you just mean some sort of abstract potential, say as measured by current machine count, which is not necessarily accurate
>>
>>573504091
okay so each machine says it makes random numbers from 20 to 30/second
i just want the total because counting by hand is hard
>>
>>573502906
you can also hover over a machine to show its output and then just multiply by number of machines
>>
>>573500180
I think the planets are way more interesting for SA (my utter hate for vulcanus aside), but the interplanetary logistics (and basically everything else, aside from the beam sciences needing to be 2 tiers at most) are significantly better in SE. It's hard for mods to build on SA too, since you have infinite resources almost accidentally the second you touch on vulcanus and the stacking prod means your factories will also be tiny. They would need to drastically rework everything, or make the sciences 10-100x by default once you get to space, to actually make interesting challenges that aren't just "standalone planet that doesn't let you drop things".
>>
>>573502906
rate calculator mod, one of the only mods I bring to every single playthrough (along with display plates and blueprint sandboxes).
>>
>>573504318
>it makes random numbers
??
>i just want the total
blueprint it, or hit ctrl+c over an area
>>
>>573504362
no because the number is random per sulfur patch like oil
>>573504623
see above
the % of eact vent is different
>>573504539
ill try that
>>
the production screen showing total per second input and output of all machines would be a great qol
>>
>>573505008
I don't play spage, but I'm assuming it works like oil and the map preview tells you exactly how much you can expect from a ressource patch, like oil%
>>
>>573505191
both misleading and functionally identical to counting machines, which is available in the construction tab
no idea why everyone just wants to game to do the math for you, like what's left of the gameplay if everything is automated?
>>
>>573505008
Ohhhh you have pumpjacks on vulcanus. In which case i dont know what you mean by “full potential” because pumpjacks only ever get less efficient - I’m guessing because you’re not consuming all of it. You could slap down a bunch of tanks so it briefly maxes out
>>
>>573505008
>>573505380
That's what I was thinking too, if you didn't want a mod
Drop down like 50 tanks and hook it up to the pumpjacks, then use the production statistics tab to view how high it goes
You can even use the UI to empty the tanks if you need a longer timeframe to check your numbers
>>
>>573506296
>>573505380
smart
>>
it just dawned on me i couldve used nuclear turbines on volcanus i stead of normal steamers
oops
>>
>>573490743
2/min with full sloops
it's the endgame resource dump, either cap all the copper nodes on the map or afk for 20 hours until the game beats itself
>>
factorio is curing my germanness and making me support nuclear
>>
>>573509832
this but fusion
>>
>>573443102
They are usable, especially for low throughput situations, but the irony is that despite looking simpler than a 2-line rail network it's actually more difficult to understand how to signal it without risking deadlocks. I mean it's not hard, you basically just use chain signals all over the place, but I think this would be much harder to grasp for a beginner than a 2-line network design where things can't REALLY go wrong as long as you just kinda place signals all over the place.
>>
>>573509832
>Why are you building spaghetti? We don't do that in Germany.
>>
trying to set up a big nuclear setup
wiki says something about heat being lost
so its better to make multiple small setups than one big one?
>>
>>573510682
Two-way is easier for a beginner. With a one-way network everything just werks until it doesn't because he forgot that one chain signal somewhere. With a two-way line he spams chain signals everywhere so it always works, and he only starts placing regular signals when he's sure about them.
>>
>>573512657
>wiki says something about heat being lost
It's not really a concern unless you're making a very long chain of heat pipes
I have a blueprint for 4 reactors, 48 boilers and 84 turbines, and I just stamp down another one if I need more than its 480MW

Nuclear is really a lot simpler than people make it, especially after 2.0
>>
>>573513464
share nigga
>>
>>573513034
>With a two-way line he spams chain signals everywhere so it always works
What happens is that the beginner doesn't actually understand what chain signals do or how they work, nor does he understand then he uses the "normal" signals since those are most basic, or at most he places some chain signals here and there, then the moment he adds a 2nd train to the rail network it deadlocks for apparently incomprehensible reasons.
>>
>>573514653
First thing you read when doing a two-way system is "chain signals everywhere" which is easier than doing a one way system. As the beginner understands more, he adds regular signals to the system, meaning he decides when he adds uncertainty to his railway and when he should expect deadlocks. For a one way system, he'll think he does everything as he usually does, but then it suddenly deadlocks and he has no clue what the problem even is or what he did differently than for the other 10 intersections in his base.
>>
>>573514653
>>573515780
reminder >>573398596

When i was a beginner I didn't understand why signals have to be placed in both directions, much less what the fuck a chain does.
>>
>>573515959
First of all, go take those midwit comics to plebbit
Second, you don't need to understand what a chain signal does if you explain to someone to simply always use it. That's much easier than explaining how to properly signal a one way track.
>>
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>>573514636
Nuclear Fuel from the top, water from the bottom, one pump is more than enough
All the spent fuel goes to the box, which you can later reprocess once you have the technology
You can just extend the looping belt if you add another block of nukes below it

https://factoriobin.com/post/lxzudr
>>
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the new update nerfed my old tank HARD, to the point it couldn't flip, it couldn't fly, it could only drag itself along the ground along with a nerf to its overall health considering how reliant it was on big shields.

Small thrusters went from 15,000 force to 10,000 force which meant I had to actually use medium or large thrusters now, and that would mean stripping out all the armor and structure.
I compromised by extending the end shields and removing two underneath shields. I don't know how I managed it, but it's even stronger than before the nerf now, these two rudders provide a bare minimum amount of 'plane power' for control and the turbo ensures I can easily take off / boost out of a stall, with the added bonus of being able to dodge better in combat.
I was losing hope for a while there because I kept making new versions of the build and nothing was working, but I went back to the basics of "only attach thrusters around your centre of mass idiot" combined with my experiments and now I'm feeling better than ever
>>
>>573517210
thanks man
>>
>>573515780
>First thing you read when doing a two-way system is "chain signals everywhere"
I'm sorry, I didn't go in with the expectation that the beginner was going to fucking wiki the game on his 1st playthrough to read how it's done lmao

>>573515959
>I didn't understand why signals have to be placed in both directions, much less what the fuck a chain does
My point exactly
>>
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I dislike this """random""" input.
>>
>>573524830
Salty about sorting
>>
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>>573512657
I loaded my old save to check and I was doing 8x2 nuclear setups with no losses.
The bigger it gets, the more challenging it is to get the fresh water in and the steam out but I'm not sure that even matters now since they reworked the way pipes work. Do pipes even have throughput limits anymore?

Protip: you can use circuits to regulate the inserter that puts nuclear fuel into the reactor in order to greatly reduce how much fuel you use.
All you need is for the farthest end of the heatpipe to stay above the minimum temperature required by the heat exchanger. People have worked out the math and you can look it up if you are interested, but basically the reactor doesn't have to stay running constantly, you can leave it empty for a while once it's already hot and still use all that residual heat to make electricity before you have to put another nuclear fuel into it.
>>
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I love it when developers change the way fire propagation works
>>
>>573516618
that comic has a point, not always applicable here, but a point nevertheless
>>
>>573526248
>Do pipes even have throughput limits anymore?
No. There are only limits if you need to extend the network and even then the limits are just building enough pumps
>>
good morning /egg/
>>
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Anything wrong with doing this? I kinda rushed blue belts so I'm trying to get the most bang for my buck.
>>
>>573543072
Do you have a screenshot for humans and not ants? I can't tell what those are. Smelters?
>>
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Am I being too ambitious with this Dyson sphere and I should have made it smaller or does it really not matter?
>>
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>>573543475
Sorry yeah, fully saturated iron and copper blue belts coming from an ils, to a pls.
>>
>>573545025
Do you know about proliferator spray?
>>
>>573545228
I do indeed, I'll do it later
>>
>>573545228
I don't think Proliferators are worth using on raw ore.
>>
>wake up
>get a great idea for a new gameplay fix or api functionality
>immediately go back to sleep knowing the devs wouldn't even humour doing any sort of non-marketable work
if it doesn't make for a reddit-farming FFF, it's straight to the 600-page long forum backlog with you!
>>
>>573548063
are you still mad because the main menu loads assets nonoptimally
>>
What's the point of using better assemblers? Isn't it more efficient to just build more shitty ones?
>>
>>573552673
The better ones can take enhancement modules.
>>
>>573548396
The forum are an unironic humiliation ritual, it only exists as to make people believe they might have a chance to be heard, while in reality it's just a junkyard of complaints.
Like you can ask for something simple and useful like having a quicksave shortcut, and you won't even get a rejection response or anything.
Best case is you when you have to fill a bug report and get a canned response that it's not their problem, or not a bug, or that they don't know how to fix it anyway (if they even bother to read your report correctly enough to acknowledge the issue) etc.
>>
your life is a humiliation ritual
>>
right, and Wube employees are my tormentors
>>
>>573554537
The single time I had a bug report they looked into it and fixed it. Then again it was a real bug that affected gameplay and not some autismal screeching that a float somewhere was off by 0.0000001.
>>
>>573497478
used to be able to see the darkness in 1.0, but they must have done something as I never do nowadays
changing the night vision so it's not colored anymore was great too
>>
im so sleep deprived from this crack
>>
would factorio circuits count as a programming language
>>
>>573558342
you can program things with it and you can view Factorio as the interpreter, so yeah
although a heavily limited one as you cannot do system calls
>>
>>573552673
That is one way to do it but like the other anon said with more module slots you have more versatility. 10 Assembly machine 3s with 4 productivity modules making circuits would put out more circuits for less overall materials. And that's not even going into beacons. Even with 1 beacon with speed modules you would do the work of dozens of Assembly 1 machines while taking up a tenth of the space and, ironically, use even less power.
>>
>>573552673
Other than module slots, they put out far less pollution per work done, and they save you space.
>>
forty hours in and I just now realized you can look at power production in factorio by clicking the poles. I just was hoping I had enough accumulators this whole time. I thought it was odd the production tab didn't show power
>>
>>573559281
only reason i found out 2 hours in was that i accidentally clicked a pole instead of a steam engine in 2016 lol
>>
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waited so long to actually use nuclear power for no reason. Have way more u235 than I need
>>
>>573561373
heat pipes bleed and waste heat, consider a design with as few used as possible.
>>
>Game piracy on Windows
Install anything and everything, worry if defender sends a warning, panic if it doesn't.
>Game piracy on Linux
Run installer.sh through a completely quarantined vm with no shared folder or internet access after verifying the checksum twice, real time monitoring of ram, nuke the entire vm if anything suspicious is going on. Still worry.

This is why Linux is superior to windows. Prove me Wong. You Kent.
>>
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>>573562104
I'll keep that in mind but it's low priority
>>
>>573563035
I work at Microsoft therefore you lose
>>
>>573563035
can you not make a vm in windows?
>>
>>573563268
Why would I use a vm on Windows.
The real answer is that yes but no, recent versions of Windows have such stupidly high requirement that it's not viable to run anything through a vm on Windows. You could use it to unleash the payload of a potential virus but most viruses put in games are made to detect that they're in a vm and act completely normally. With Linux you can somewhat reasonably run a game in a vm.
>>
>>573563882
interesting, I hardly ever pirate games but when I did I just ran them and hoped for the best lol
>>
>>573562104
>heat pipes bleed and waste heat
They don't bleed any heat you rotund retard, unless the reactor is at 1000c and still consuming fuel not a single unit of heat is being wasted
It still work on the old fluid mechanism where flow is the only problem one has to face and heat pipes are notoriously slow at transfering the heat (+ thermal mass capacity being reduced by 1c compared to the hottest connected pipe which is just a softcap on length)
>>
>>573564224
I don't pirate games because I barely play anything and when I do it's autistic games like Elin (1760 hours), Warframe (6800 hours), Keshin (690 hours), Factorio (530 hours), Terraria (850 hours), etc. Actually surprised to see Factorio so low on the list until I remembered that I exclusively play the standalone version when I'm not playing multiplayer...
>>
>>573563035
>Game piracy on Linux
Use wine
>>
>>573564903
Explain your logic...
>>
>buy game for the price of a burger when it's on sale
>unlock its DLCs through with creamapi
uh, no, i think i'll take the schizo 7 VMs through 14 proxies and 28 VPNs route
>>
>>573565356
it's harder to pirate linux games than to pirate windows ones
use wine instead
if there's any keyloggers or grabbers and shit they won't be able to do shit on a different OS too
>>
>>573566404
>it's harder to pirate linux games than to pirate windows ones
That's not true.
>use wine instead
>if there's any keyloggers or grabbers and shit they won't be able to do shit on a different OS too
That's just straight up wrong. Many security experts have demonstrated that even basic keyloggers made for windows will work perfectly on linux through a translation layer. From the Wine "Limitations and Risks" section:
>Q: Is Wine malware-compatible?
>A:Yes. Just because Wine runs on a non-Windows OS doesn't mean you're protected from viruses, trojans, and other forms of malware.
>Never run executables from sites you don't trust. Infections have already happened.
>Q: How good is Wine at sandboxing Windows apps?
>A: Wine does not sandbox in any way at all. When run under Wine, a Windows app can do anything your user can. Wine does not (and cannot) stop a Windows app directly making native syscalls, messing with your files, altering your startup scripts, or doing other nasty things.
>You need to use AppArmor, SELinux or some type of virtual machine if you want to properly sandbox Windows apps.
>>
>>573563035
windows defender is pretty good
>nuke the entire vm if anything suspicious is going on
why? it's not like you are going to have anything sensitive on that vm
>>
>>573563040
it should be 480mws no?
>>
>>573564748
>Warframe
Jesus...
>Elin
I should get back into that
>Terraria
Hope you're playing calamity mod or something, otherwise that play time is not justified
>>
>>573567363
huh
>>
>>573567363
that's why you should never pirate software
>>
>>573568128
Calamity sucks, it's cringe, it plays poorly, it's buggy, it's bloated. It's honestly the worst gaming experience I've had in Terraria... Actually I forgot to count tmodloader so my real time is just over 1100 hours. Played since pre-release. What can I say? It takes a long time to do everything in master for the worthy.
For Warframe, that counts the time I've spent in the launcher and outside missions. I started playing well over a decade ago. In comparison, I've been playing Factorio for only 3 years.
>>
>>573569859
I liked calamity, its cringeness was fun and had lots of quality content
>>
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>>573559281
>you can look at power production in factorio by clicking the poles
In 2.1 you can now just hover over the pole and it will show you in the tooltip
>>
>>573568124
>it should be 480mws no?
He's only got 48 Steam Turbines so he won't be using all of the potential output of those 4 reactors
>>
>>573570343
yoo
>>
>>573570343
the new assemblers look nice
>>
>>573552673
space is the most valuable resource in factorio
>>
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>>573570973
They also have a small green light that turns on when they're running
>>
and you can have it all
my factory of dust
>>
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>>573571305
bottleneck lite mainlined
>>
>>573571928
Looks like it's missing quality modules for no reason.
>>
>>573572250
And a provider chest for the output
>>
is 6.614173 inches good
>>
>>573573810
>>>/trash/83893463
>>
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>>573572250
yeah i know
i havent fully settled in yet
i just needed as many as i can for now
it's not like resources run out now
>>
>>573574420
mmmh green chip
>>
I'm having trouble starting out a new game
it's so slow
>>
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you guys wanna see something cursed? i'm on volcanus and i really really want to get better coal liquification so look at this abomination i set up using bots
>>
wow past me is such a cool guy he prepared for everything
thank you past me for stockpiling tungsten carbide to make drills with
>>
>>573579439
TUNGSTEN CARBIDE DRILLS?!
>>
played orebound for about 40 mins
it kinda sucks..
>>
why can't i cast barrels
come on
>>
wait
foundries just create iron out of thin air on nauvis
due to productivity
>>
>>573585891
out of calcite, really
>>
>>573585891
it's just making it more efficient
One piece of iron ore weights more than one iron plate
>>
>>573573810
anything less than me (8 inches) is not good
>>
>>573585891
It's likely less than mining productivity, at that stage. Plus you can put prod modules into almost every step from mining to science packs, if for some reason you were worried about ore patches running out. Or make your mining drills with quality, a regular blue one will last almost twice as long and Vulcanus ones already last twice as long at common tier.
>>
>>573585891
its faster and produces more per ore plus you can inject the liquid metal where its needed instead of belting plates around. I wish the biochamber was useful anywhere but gleba
>>
>>573586474
>integer measurement
use floating point next time, I bet it's only 7.85356 inches
>>
THE COAL LOQIUIFICATION RESEARCH DIDN'T MAKE MY LIFE EASIER IT MADE IT HARDER
>>
update on factorio wife : she made it to green science and her factory looks neat and organized unlike mine are
she says it makes sense now and she loves it
>>
whyd they make artillery so annoying now
>>
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it's not spaghetti
what do you even call this?
>>
>>573588532
You get significantly more resources out of normal coal liquefaction instead of the basic one
But yeah, it is more complicated to be sure
>>
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>>573591048
my head hurts
>>
>>573592649
your head seems small.
>>
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>radiator sun tracking in programmed to point towards sun, instead of away from it
God damn it. I don't think it actually matters, but it does annoy the hell out of me.
>>
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>>573593070
it's not small
it's tiny
>>
>>573557547
Then I guess the margin of error for what constitutes a "bug" is fairly high, since a lag in several seconds in the activation of a time-based item that affects visuals like night vision is not considered an issue, when there is an explicit option to set it to enable at a given time and it's completely off by that offset.
Again, if it won't get featured in FFF, it might as well but exist. Let alone if it's about the API that doesn't fit their narrow vanilla use-case.
>>
>>573568124
Still making all the turbines
>>
>>573591035
Why not make minimal size loops if you want loops
>>
>>573594408
shitty mods?
>>
im actually not sure how to calculate bullet usage per minute for my ship traveling
help?
>>
>>573492078
one lava foundry supports 10 metal foundries. You could scale more.
>>
>>573601738
Measure and adjust, I guess. That's what I've always done. I start with a guess of how many I'll need and set a condition to not travel until there are at least that many in storage.
If it runs out, I increase the quantity requirement.
>>
>>573602318
thats amazing
thanks
>>
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>>573601738
>bullet usage per minute for my ship traveling
There are too many variables for an accurate answer
The width of your ship, tech levels of physical shooting speed/damage, the map settings for asteroid density, pure RNG from what asteroids spawn within range of your ship and will collide, ship speed affecting how fast you get there, etc.
For my early game ship with level 4 in both speed and damage, max speed about 130, I stockpile 500 and use about 300

Just save the game, fly where you're going, and see what amount you need and how much you're comfortable with
>>
>>573598173
Yep. Not sure which particular mod that one is from, and I don't want to spend 7 minutes booting up the game to check. Pretty sure it's only a visual thing, though.
>>
anyone else name their defence designs? like on my ship i name the gun batteries sentinel point defence
my base laser defence i call paladin defence system
>>
See, the issue is that the bugs I report are "somewhat" subtle to understand, and if you don't phrase them in a brain-dead manner such that their limited attention span of glancing over your post, then they won't understand your point.
Counter-intuitively, the more effort your spend trying to to their jobs in their stead, by explaining in great details what the issue is about, and how to effectively fix it in the least intrusive way, the less they're likely to enact what you suggest.
Still, there be must a subtle line between pretending to be a retarded clueless user who's helpless against the whims of the game, and writing a full-blown technical report.
It's the principle of "stay in your lane", I suppose, they're simply not used to dealing with more than a disgruntled one-liner with maybe a blurry screen-cap.
>>
>>573605647
Man, it's probably not worth your effort to worry about it. The game is what it is. It's not going to ever be perfect. If the developers don't feel the same way as you then you're just wasting your emotion on it.
>>
i actually like demolishers
but how do they breed?
>>
>>573605907
Like, if I had phrased my report to sound something like:
>Uhhhh, I tried to set the night vision equipement to activate at any darkness, but it doesn't work!! See in my MP4 how it's still dark for a few seconds? Fix???
Then maybe, the gears in their head would have started turning, and maybe they would have even investigated the issue in their own time, and come to the exact same conclusion as me.
>>
>>573606034
But they didn't so why are you still worried about it? Let it go. Game has bugs. That's how it is.
>>
It's not even that they disagree, is that they're not trying to understand the issue in the first place.
At least if they gave me a "it's working as intended because we hate you and don't want night vision to work as documented" then at least it would have been intellectually honest.
Here they're just saying "idk what you mean, the code does what the code says -> not a bug"
>>
>>573606006
Same way slugs do
Tungsten dick fencing, loser becomes a woman and gets impregnated
>>
Still can't believe they actually posted code excerpts in guise of explanation, like we're bisecting a codegen regression or something.
Literal one-character fix, took you longer to reply than put it in the code.
>>
>>573606290
It's not that they don't understand what you're saying, it's that you're being nitpicky for literally zero reason and just shitting up the forums with it.
They want to be told about bugs that affect gameplay or detract from the user experience of creating a factory

Nobody but you cares that night vision fails to activate exactly on the frame that you think it should
>>
>>573607308
Well I, for one, feel detracted from having any ounce of fun, when my gameplay experience is spending half of my attention trying to avoid enabling non-binary floating point calculations, and the other half dealing with edge cases that make the game non-deterministic, dealing with the shoddy post-processing filters is just the cherry on-top.
Also
>ONE CHARACTER FIX
like a conditional goes from > to >= and it's gone, now the game works as the documentation says.
>>
>>573607308
>the frame that you think it should
the "frame" (about 200 frames off really) that the documentation _says_ it should*
>>
why are transport belts 50 per rocket bros
>>
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>nobody but you cares
I'm literally getting pinged in the mod portal because it's not working as expected
can't even fully reimplement the prototype it myself using lua because of how limiting the API staging process is
>>
>>573606656
https://en.wikipedia.org/wiki/Love_dart
wtf its real
>>
>>573608593
They're 100, except for green belts
>>
>>573608689
yeah and they can only be made on volcanus :(
>>
>>573608772
When you're making builds that need green belts, you should be able to make a ton of silos on vulcanus.
>>
can a space station produce enough iron ore to feed a 24 furnace stack?
>>
>>573608614
Ain't nature fascinating
>>
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>>573613052
If you have enough collectors, sure
I have an ammo production facility in my new 2.1 base to resupply my ships, and it works pretty well
You can expand with more arms to get more asteroids and I'm sure you'd be ok in the end

I just went to editor mode and I get about 300 ore per minute with this amount of grabbers
>>
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ok these lil niggas flying around and building everything are so cool
>>
>>573615882
bots are okay early on but they have serious issues with the way they prioritize what to build and where to fly
>>
>>573614001
holy shit
i wanna update now
>>
>>573614001
I feel like making a small ship that jets off to who cares where to collect asteroids when it's running low on ammo would be more efficient than this

>>573615882
Factorio starts when you get robots
>>
>>573616029
They are finishing the tiling for now. Can I somehow make the personal roboport prioritize whatever assembly line im making instead of joining the swarm to lay concrete?
>>
>>573616390
You could just pave manually to speed it up
You can use +/- keys to increase brush size with floors and just run around
>>
>>573616390
I don't think there's any way to do that. The bot system in factorio is very dumbed down allegedly to reduce CPU usage.
>>
>>573616581
I ghostbuilt nice tiling with boundaries from different materials before I had all different concretes being made, I guess I'll go take care of the biters while they lay them and come back to see it finished
>>
Ever noticed how electric furnaces generate pollution even as all they do is produce heat, but burner inserters do not pollute even as they literally burn coal?
Biggest plot hole besides unpowered belts
Just imagine a mod that implements burner belts
>>
>>573617116
Belts ought to use electricity.
>>
>>573617752
*fuel
>>
can anyone explain what https://mods.factorio.com/mod/train-no-time-accumulating-penalty is actually going to do to my trains?
>>
>>573509967
factorio's fusion is even less realistic than the fission
>>
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>burner inserter chaining doesn't work
WUUUUUBE
every time you scratch below the surface...
>>
>>573605647
Who are you talking to
>>
>>573579439
Past me is my enemy but i hate an even worst guy, future me.
>>
>>573617752
*lubricant
>>
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An overly complicated machine to produce gear grease to stop machines from wearing down due to heat and friction made in Factorio would be a Wube Lube Rube Goldberg machine.
>>
>>573622768
What if it had genital hair on it
>>
>>573622768
Calm down, Earendel.
>>
>>573622768
What if it was shaped like a cube
>>
>>573623336
>>573623478
Then it would be my penis.
>>
>>573587851
I did a floating point rounding technique
>>
The hardware pipeline I design at work has zero floating point, almost entirely unsigned int
>>
https://store.steampowered.com/news/app/3012600/view/702145613257509672
did anyone actually sign their nda
is the game good
>>
>>573622768
And what shape would be the pipe that transports the lube?
>>
>>573514653
That describes what happened to me perfectly except it was also happening at an intersection and was a nightmare to solve
>>
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Wube lube tube cube
>>
minemogul good or no good? i'm about to start playing
>>
ok but can you design a full-burner (including inserters) setup without using underground belts?
how would you handle taking stuff out of a machine, where that inserter needs to be fuled by another inserter, in a way that reasonably scales?
>>
What about a factorio run where you can't use inserters or belts or drills
>>
>>573623401
>zoomers don't remember Dr. Suess
I feel old
>>
>>573603480
yes, i call the front end of my ship "the drill section"
>>
Michal Kovařík ran away with your Factorio money, and refuses to pay developers to fix the bugs that plague the game.
>>
Every luxury yacht that Michal Kovařík buys, is a floating-point bug that will never be fixed.
>>
>>573625542
>Hooded Horse
DOA
>>
>>573633927
It's sometimes the parent's fault. I bought my nephew some Dr. Seuss books recently but they hid them away.
>>
>>573614001
horizontal expansion of the station results in more ore spawns than vertical
>>
>>573637061
'Floating Point' would be a great name for a yacht
>>
>>573636905
You mean plaque the game
>>
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>>573642284
>The Invariant?
>The Idempotent?
The Eigenvector.
>>
nullius is worse than seablock
it's not bad but it's worse than seablock
>>
>>573632376 (me)
update: not really, it's fun for a couple hours i guess but then gets repetitive and the lack of QoL when building the inevitable spaghetti due to lack of room is too annoying for the game to be enjoyable for me
>>
>>573637061
sucks to buy the game only after it becomes a normie game
>>
what are these floating point bugs that keep getting brought up
>>
>>573654932
pi = 3.14159 (five decimal places)
almost_pi = 3.14158
almost_pi2 = 6.28309
floor(pi) = 3.0
int(pi) = 3

One will make a mathematically perfect circle which is necessary for games to function properly.
The others won't.
>>
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Ohh that's what I was doing. I remember now.
>>
>>573654932
Floating point represents decimal numbers by a sum of binary fractions (Cn*2^-n). This cannot represent all possible numbers out to the final digits - 1.33333333 may not be possible but 1.33333331 is, so the latter is what gets used. The problem gets worse with big numbers (fewer digits available after the decimal) or when a number is the result of many calculations and that difference accumulates (average 0.00003 error across 500 sums is 0.015 error).
>>
>>573656987
>>573656128
hey dumb faggots I know what floating point is, I asked what's the bug that has your tism in a knot. Does a liter of oil disappear when you have 10000 refineries?
>>
>>573654932
If you've ever seen a Kerbal Space Program predicted orbit spaz the fuck out and continuously vibrate, that's a floating point error. That small differences early in a trajectory get multiplied into big ones later is a key thing exploited in efficient mission planning. And your position and velocity components for the calculation keeps bouncing back and forth by a small amount to either side of the perfect line that you should be traveling because lolfloatingpoint.
>>
>>573654932
>>573657478
I'm glad you asked.
https://forums.factorio.com/viewtopic.php?p=695098
https://forums.factorio.com/viewtopic.php?p=698618
https://forums.factorio.com/viewtopic.php?t=134051
https://forums.factorio.com/viewtopic.php?t=134086
https://forums.factorio.com/viewtopic.php?t=134102
Feel free to propose a workable technical solution with as little added space and computational complexity as possible.
For reference, general-purpose CPUs can typically achieve 32 FP-64 operations per cycle using 512-bit SIMD (FMA), for INT you can rely on VNNI instructions depending on the precision you need (of course this is all rhetorical since Factorio is heavily memory-bound).
>>
>>573656128
it's 100.00003% fine bro
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The engine keeps catching fire for some reason but it doesn't spread even after burning for 5 minutes.
>>
>>573658727
>first link
Just round the time periods
>link two
not a bug, just a meta discussion on bugs
>number 3
doesn't the tool tip reflect the non 60 MW number? I don't care
>four
this is already fixed per the thread
>the fifth one
round the number shown, as the guy requested
>>
>>573659471
>rounding
expensive + band-aid fix + doesn't work for all values + this mostly relates to another issue which is tick-accuracy over several calculation periods without inducing overhead, which is further discussed in the second thread and was (admittedly) fixed at some point
>not a bug
go to the first page, where I give more practical examples
>doesn't the tool tip reflect
all tooltips are wrong generally, but the issues lies in that the math becomes incalculable using fp because of the unfortunate ratio, see this is exact amount of steam a heat exchanger produces:
https://www.wolframalpha.com/input?i=100%2F0.97
generally speaking the issue is that floats are used liberally where they really shouldn't for no practical reason which induces tons of logical inconsistencies that aren't fully predictable
>>
>>573659471
see here, this is a code excerpt from the game, where you can clearly see they use floats to make literal fixed-point calculations >>573497478
>>
>>573659985
>>573659835
yeah but this is a game, not a banking program or some critical life support system. The developers just want to get out something that works for the vast vast majority of people who don't spend 3000 hours on a single save
>>
I had to do some cursed belt-weaving with space undergrounds to get it all in the WAB range, but I have almost a full belt of refined concrete accumulating. Time to pave the world (just nauvis though).
>>
>>573661537
I'm pretty sure the issue I described you encounter within the first 10 minutes of gameplay
This is also a discrete, deterministic cellular automaton, in which the usage of floats is just technical incompetence, because it's both slower and less accurate, the only upside is that it happens to "mostly work" and is a default convenient feature of C++ that doesn't require additional engineering on their part even as it's not even meant to be used this way
floats are only technically useful for scientific computing where you need massive dynamic ranges, and pretty much nothing else (if you know what you're doing)
the fact most general purpose CPU have so many FP units if just a proof computer science has become slopified for a long time
I blame the UNIX revolution for normalizing the conception where everything has to be a nail for the only hammer available to work
>>
>>573662040
And what are your credentials to claim how useless FP computation is in CPUs? Do you have a new comp arch that is going to revolutionize the world, if only they will listen to you? Honestly they probably don't care to appease you, because you seem like the type of person who if they swap to int32s will instantly bitch about overflow, and it they swap to int64s will complain about it being inefficient
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Anyone know how to stop an air conditioner system from blasting fog everywhere in stormworks?
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>>573662361
well, seeing as these days the normal mode of computating slop is closer to FP4 than anything else, I'm not going to claim anything, just stating the obvious fact that typical engineering these days doesn't seem to care (enough) because the margin for error is sufficently high, see back in the days of CSAIL people were still concerned with doing "the right thing" instead of "whatever is cheapest while being on the edge of breakage"
there might be some use-case for floating point in computer graphics where you need to take into account continuous and somewhat innacurate sensor signals like mouse movements, but then again drivers are supposed to abstract that part for you already
but as far as CAS are concerned, it's just a fact of computer science that you can implement any fp math using a fixed math pipeline that is faster as long as your input is predictable, I've discussed the edge cases like hybrid NTT in the thread, which is a compromise between exist _in spite_ of CPU design quirks, not because of it
>>
Floating point is pretty stupid for most things, it's true. But of all the problems with factorio it's pretty nit-picky to care about fractions of a percent of error here and there.
>>
>>573663778
I think the fact is that since 99% of players can't even tell how much production they have going on unless they look at a smoothed-out 10 hours graphs is reason enough why they don't care about accuracy in the first place
it's just a shame because as a cellular automaton it has some pretty neat challenges when striving for exactness
>>
>>573663935
They can't tell because it isn't significant enough to make any difference over days of playtime.
As far as cellular automata in Factorio - wrong game engine, obviously. You're free to make your own if it bothers you so much.
>>
All you need to know about the "The Right Thing":
https://www.dreamsongs.com/RiseOfWorseIsBetter.html
>>
>It is important to remember that the initial virus [floating point] has to be basically good.
>If so, the viral spread [fp units] is assured as long as it is portable.
>Once the virus has spread [float typing systems], there will be pressure to improve it, possibly by increasing its functionality closer to 90%, but users have already been conditioned to accept worse than the right thing.
>Therefore, the worse-is-better software first will gain acceptance, second will condition its users to expect less, and third will be improved to a point that is almost the right thing [IEEE 754].
This was written 60 years ago, take that as you will.
>>
>>573665923
>>573666507
You can't just change the context of what was said as if that proves a point. He wasn't talking about floating point, he was talking about system calls.

>First, the right thing needs to be designed [support for real numbers]. Then its implementation needs to be designed [Floating Point]. Finally it is implemented [Various ALUs and FP units]. Because it is the right thing, it has nearly 100% of desired functionality, and implementation simplicity was never a concern so it takes a long time to implement. It is large and complex [Much larger than integer adders]. It requires complex tools to use properly [Robust compiler support]. The last 20% takes 80% of the effort, and so the right thing takes a long time to get out, and it only runs satisfactorily on the most sophisticated hardware [Specialized pipelining specifically for FP].
>>
>>573667074
well then it wouldn't be much of the right thing since fp don't support real numbers, because they don't even support rational numbers to begin with
maybe read the first paragraph about what the characteristics are? fp are designed to be one-size-fits-all, at the cost of speed and correctness, the fact their implementation has become bloated is just a predictable consequence that's also described
>>
>>573663778
the only way I could see this mattering at all is if someone made an overhaul mod structured in puzzle-like levels where you have a small set amount of resources and you have to figure out the precise ratios and use of modules to manage to craft enough science packs to complete goal researches
>>
just look at the absolute state of compilers today, worse is better turns to bloat when you finally realize you need correctness at the end of the day
C compilation should be trivial in theory, but somehow you need 1000 layers of optimization to generate code that doesn't suck (even as it will always suck), curious
>>573667773
>fp are eating up your science packs? more science packs is the answer here
this was the dev answer unironically
>>
>>573667492
ok big brain then what is your magical solution to real numbers? And it better represent all infinity possibilities or I'll be fucking pissed
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>>573667926
it's a non-issue because real numbers aren't "real", they only exist as limit of series, I majored in math so I can talk about this all day
if you can do it in your head, the computer can do it as well, that's just how computation works, except you can't describe pi in your head besides as an infinite sum, that's why CAS (algebra systems) are... symbolic
>>
>>573667921
>this was the dev answer unironically
love it or hate it that's how the game was designed from the ground up, I doubt they were ever too preoccupied about absolute precision
>>
>>573668127
That's not an answer.
>Well I can do it in my head, so a computer can do it
wow, what a thesis, let's throw out FP right now and start implementing .. something
>>
>>573668251
it's called cauchy sequences, do you really want to dive in? the use-case of fp isn't real numbers to begin with, nor is the issue at hand, so not sure where you're going with this
the "correct" solution for rationals is simply... rational types, p/q, like you do... in your head
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>>573668423
I don't care about your math degree, you explain nothing. This is probably why the devs ignore you, because you spout useless complaining without providing any solutions. I have a PhD in computer architecture btw. Do you care?
>>
>>573668785
let's go computer science!!!
https://www.abelard.org/turpap2/tp2-ie.asp
>>
>>573668850
Ok? Real computers aren't infinite tapes that can move data in zero time. A thought experiment isn't a real solution either
>>
who describes pi as an infinite sum and not as a ratio
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>>573669006
>PhD holder has never heard of fractions btw
https://hackage-content.haskell.org/package/base-4.22.0.0/docs/Data-Ratio.html
>>
coffee had
egging time
>>
>>573669112
intuitive geometry is useless when you start doing real math
>>
Alright I'm done talking to you. Either retard or troll
>>
I Created my Own Filesystem to Beat Factorio.
>>
>>573669269
I know, using fractions to calculate ratios is a scary thought experiment, but I'm sure you can figure it out in your own time
>>
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warning, scary thoughts ahead:
https://www.wolframalpha.com/input?i=pi%2Fe
>but... a computer can't understand series?? where is your infinite tape?
they took us for absolute fools
>>
>>573669189
so it's not that 'the computer can replicate anything you can do in your head', but 'anything you can do in your head that the computer can't replicate is useless'?
>>
>>573669493
a computer can handle symbolic geometry just fine don't worry, it's just not very useful to achieve anything
>>
it's pretty simple really, real numbers are non-computable and why they're handled symbolically in CAS (like you would do "in your head")
the point of fp is not to support real numbers, nor even rational numbers, but to approximate them while retaining a sufficient dynamic range for any scale of sensors, as such it's perfectly fine
the "wrong thing" is to (ab)use fp to do rational math, where you can use fixed-point or rational types instead, which is not only encouraged but has become standard practice
the only one confused here is you, when you ask for something that is besides my point
>>
>Factorio, but Pi is WRONG
>>
>>573670403
show me where pi is used in factorio besides for the animation of science consumption within labs?
even the sprite sheets have a fixed rotation, like for trains
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>>573670542
I was just making fun of some videos I've seen in the youtube homepage that have the title "[game] but Pi is wrong!" and in the thumbnail something like "π = -1???", seems like a recent trend
>>
>>573670542
They might use it for something related to turrets somewhere, but I can't think of anything else.
>>
>>573670882
Factorio only using binary FP4 would certainly be funky
>only 16 possible ratios
might even be more consistent in some twisted way
>>
imagine when factorio goes open sauce and these anons will be still alive by then
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>>573564383
you need at least 2c difference to transfer heat, even if the reactor is 1000c heat pipes can only reach 999c, so only reactors can waste heat
>>
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>>573671263
I hear Michal Kovařík still has to fund a bunch more Yachts before delivering the world from the plight of proprietary slavery.
until then let's just beg for fixes on forums harder!
>>
>>573671130
how would you make quality work with that?
>>
>>573671472
goes straight to +inf
>>
Call Greg Egan and ask him to invent a universe where pi is exactly 3.
>>
>>573671547
based ngl
>>573672197
but what would e be if pi was 3?
>>
i have a feeling i'm over complicating things because i just woke up
>>
>>573672542
you are but also install factory planner so the machine can do the math for you
>>
>>573672695
but that disables achievements and i want to beat SA vanilla before i use mods
do they have a web tool or something maybe
>>
>>573672474
since e is the (pi*i)th root of -1, then I would assume e=(3i)th root of -1? just about ~2.85
>>573672695
die die die you destroyer of fun
>>573672542
convert everything to one unit like oil-equivalent or gas-equivalent
>>
>>573672893
i did convert refinery output to light oil per second
and now im trying to calculate required light oil
>>
>>573672893
>just about ~2.85
can't have that, I want a universe where e is 3 as well. Euler's identity would be even more elegant: e - pi = 0, beautiful
>>
>>573662040
>>>573661537 #
I'm pretty sure the issue I described you encounter within the first 10 minutes of gameplay

nta, I recently clocked 200 hours on my first save and haven't encountered any of this autistic problems.
Get a life. And a girlfriend, if possible.
>>
>>573672932
like 1 refinery -> X heavy oil -> (X->y) + Y light oil -> (X->y->z + Y->z) + Z gas
then you have your total gas-equivalent for 1 refinery, all you have to do is the same for every product you need to compare them
but you also need to be careful that it checks out, but for normal game-intended ratios that shouldn't be an issue
>>
>>573673120
I actually made my girlfriend play factorio after I taunted her that girls couldn't beat it and she took the bait, then launched a rocket before me in less than 1% the cumulated playtime
>>
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>>573673340
Nice. Did she also did zoidberg roll over 0.000001 float error? Or she just built one more assembler, like any sane person?
>>
>>573673857
no actually, she had just about one machine per recipe by the end of the game
>>
>>573661908
Underground weaving is based.
>>573672542
You're overcomplicating it. Just starting building one of each thing and leave room to build more. Build more until things run without stalling.
>>573673340
>Girls can't solve world hunger, that's a man's job.
>OH YEAH???
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>>573674173
>just add more when you run out
like clockwork
>>
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>>573673219
IT'S ALIVE
>>
>>573673120
The only real problems I ran into on longer runs is that bots are very dumb and will try to perform tasks that are too far away even when there are closer tasks, I understand the Factorio devs said they did it that way to prevent calculating distances because that would be slower. The other big problem is that trains do not take turns properly, and for larger factories there is no way to get trains to behave fairly except to use circuits to make your own queuing system.
>>
>>573674375
>tries to make a sandwich
>only 0.99995 tbsp of mayonnaise left but recipe requires 1 tbsp
>huff and throw bread, meat, and 0.99995 tbsp of mayonaise in trash
>write detailed bug report and submit it to mom with instructions on how to select the correct jar of mayonnaise from the grocery store next time
>>
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Been thinking of starting a railworld so that I'll finally be forced to learn how trains work.

Might be a good way to try 2.1 since I've heard that biter expansion is way more aggressive now and they'll spawn behemoth worms right next to your perimeter and destroy your turrets.
>>
>>573674415
bruh im so happy
this must be how engineers at nasa feel when their design works
except mine can be unfucked without losing billions of dollars like curiosity rover
>>
>>573674002
She took the game for what it is - activity that brings satisfaction by seeing belts running and assemblers building stuff.
While you expect it to behave like high value simulator. Just go play with Termis (district heating network simulator) or any factory simulator tool from Siemens.
In short, this is just a game, get over it.
>>
>>573674536
Trains are a can of worms but I'm in a new run now where I haven't used trains yet and it's very very difficult without trains. I'm probably going to build trains after all.
>>573674562
Nice work. Will it keep working when you go off-planet?
>>
>>573674536
>track turns
>train gets longer
nice perspective
>>
>uninstall factorio anon was right all along
i... i concede sempai...
>>
>>573674692
i think so
i'm gonna be here a while to do blue circuits and red circuits so i'll keep an eye out
>>
>>573674693
Do you not know about the lorentz factor?
>>
>>573674692
>Trains are a can of worms
you can just do a bunch of 1:1 trains dedicated to specific resources with simple waiting conditions and basic intersections and leave it at that until you start megabasing
>>
>>573675190
Yeah I know *how* to do trains but it's a whole thing to start making blueprints and get the production going for large amounts of rails and signals and stations, and then I have to make a queuing computer with circuits again and get all that set up. Plus I have to figure out even where I'm going to put the rails since I haven't got cliff explosives yet.
It's a whole thing.
I kind of want to do double-ended trains again, those are fun.
>>
>>573675331
I'm sure that you already know trains well, I just meant to say that you can just keep them stupid simple for a lot of the game if you want, I dislike making long-ass belts from ore patches so as soon as I unlock trains I start setting up some super basic ones
>>
>>573675331
all of that sounds optional
>>
>>573676024
>>573676057
Not to get all floating point on you guys but you can't just build a simple train setup and walk away. You have to optimize it.
>>
>>573676259
once my 'crime againts efficiency' base will be more fleshed out I'll post it here to be bullied by you guys.
My trains just sleep at the mine until the resource is needed and then just move on a timer, and they get refueled directly at the drop off point
>>
>Oh, so your train network is optimized?
>How close is it to the theoretical upper bound of 1 wagon per peak speed per 7m per rail tracks? That's about 12 wagons per second for each track using regular nuclear fuel.
>Surely you don't have more than one track if you need less than this much wagons.
How do you respond?
>>
>>573676259
So what fuel am I supposed to give my trains?

>Tfw no electric trains
>>
>>573677230
>How do you respond?
I call you a slur
>>
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>>573677230
>>
>>573677230
>Oh, so your train network is optimized?
>"lol no"
>>
>>573677230
You punch him. He's clearly a nerd. Nobody will mind. That's what nerds are for : punching.
>>
>>573677230
>this much wagons
I call out your grammar mistake as an excuse to dismiss the rest of the post
>>
>>573677230
i make sure that each of the next 10 threads will hit bump limit within 3 hours from me and you arguing while i pretend not to understand something that would let you win the argument
>>
doing more maths
i wont post the whole thing but
2 refineries all converting to petrol and plastic = 1 red circuit per second (coal liquification)
to match my 60 rocket fuel per minute i'm gonna need 60 blue per minute
i did more maths and it's basically 4.17 refineries per 1 blue circuit per minute
so im gonna make 5 refineries and convert all to plastic to support 1 fucking blue circuit a second
is this what engineering is like? holy shit
>>
>>573678254
Yeah
Basically ea-nasir excel heaven
>>
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wow so the trick to refineries is measuring all output as one fluid and then using said fluid
>>
>>573679298
Factorio modding gone wrong, or AI-slop, I can't decide
>>
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>>573679839
>>
>>573680072
mod sime redditor made
>>
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>>573679298
>>
>>573680117
an iq
>>
Sup fagets, I've been out of the egg loop for a while, is this place still 100% Factorioposting or are there newer eggs to talk about?
>>
>>573680836
I think there's a new game like classic robocraft some people were excited about
>>
how would you simulate muclear disasters in factorio?
>>
>>573672809
NTA but I have a separate downloaded instance of Factorio where I have Rate Calculator and Editor Extensions installed
So I load up my vanilla 2.1 save in that version, design blueprints and verify ratios, then export it back to the vanilla save
>>
>>573681453
Don't, because they never happen in practice, it's all propaganda.
>>
>>573681624
if competent engineers do it nuclear is safe
most factorio players are not that so i want meltdowns
>>
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>>573674415
Very logical and tidy, anon
Though personally I would have routed your belt like this
>>
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>>573677230
Hear me out.
The limit can't be reached because trains need to slow down and accelerate around train stations. In order to maximize rail usage, you would need a single rail per surface, shock full of max speed trains, going around all resources and production areas.
mfw
>>
>>573681325
Goddamn is the genre that dead?
>>
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>>573675049
Does he even relativity?
>>
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>>573679298
>>
>>573681830
>i want meltdowns
If you have a reactor hotter than 900c that gets destroyed, it is the same effect as a nuclear rocket
>>
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>>573681925
idk maybe. I'll keep playing ksp and stormwanks until something better comes along
>>
>>573681830
i'm pretty sure there's a mod for that, but you have a multiple tools at your disposal to prevent that, so you might as well not bloat your load order and just keep the reactor below 900C
>>
excuse me why does the foundry need gears to make belts it's got molten iron
>>
>>573682234
I've fallen back into the warm embrace of W&R myself but I'm really itching for a new egg
>>
>>573682196
It shouldn't explode, just break and release radiation
fuel rods aren't enriched enough to match a nuclear bomb
>>
A hundred fucking item slots per wagons. Damn
>>
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>>573682452
It's true, RBMK reactors cannot explode
>>
>>573682678
It has no water for a steam explosion
>>
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Speaking of them 3.6 roentgens, did that kraut reactor sim ever get to see the light of day?
I see pics from it posted every now and then and would like to know if I should expect to see it released eventually, whether yarrharr'd, or a leaked source to spite the eurotard authorities.
>>
wait
how were you supposed to kickstart power production on volcanus without importing solar panels?
>>
>>573683213
Don't you mean 3.5999999999 roentgens?
>>
>>573683283
You can craft them by hand
>>
>>573683283
I actually don't remember what I did. Probably handcrafted a single panel to start the acid neutralization cycle. You can also drop ice from the ship, melt it and use a regular boiler, but that's just more steps for the same result.
>>
>>573683603
You need a solar panel to melt the ice
>>
>>573683701
Hence the last point. It does give more power cheaper than making additional panels; but it's easier to just run the pumpjack+chemplant on a single one, hand-mine some calcite and wait for a bit.
>>
>>573683213
This one?
https://store.steampowered.com/app/1428420/Nucleares/
>>
>>573681925
egg games are hard to do well and doing so takes time, so most automation games that come out are disappointing compared to the existing good ones. If you're itching for new games you could try out something like Desynced or the Besiege space dlc or wait for Substructure
>>
are electric furnaces a trap?
i usually build 48 stone furnaces to fill 1 yellow then upgrade the belt to red and the furnaces to steel and it's easily scaleable comparred to having to rebuild the whole array with electrics just to remove coal (which it barely uses 4 miners worth of coal right?
>>
>>573684484
No, it was a different one. IIRC it was more accurate in how the reactor itself worked, neutron flux and all that.
It had some problems with kraut authorities due to how accurate it's simulation was.
>>
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>>573684484
what a shame
>>
>>573685004
>are electric furnaces a trap?
No, they take modules (and beacons) which makes them better than the coal fired furnaces. Use that coal they're no longer burning to generate more power if you need
>>
>>573685392
but without using modules then theyre just a waste of space?
>>
>>573685272
I remember when the game first came out there were a lot of reviews saying that the dev intentionally omitted any guide or tutorial and he went on to reply to this kind of criticism saying something along the lines of "if you go work in a real reactor you don't get a tutorial so deal with it" or something like that.
Single-dev games are truly cursed.
>>
>>573685959
>if you go work in a real reactor you don't get a tutorial so deal with it
nigga every single job in existence gets you trained to do it, what a fucking retard
>>
>>573685497
Waste of space how? Space in Factorio is functionally infinite. Electric furnaces are the best smelters you can get on Nauvis, whether you build them or not is up to you.
>>
>>573685497
Yes, without modules they perform about the same, with some negligible pollution difference. Take up more space but also do not need a coal belt, which might end up saving you space in the end. Still, I wouldn't upgrade before you have modules automated.
>>
>>573685497
They still produce less pollution
>>
>>573685004
As-is, 4 times less pollution which is great at blue science when biters start to evolve. Add two Tier 1 efficiency modules and they make 10 times less pollution.
If you like pollution, big walls and big bitter waves, then they're still your friend : a bigger base is harder to defend (military kino), they require more power (coal only, of course) which makes even bigger swarms. Win-win
>>
>>573686891
Just moves it, same as electric cars. You end up producing more pollution in the powerplant.
>>
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I get the feeling the launcher for this is going to be quite expensive. Given that the whole station (without launchers) costs 2½ million, I'm gonna have to do a lot of missions and science (KSPcasher) before I can launch the station.
I've heard Duna is nice this time of year.

>there's another 500 tonnes more.
>>
>>573686098
I'm sure the old reviews and steam forum posts are still there if you want to look for them, it was really bizarre the way he went after people who wanted in-game guides.
>>
I didn't like the idea of moving tons of scrap with trains, so here's my solution to that
Directly mining into recyclers that output into passive provider chests. Once there's more than 200 of an item inside that chest, it sets the filter on the inserter to dump it into the central recycler. Same thing happens between the central recyclers, except if there's more than 50 of an item to not clog the chests.
If all items resulting from scrap recycling overflow, the inserters and miners shut down as nothing is being produced.
That means I can let bots extract whatever items I actually want from the chests and load those into a train to ship them into a central factory. I might try to make it a dynamic requesting system, where the central base broadcasts what it needs and the requester chests on the scrap islands start extracting those items from the provider chests.
>>
>>573689051
I love it, good job anon. Making compact, scalable blueprints that can be upgraded while still looking good is hard. Will it still work if you research recycling efficiency or large amounts of mining productivity research?
>>
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>>573679298
>>
>>573691335
Recycling efficiency might overwhelm the two central recyclers at some point, which would be a problem. Mining productivity would just mean the miners aren't working full speed.

I'm still pondering how to make it produce quality shit as well
>>
>>573685097
That's pretty funny. Once, a long time ago, I was a budding nuclear tech with the military and was curious about our whole "confidential" and "secret" system that was tagged on every document. One instructor laughed and said it wasn't even necessary. 90+% of the US nuclear secrets is just common and available online through Google searching. Nuclear power hasn't advanced really at all since the 70s which is kind of scary but cool. Wonder why that fella got in trouble with the government.
>>
>>573681925
I think it's sad that egg has become more a repository for just factorio discussion and maybe the fad of the month egg game that comes along for awhile in the background.

Where's the real egg discussion? I play a ton of factorio too, but egg should be dominated by ksp, space engineers AND factorio. Not just factorio. Not to say those other 2 games only should be there, they're just kind of beat in the field when it comes to what they were going for. I want to see more beautiful anon creations in that silly ship building game, weird automatons in clanky space engineers, orbital worlds designed by artists floating above Eeloo, complicated combustion engine breakdowns from spergs troubleshooting my summer car.

Instead all we ever get is
>Hey look at this indiscernible collage of factorio pixels that solves a bespoke issue on my save file
>>
>>573692578
Feel free to post the other two. I think it comes down to a low player count, all the good games are old now but Factorio mods have enough content for 2K+ hours.
>>
>>573692578
Space engineers is 13 years old
KSP is 15 years old
Both have been thrown into the retirement home by their publishers, so now nobody cares
At least Factorio was actively developed until now, which is why people are still posting about it
In the meantime, fucking nothing of lasting interest came out, that's just the reality of it
You'll have to acccept the passage of time, old man
>>
>>573692578
Yeah nothing but factorio posting is shit (it's a logistics game not an engineering game btw) but it is what it is. I've noticed vehicle builder game posts tend to not get any replies so why would people post?
>>
>>573686098
i dunno man, i work in a school IT position, and they just sort of set me up with a chair and left me to it.
googled every issue until i'd seen everything a teen could do to a chromebook, and a grown-up can fail to do with a laptop.
the only 'tutorial' i got was "make sure you take your break, and avoid the english department, if anyone ask about when we're swapping to macbooks just tell them gary is looking into it"
and now im stuck as the 4th person to be in charge of the servers, with no documentation, and a fully custom school management system, that we cant get tech support for because the guy 2 ITs ago cheaped out and only got one license, and the company is apparantly pissed at the number of issues this server creates on their back-end because of how that single account was split up to allow every head of department to access it at once.

sometimes the people hiring you have no idea, and assume the people they hired you to replace will train you up.
and sometimes the people begging for additional help literally don't have the time to train you.
hopefully not in a nuclear plant, but i feel like its definalty happened a few times.
>>
>>573693656
I do accept it, yea. It's just kinda shit that nothing has come along to replace them. The passage of time is fine and dandy, but when there's nothing new looking forward, you always tend to look back.
>>
>>573681925
I can make a factory/engineering game but what will it even be about?
>>
>>573681453
I think I would just expand on the way the unstoppable fuel burning works but instead of capping the temperature it would continuously rise to the point of melting heat pipes and eventually damaging the reactor until boom. To maintain the right temperature you would have to feed the reactors water and you would have to void the waste water by dumping it into a body of water. In that way a meltdown would be less of a big scary people die thing and more of a pain in the ass cleanup thing. For fun you could make radiation cause assemblers to glitch out so you'd have to add shielding around your reactors, and dumping waste water into lakes would cause the fish to mutate into wrigglers
>>
>>573694006
Maybe like from the depths but instead of magic ammo out of thin air it needs to be manufactured and distributed through the ship on belts. Or maybe the ammo gets flown/shipped in by drones from factories or something.
>>
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>>573694792
I'd also replace the from the depths magic autoloaders with stormworks-style loading where you need to build the autoloader yourself.
physically getting the ammo into the guns is kinda challenging when you consider the changing elevation of the gun and the rotating turret.
>>
LIVE
>>
>>573672542
where are the em dashes luddite
>>
>>573681830
>so i want meltdowns
just stick around this thread for long enough and you'll get plenty
>>
>>573681925
swarmdustry and motemancer are two not!factorio games in fairly early access but it's early enough and they're factorio enough that there isn't really much to say about them
>>
10x science is the best way to experience factorio, change my mind
>>
>>573681325
>some
>>
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I fucking LOVE cliffs
>>
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Fulgora and quality have completely blindsided me
what is this
>>
>>573617116
>Biggest plot hole besides unpowered belts
What about transporting molten iron in iron pipes?
>>
>>573710703
Protip: don't do your starter base on fulgora with quality unless you already know what you're doing
>>
>>573497980
What if there's multiple pipe connections? It will just dump to whichever pipe can accept the specific fluid?
>>
>>573712763
Eh, worst case it gets stuck by filling up a buffer chest with quality items. Still a win.
>>
>>573713658
I wouldn't call a chest full of uncommon concrete a win
>>
>>573679298
I hit this exact fucking pose
>>
>>573717842
what are you smoking?
>>
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>>573718162
Crack
>>
>>573718162
a spliff
t. that anon
>>
finally diurnal dinamics got a 2.1 version
I can't play without night only attacks, it lets the biters charge up a deathball and be an actual threat. Especially if you cut the pollution per biter and make the days several times longer.
>>
>>573719013
is it even safe to eggineer while being high?
>>
>>573676886
Yeah I've found that refueling trains at the drop off point seems to work well. I tried using schedule interrupts to have the train stop what it's doing and go to a refueling station when it gets low, but that is very inefficient and causes problems and I have to find space to put refueling stations.
>>573677251
I've used solid fuel for long periods with no problem. Obviously rocket fuel will make the trains quicker but it's more expensive per joule. Nuclear fuel (the one that looks like rocket fuel but green, not the reactor fuel) is good once you get it.
>>573677230
For me, train optimization just means that all my demand stations never run out of product so long as there is enough producct, and when there isn't enough product then all demand stations take turns fairly so that none are blocked from progress.
>>
>>573712763
Of course. I set up a little side area trying to get some quality loops going to upgrade my space ships. Its all separate.
>>
my ship is going too fast for the turrets to keep up oops
>>
>>573720185
but I'm not engineering, I'm phoneposting on /egg/
what might be dangerous is sitting on the windowsill but that's off topic
>>
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new Deathworld+Marathon is literally unplayable
>>
>>573729423
What happened?
>>
Every time I start to think about how I have to rebuild my whole factorio base and start with trains I feel deeply uncomfortable and want to close the game and do something else. Probably because I've done it already a dozen times in a dozen different saves over the past decade and I really don't want to do it again.
>>
>>573730292
Enemies spawn way too fast. I made 5k iron in total and already had this on my ass, before getting to walls. Literally impossible to survive a wave without them. I was playing conservative (<12 ovens) and in a forest while trying to get defenses up, it's not my first marathon deathworld. Run's bricked.
>>
>>573729423
Greetings. You're asking yourself: Is this a trap or just a dead end?

You shouldn't ask yourself such worthless questions. Aim higher. Try this: why am I here? Why do I exist, and what is my purpose in this universe?
>>
how do i get rid of petrol if i only need light oil?
>>
>>573733996
Burn it
>>
>>573733996
You used to be able to destroy fluid using two pumps and logic (what's in the pump got destroyed the moment you turned off IIRC something like that). Why do you only need light oil? Light oil's for fuel, and you can also make fuel with heavy/HC.
>>
1 turbo bet foundry produces 2 belts per second while consuming 10 fucking tungsten plates
1 tungsten foundry produces1 every 10 seconds
what the fuck??
>>
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Slightly phallic, desu.
>>
I wish there was an easier way to mass place concrete with a pattern, my minions are truly struggling.
Part of it is that I can't research more bot speed until I get deeper into energy science, so they're plodding along.
>>
>>573734390
flamers i guess
i could just use oil
>>
>>573733996
solid fuel
>>
1 express belt assembler 3 produces 2.5 belts per second while consuming 78 fucking iron plates
1 electric furnace produces1 every 1.6 seconds
what the fuck??
>>
>>573734928
disgusting shity bloque
>>
>>573734770
>Slightly phallic, desu.
As all of man's best inventions are.
>>
>>573735340
It's not city blocks (at least on nauvis), it's just using rails to move stuff around. They're all different-size chunks, but having it on rails makes it very easy to duplicate (it's just copy-paste and place down a few trains).
>>
>>573735273
>>573734443
The answer is obvious. Have only one assembler/foundry making all your belts and control it with logic.
>>
>>573735273
iron is easy though you faggot
>>
>>573735914
why do you think tungsten is not easy?
>>
>>573736274
because big mean worms are standing ontop of it and wihout modules i get 0.6 per drill
>>
>>573734928
Bots are truly dumb idiots, bless their little hearts.
>>
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is my base based, /egg/?
>>
>>573732847
post seed
>>
>>573738641
1721674867
>>
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Hello, haven't posted on 4chan in ages but here it goes
I am the wife of that one anon that mentioned me getting into factorio for the first time in the general
I made a super small factory and automated green and red science but now I feel stuck
Like I need to start mining crude oil to get further in research because i have researched everything else but for some reason I cant feel the point of doing all this
Why does the factory need to expand? How much should I expand? It already felt so mentally exhausting figuring out how to automate green science in a neat way for what was available to me and now I have to do more
Sometimes i just stare at the screen and watch my belts clog up with random shit because the ratios are never precise and something messes up like me having to fix the power lines and it makes me want to just die
>>
>>573741253
>I cant feel the point of doing all this
The pentapods on Gleba think you're a loser and they're laughing at you.
You just gonna let them laugh? Or are you going to build a space platform, go to Gleba, and kick their butts?
>>
>>573741253
Yeah but what's your cup size
>>
>>573737430
8/10
Where's the nuclear reactor?
>>
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>>573691496
It took all afternoon but I've got something funny. Here's a tileable fulgora blueprint that outputs all quality intermediates. It doesn't scale very well with infinite technologies, but for early game it will work.
https://rentry.org/874mkt6t
>>
>>573741597
Kek okay this cheered me up a little but seriously my autism for everything being tidy and organized makes me want to restart and never fix my already existing factory
I can sort of tell how to fix it but i know this game is a constant stream of your solution presenting a new problem and it makes me want to grab the devs and shake them while screaming that this gives me mental anguish but at the same time i can't turn away from such a travesty of my own making
>>
>>573741253
get yourself a science per minute metric and expand based on that
there are ratio calculators on the web you can use to make your life easier
your first factory doesn't have to be perfect
it can be just your starter base™
just good enough to launch a rocket
then you can make the real base afterwards
>>
>>573742273
Everyones first factory is a mess, thats how you learn. You get bots later that can remove/place anything near instantly.
>>
>>573742486
>You get bots later that can remove/place anything near instantly.
This. Once you get bots and logistic networks you can rebuild everything pretty easily.
>>
>>573742021
Neat
>>
>>573741253
Belts clogging is not a bad thing as long as the factory is still building things

For common ratios and basics, there's
https://factoriocheatsheet.com/
It doesn't spoil too much of the discovery of the game, but it does have a small section on Main Bus design, which a lot of anons (myself included) think ruins a lot of the fun
>>
>>573742409
>>573742486
>>573742676
>>573742853
Yeah I really want bots because watching the bots do everything in my husband's playthrough is really nice
I am still trying to find crude oil while i huddle in my base with the radars going and now i have the issue of coal not arriving in time for my boilers to power the base so i have to fix that
My husband told me i am supposed to make a car and ride around outside my walls to find the oil and that radars wont do shit so i am wondering wtf the radars are really for
He says its just for figuring out how you want to expand when you want to get out of starter base mode which i guess makes sense but at the same time i feel disappointed by this info
I think i am going to stop automating alot of things to fix the coal and iron plates issue i am currently experiencing since everything uses iron and i get the feeling i need alot of it for making blue science once i unlock it
Is there a ton of research left to do after i unlock blue science to get the bots?
>>
>>573743568
>Is there a ton of research left to do after i unlock blue science to get the bots?
350 Blue Science packs (plus the same amount of Red/Green) can get you Construction Bots.
>>
>>573743568
The point of radars is to have a live preview of the nearby area
If you go far from them you can see that only one certain region you can see a detailed view of your factory while the other is a less detailed map
>>
>>573743568
Your husband is right, the car is key for scouting.
Once you get solar panels you can start placing stand-alone radars out in the wilderness, that's what I do. They'll help you uncover the map.
You can get bots pretty early, and that might be enough to get you using them for construction. I think you have to go to space to get the white potions for making logistic bot networks, which is when they get really powerful.
You can't go wrong making lots of iron plates, but definitely make sure you have enough coal for power.
>>
>>573743826
Should be doable since i was able to research everything else and now have to stop producing because there would be way too much red and green science just floating around on the belts and looping back
>>573744256
Oh so its like a live feed where you put a radar on certain corners of your base and outside incase you have trains and such for far off resources i am guessing
Also so you can tell when the bugs are attacking
Thank you everyone for the advice. I'll try to play tomorrow and not hate myself for feeling stupid while I inevitably run into a new automation problem
>>
>>573744609
>Oh so its like a live feed where you put a radar
It gives a live feed of a small area around the radar, but also periodically reveals a section of more distant map. This can be used to find distant resources and biter bases, but it's not a live view except for a few seconds immediately after it reveals a block.
>>
>guy says his wife launched a rocket
>wife supposedly posts that she can't into blue sci
>people respond to this larp
>>
>>573746295
i dont care
if anyone wants help i'd give it so as long they're not assholes about it
>>
why anyone would have a wife and not a husband, i will never understand
>>
>>573746295
That was obviously a lie, he said she launched a rocket quicker than he did whilst only having a single factory of any item
>>
How much work is Workers and Resources? As in how does building not just manufacturing infrastructure but also setting up citizen needs compare to the typical automation game? I kinda like the pseudo-roleplay idea of starting with a farming society, then catapulting it forward with a nuclear plant followed by industry.
>>
>>573753569
What do you mean by 'work', comrade?
>>
>>573746761
Because that would be gay. The obvious choice is a tomboywife.
>>
What's a factorio like where it's just about making the factory? No character, no enemies
>>
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>>573743568
Radars do reveal new chunks, but they do so rather slowly, and only out to a certain radius, I think 7 chunks. Having multiple radars in the same general area will speed up the process, as each radar will reveal a new chunk every 30 seconds or so. That said, if you need to explore new territory *now*, then getting out in a car is going to be the best way to do it.

And as someone else pointed out, probably the greater benefit of radar is to give you vision over part of your base when zooming in from the map view. Useful for checking things like "why is there no iron coming down this belt" without needing to walk to where the iron is being put on the belt.
>>
>>573762107
Shapez
>>
https://www.youtube.com/shorts/e6Ot4v6rxKE
>>
>>573762107
>>573762724
>Shapez
Indeed
Excellent puzzle game with infinite resources, good blueprinting, and unique puzzles
Definitely recommend
>>
>>573474453
https://www.youtube.com/watch?v=1h0gsma9TGQ
>>
>>573474453
The base electricity bar plummeting reminds me of when all the big berthas fire at once in total annihilation
>>
>>573762107
https://bcat112a.itch.io/fractalfactory
>>
Shouldnt ice melt?
>>
>>573767060
it's under a lot of pressure please understand
>>
>>573767060
>Shouldnt ice melt?
>>573767195
>it's under a lot of pressure
Clever, anon
>>
>>573767060
Shouldn't steam condense?
>>
They had a cool thing going on in Gleba, could have spread that little spoilage life to Fulgora is all I mean.
>>
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>>573764426
This is sick. Thanks for sharing.
>>
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>>573739908
Not so bad. Defended with turrets in stone-furnace pillboxes until I could get damage 1 researched, then turret + shotgun to remove kebiter.
Really digging the 2.1 shotgun buffs.
>>
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>>573775787
But then I returned home to find...

Still, got off pretty easy.
>>
>>573776102
I'm on regular Marathon and the biters have been evolving pretty fast. Probably because I've been hunting them a lot but still, good luck.
>>
>>573746295
>>573748060
huh
i didnt say she launched a rocket
i said when she launches one we will play multiplayer
>>
>>573775787
>stone-furnace pillboxes
nice
>>
>>573742021
Looks really good, what's the selector combinator for?
>>
>>573777934
Yeah, some one else said that, not you. I don't even know that he was trying to be you or just in general shit posting
>>
We're gonna be rich
>>
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MALL INSPECTION
Show me your malls!
>>
>>573780040
sex mineral
>>
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I did it. Now do I do it again without cheating with the biters, or do the DLC? Can I even use this save for the DLC or do I have to restart anyways
>>
>>573780357
Okay but mine is bad. Will make a good one when I get trains and logistic bots.
>>
>>573741661
5 kg each last I checked
>>
>>573780698
I don't know if you have to restart for the DLC but you'll probably want to because the research tree changes a lot - it's much easier to launch your first rocket in space age, and some things like the logistic bot chests can't be researched until you get space potions.
Space Age is much longer of a game than the base game.
>>573780698
Not pictured because I deconstructed it a while ago: the inserter mall. There's a chest still half full of all the different inserters I already made.
>>
>>573780698
Somehow I doubt you'd have needed to cheat
>>
>>573781490
I don't know about need, but I turned off expansion and reset their evolution. Early in I went around killing all the biters in a giant radius, not realizing that was just fucking me. I just wanted to casually learn the factory building anyways and not worry about getting 30 hours in and being totally fucked
>>
i don't wanna talk about it
but it works because i'll forget about it for hours and come back to full chests
>>
>>573781760
30 hours in you have flamethrowers and can never lose
it's just a pain dragging such a long pipeline around the whole base
>>
>>573782683
yeah but I didn't know that
>>
I haven't played W&R in a while so I'm a bit rusty on the mechanics and I can't understand what's going on here.
I have never set up any form of alcohol consumption in the republic and citizens were never able to drink it at any point, in fact alcohol addiction is at zero percent.
However, I'm still getting a health penalty from the 395 pops who are flagged as drinking alcohol, and funny enough I'm also getting a happiness penalty from exactly 395 pops who are "unable to drink alcohol".
So, If they are not drinking it and they are not addicted, why am I getting a health penalty? I'm not really worried about it because I'm sitting at 93% so it's not really a problem, but I want to understand what the fuck is happening.
>>
>>573781901
pain
I forgot how simple the vanilla recipes are, you really can be wasteful and just use the fastest belt everywhere
>>
>>573783241
Could be immigrants that came in already addicted? If so this would clear up over time as they get replaced by the next generation.
>>
>>573784935
That was my initial thought and indeed there are quite a few alcoholics among immigrants (all the spikes in alcoholism are from immigrant imports), but they got over it pretty quickly and I've been sitting at 0% addiction for the majority of the time.
What I don't understand is why I get a health penalty from people who are also correctly tracked as not being able to drink and have zero addiction.
There aren't even rounding errors here, addiction is at 0.00% but the people giving me a penalty represent around 0.1% of the population so they are definitely not addicted.
I'm sure they will die of old age eventually, I was just curious to see if this was just game jank or if there's something I'm missing here.
>>
>>573785752
Maybe alcohol addiction does permanent damage to someone? So their lower life expectancy is rolled into the same stat despite them no longer drinking
>>
>>573786225
Yeah I suppose that could be it, I don't think there's a way to find those people who are giving me a penalty to check their stats so I guess we'll never know for sure.
>>
wait i cant use upgrade planner to mass replace gun turrets with laser??
>>
>>573787006
Why you asking me like I'm a dev?
>>
>>573787006
You can upgrade them to gun turret mk2.
I guess the assumption is that, since it now requires power instead if ammo the upgrade would have to be more involved anyway than just a simple replace.
>>
>>573787276
thats a mod
and yeah im gonna have to hand replace 300 fucking turrets
>>
>kovarex hates .99 pricing
>yet all the science packs in his game give .99 research each
Truly an master troll
>>
>>573741253
your husband should know the rules
tits or gtfo
>>
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>>573779269
It's set as "select input". It inputs all the items in all the chests, and output the biggest item stockpile.
Then, the inserters, set to "set filters" and "enable if anything is greater than or equal to 50" will recycle that biggest stockpile.
>>
So you expect me to believe that there is this thing called "certificate" that you can add to your program to prove that it's both made by you and not corrupted/tempered? And you expect me to believe that it's almost impossible to falsify without stealing your so-called "private key"? And you expect me to believe that most of the world, financial institutions and basically all of computing relies on a few trusted actors to verify that these so called "certificates" are legit and actually owned by the people who claims to own them? Do you actually expect me to believe this shit?
>>
>>573788363
yes
same as how you rely on a central trusted authority to ensure your money has value
>>
>>573788238
Smart, I'm stealing that
Never thought about using the generic signals in the inserters directly
>>
>>573788224
uncs aura
>>
>>573788738
Laughs in massive bank crash. Look at Venezuela.
We can't even agree on one single world-wide currency or language and you expect us to agree on a system to prove the legitimacy of programs all over the world? Do the Chinese use "certificates"? Does North Korea use certificates? Maybe. But that's besides the point. Your crypto mambo jambo sounds a lot like wishful thinking.
>>
>>573789745
It is, I don't think anyone is disputing that
>>
>>573789745
yes, everything we ever made is made up. It's pretty stupid of you to realize this right now but better late than never, so stop being retard and live in reality and outside of your mother's house.
>>
>>573785752
they're distilling vodka at home
>>
>>573789685
More like I can't breed aura
>>
>>573789796
>>573789969
Okay geniuses, if "certificates" are so safe, what stops someone from just adding a bunch of malware crap to a "certified" program or just copy the signature entirely and put it on a virus? Does the "certificate" magically know that the code has been modified? Like a wax seal? That's so fucking hilarious to think about. Like who would be credulous enough to believe this shit?
>>
I'm not talking to you I'm laughing at you
don't >> at me
>>
>>573790386
Nigger it's all funny money and funny numbers all the way down
What's stopping people from doing that? Getting dismembered by glowniggers and thrown into the meat grinder of the burger joint next door if you gave them a headache and they find you.
>>
>>573790576
Someone literally did that. It's called bitcoin.
>>
>>573788363
Wrong thread? https://sslmate.com/resources/certificate_authority_failures
>>
>>573790834
Welcome to /egg/. That's thread culture.
>>
>>573737430
the little nesting doll hut domes are funny so 9/10
>>
why dont my burner inserters accept nuclear fuel
>>
>>573791558
because you're not using the mod that adjusts burner inserter hand speed to fuel speed
>>
okay my first planet took 3 irl days of playing to be done
so long volcanus
next stop : gleba
i'm excited
after im done with all 3 planets ill redo my nauvis base
>>
>>573791558
For the same reason my ex wife didn't accept my apology. Sometimes people can't appreciate true perfection. They want something of lower quality. It's your fault for casting pearls before swines.
>>
>>573791558
Not enough phlogistons in uranium
>>
Just to be sure, angelbobs is incompatible with spage at the moment right
>>
it is a war crime that foundries can't use product modules
>>
>I want more than 50% prod on an already overpowered building
you want infinite prod?
just research it
>>
>>573792435
yes
fuck you kovarax let me make stuff out of nothing
>>
>>573792238
By default, yes. There's this https://mods.factorio.com/mod/omniab-space-age-compat

But it's out of date. You'll get hard locked by tungsten because the recipe requires fluid but Angel's Sintering Oven has no pipe connection, also rocket parts are insanely expensive. And if playing without Omnimatter all the bob ores are exclusive to Nauvis, except for tungsten and whatever you can recycle on Fulgora. Which turns all the SA planets into Aquilo-lite, small outposts producing science and reliant on rocket part material deliveries.
>>
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>>573792353
wutface.mp4
>>
i can't figure out what to play
ultracube (pretty far in, like 5th science pack)
cubium (near the start, coudln't really get into it for some reason)
se (tier 2-3 of all space sci) which I kinda restarted into
k2+se 1000x
nullius (unlocked trains, almost to cons bots, in the process of redoing whole base to train based)
autism dead mmo
though whatever ends up being picked there is a high chance I just sit there staring blanking at the screen not doing anything
>>
>>573792791
You already can do that with EM plants.
>>
>>573789745
It's just some cunts vouching that this piece of vaporware won't brick your system. Can put about as much trust in their words as those of the wanker next door, if you get right down to it.
>Do the Chinese use "certificates"? Does North Korea use certificates? Maybe.
They most certainly do, and the list of countries that make their own certificates and stuff, not reliant on the clownshoes brigade that is the collective West, is only going to grow.
>>573790709
Glowcoin is just a way for alphabet boys to hide the money trail, and to reveal it again, should the necessity arise. Think about who owns that shit.
>>
>>573792435 >>573792791
A better way to put it is "turning Factorio into an incremental game" imo.
>>
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>you can drop stone into lava with inserters and it eats it up like dumping trash into space
Does the game tell you this? Why am I learning this through patch notes (2.1.9 allows you to drop full stacks).
>>
>>573793001
Have you considered something other than factorio?
>>
>>573793807
it told me that in the tips popup when i made a foundry
>>
>>573793601
>Think about who owns that shit.
No one, it's decentralized.
>>
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>>573793807
>>
>>573794067
>No one
What a great and intoxicating innocence.
>decentralized
Has nothing to do with ownership.
>>
>>573793807
The tutorial tells you about it.
>>
>>573791823
Were you in the wrong?
>>
>>573796404
Of course not! I am never wrong. I was simply being polite, something she could not understand.
>>
>>573793001
Sounds like you need a long walk in nature (no judgement here)
>>
>>573793001
Have you tried enjoying the summer
>>
>>573793807
More apt reaction image
>>
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>>573796637
>Have you tried enjoying the summer
>No, have you?
>No
>>
>>573796889
I'm at work right now, I clock off at 5.
>>
>>573796637
fuck summer
worst time of the year by far
>>
So my pipe spaghetti doesn't make enough oil and my refinery is able to consume all crude production with just 1/4th of the workforce, therefore I wanted to import some oil to supplement my production and use the refinery at full capacity.
Now here comes the problem: imported oil will come via pipeline straight from the border and I want to give it a lower priority to my own extracted oil.
Initially I thought of merging the two pipelines into the same pumping station before feeding the refinery and simply flipping the priority switch, but it turns out merging pumping stations (3 in - 1 out) cannot have priority inputs, unlike splitting stations (1 in - 3 out) which have priority outputs.
Is there a way to give priority inputs to pipelines somehow?
>>
>>573797863
:c
>>
>>573798147
your oil gets used up first before buying
>>
>>573799332
So the refinery just knows where the oil is coming from?
>>
>>573799807
the game only imports if there is a shortage in the pipeline
works the same for power
>>
>>573799962
Ok I think I need more info on that.
The way that is most convenient for me is to link the border connection directly to one of the refinery inputs, which would be a different input than the one used for the pumpjacks.
The way that I thought could work with priorities was to merge the border line with the pumpjack line via a pumping station and then feed a single input to the refinery. Obviously with no way to set priority inputs this solution would be useless.
So how am I supposed to connect the refinery with the oil field and the border for it to know to give priority to the pumpjacks?
>>
>>573800702
save game
disable realism mode
connect to pumping station and see if's prioritizing your oil

same with water/sewage pressure that you can't figure out before placing all the pipes and pumps
shit game
>>
>>573787873
with this post /egg/ has been doomed to another 500 years of floating point bitching
>>
>>573800864
Good thing I'm not playing on realism mode then, I'll try that. Thanks
>>
i never bothered with oil in workers because i love making fabrics and importing
till the price crashes and i ack like any self respecting soviet leader
>>
>>573801086
Turns out I have an oil field right next to the border so it seemed appropriate to use that to make cash. I was considering going for the steel industry before oil but the distances require so much infrastructure that I would have ran out of money way before making any profit.
I didn't even bother with the easy starter industries so oil it is for now, I'll leave the crops-dependent industries for when I have trains and crops of my own.
>>
>>573801906
You can also just export the raw oil with no workforce involved. Probably why it's locked behind a bunch of techs.
>>
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>>573796637
>+40°C
>enjoying
No, I am SUFFERING the summer.
>>573797863-anon likely knows my pain.
My condolences, may your air conditioner never break.
>>
>>573803170
Step 1:
Be a man
>>
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>>573803170
exactly anon! its "only" 29C today, and im pretty much disabled - cant go outside or do anything productive in the graden
im two weeks behind on cutting the hedge and the weeds are growing wild
there is no end in sight for this disgusting heat
summer-loving asswipes can burn in hell
>>
>>573807087
Fuck right off you upside-down walking piss beer-chugging pikey-related spider-dodging kangaroo-boxing emu-serving boomerang-tosser.
>>
>>573807408
Hey now anon most Australians are busy trying to survive the bitter cold 10C winter, don't take it out on all of us.
>>
>>573807087
step 2:
Be as swift as a coursing river
>>
have you all tried buying the machine that was invented to solve this problem
>>
>>573810656
they made AC you can carry along while enjoying summer in nature?
>>
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>oh no the atoms are moving to fast outside I'm literally a quadriplegic now
>>
>>573811923
Technically, yes
>>
Total biter death
ETA: 3 hours
>>
>>573811923
>>
>>573814042
you know, I literally never used artillery in my life past once
all it did was draw all the biters of nests I destroyed to my area
what is even the point
those biters wouldn't have attacked me anyway, they were out of my pollution cloud
>>
>>573815169
Try 2.1 and you'll see why you need artillery
>>
>>573815276
>Try 2.1
waiting for QoL shit to update
>>
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These niggas are falling THROUGH belts while not being observed. Standard off-screen physics shenanigans, I suppose
>>
>>573814042
do you guys export materials from vulcanus or artillery bullets?
>>
>>573815938
i just export the tungsten plates its more space efficient
>>
>>573815276
Is 2.1 opt in or something
>>
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>>573816534
Yeah 2.1 is on the "Experimental" branch
You can get it from the website or the Steam properties tab
It's still very playable

They're expected to have it marked as stable by the end of the summer
>>
>>573815808
Do you just stockpile those gems? Seems weird that they're only needed in around the first quarter of the game, and then suddenly you need hundreds at the very end.
>>
agri science packs spoil?? i've no idea how i'm gonna work that out but i guess we will see
>>
>>573815276
Not him but I'm on 2.1 experimental playing Marathon mode and the biters aren't that bad. I don't actually notice any difference so far and I've already launched a rocket so I'm a ways in.
I had some explored but completely unprotected huge wide open areas near my base and the biters never even went there.
>>
>>573819735
They last long enough to put them on a rocket and send them to another planet. Or you can send all the other potions to Gleba.
>>
>>573819785
Yeah the main thing is still evo factor, makes expansion groups several times more frequent as it gets higher. The change is only in how they select where to go.
>>
>>573819027
I did for a while, but once that quest's open/finished then you'll still need the money if you want to buy the final trophies (unless, you know, you want to stand there and wait for 10 hours)
>>
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>>573819027
>>573821332
Should probably clarify: yeah I stockpiled before then
>>
>>573819735
Yeah, Gleba science packs spoil after an hour
They also lose research potency as they do, so a pack that's almost fully spoiled will give you almost no research
There's options on inserters to choose whether it grabs the most or least spoiled of a stack
>>
>>573815331
the forkers are having a field day with 2.1 lol
I hope the guy that sniped recipe tweaker and made codegreen upload his like 2 days later repeats his success
>>
>>573819785
It gets worse. They'll make bases right at your walls, and if you look at them they'll all plop out at once and break through because the game doesn't simulate enemies until you see them on the screen, while giving spawners a much higher rate when your buildings are nearby which then gets applied retroactively for the time you weren't looking at them. It's fucking retarded and only artillery can save me from this horror.
>>
>>573822345
oh yeah I just noticed recipe tweaker is outdated again
jesus
does it break if you manually update compat
>>
>>573822646
>They'll make bases right at your walls, and if you look at them they'll all plop out at once and break through because the game doesn't simulate enemies until you see them on the screen
I've noticed them doing that but it doesn't seem different than before. I'm only getting occasional attacks.
>>
>>573815808
if an item is on a conveyor, but there's nobody that has it in it's viewport, does it move?
>>
>>573823091
As I said, it gets worse. They'll stop expanding in the wilderness soon and then they're all at your fucking walls
>>
>>573824615
Does a tree make a sound if a bear shits in the woods without observers
>>
>>573824676
Good, then. I used to think the biters got too easy at a certain point.
Does that change affect the pentapods on Gleba too? I never even built defenses there in previous runs because once they're out of the pollution cloud they never attack.
>>
>>573824990
Yes, same shit
>>
>>573824764
If you can't see if the cat pulled the lever, is it a particle or a wave
>>
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Out of season VGL question jumpscare

I was thinking about Lemonhulk's goalhorn now he's (..she's?) back on the team - currently it's the Dreadnoughts' song Roll Northumbria. It's a great track, but far too chill, especially when paired with a bright yellow Incredible Hulk. I know he's not very likely to score any goals, but just removing his horn when there already was one feels a bit rude.
What are some more fitting ship-related songs? Something fast-paced and piratey might fit better, considering the shenanigans her crew got up to.
>>
i dont know where to place yumako artificial soil? the game is not helping
>>
Am i supposed to be over producing scrap and destroying a large amount of surplus in Fulgora? Seems kinda lame that there is no equilibrium
>>
>>573826623
yes
>>
>>573826623
Not "destroy"
quality upcycle
>>
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>>573826447
Look at the minimap
Light yellow-green soil = appropriate for planting
Darker yellow-green soil = place Artificial Yamako Soil to make it appropriate for planting
Green soil = place Overgrowth Yamako Soil to make it appropriate for planting

It's not obvious how they're supposed to be used
>>
>>573828000
thanks and checked
>>
>>573815938
Tungsten plates + calcite is definitely the way
>>
okay i still have 0 clue what im doing on gleba
why is my mash insta rotting?
>>
>>573832326
You know how you're not supposed to belt cables? Kinda like that but the whole planet and they're no longer asking
>>
>>573832326
Figuring it out is the challenge of Gleba. If something spoils quickly you have to figure out how to get it quickly to the next stage of processing or avoid producing more than you can immediately use.
>>573832537
I've only ever used belts on Gleba and it's not an issue. Took me a long time to figure out though.
>>
>>573832680
>belting mash
Ew
>>
>>573832537
>>573832680
im mosrly scared of the enemies
4 personal lasers are barely keeping me safe and the big ones seem scary
>>
>>573833325
My strategy (before 2.1 changed biter expansion) was to send a single tank to Gleba with lots of ammo and just go around blasting everything hostile within a long range of my intended base. Then build my base and never worry about defense again because the Gleba enemies expanded very, very slowly if at all.
But maybe that's changed in 2.1.
>>
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FUCK GLEBA
>>
>>573832326
Gleba follows real life logic, though sped up for the game

Whole fruit? It'll last 1 hour, tons of time to get it transported
Mashed fruit? Bacteria will make it useless in 3 minutes
Mix that mash into a protein bar? 2 hours on the shelf, though that too eventually rots

The problem of Gleba is to realize that, just like real life produce, stockpiling is not the solution
Find a way to store it in a more stable state, or you'll have to toss it into the incinerator
The good news is that the plants need nothing to grow besides being planted, so as long as you have seeds, you have resources
>>
>>573833463
They expand much faster after you pointlessly kill a bunch of their nests. Wven before 2.1
>>
>>573834653
we have come for your F R U I T
>>
>>573834653
Praise gleba. Haven't played it yet but i'm sure it'll be my favorite planet.
>>
>>573834653
nigga HOW.
>>
>>573834653
GLEBBED
>>
why cant i make a fridge
>>
>>573836482
yes, with [cold] fluoroketone
>>
Has anyone done a maxed multipliers run in satisfactory? I've been plugging away at it, but it's rather unsurprisingly been a bad idea and it feels like the only way I'm going to get this done in a reasonable time is trucking everything to a single mega factory and rebuilding heavily.
>>
>>573791089
ironically enough this is a laythe base so theres actually no need for it to be enclosed; there just arent really parts like that for obvious reasons. i guess i can just headcanon that the domes shield them from radiation or something
>>
2.1 anons, with the circuits changes, is it easier to make a simple automall now? Mine always shat itself because it couldn't make yellow belts for the red belts
>>
>>573837480
Yes I started a run with max multipliers. It becomes unreasonable very quickly and many of the alternate recipes are worse because they aren't modified to account for higher intermediate costs.
I started over with just 1000x elevator costs and that's pretty crazy but at least possible. Pic is just my smart plating factory.
I stopped playing Satisfactory over the heat of the summer though because my computer puts out too much heat and makes it hot in here. Factorio is fine though.
>>
>>573838969
Or maybe that's 100x costs. Whatever, it was the max elevator cost.
>>
>>573836482
best I can make is a fusion reactor
>>
>>573838969
>>573839106
That's about what I expected honestly. The 2x recipe parts is the kill because it's multiplicative with itself and causes things like solid biofuel to actually be bad.
I know it's doable even with all of them maxed, but it's more a exercise in afking over anything it feels.
100x is the max elevator cost and it feels fine enough, it just extends how much time you spend so you might want to set up more stuff.
>>
>>573840695
>it just extends how much time you spend
Technically true but unless you want your save to take 10,000 hours then you are pretty much forced to build big. Which I like because it requires more problem solving. The normal game settings are way too easy in my opinion.
>>
I know it's blocks, but still happy enough with my norbit base so far - I have Astro 3 and Energy 2 (with a bit of mat in my starter platform to get the elevator unlocked). It's mathed out for 300SPM (on a 10x multiplier, should be more than enough).
I hate how bad the space sciences are for anything but bots despite trying to discourage bots - I know it's planned to get reworked, but at this point I think SE 0.8 is still years away.
The most annoying thing is how much I have stuck in buffers - it all gets smoothed out eventually, but it does mean it's a big hassle to spin everything up
>>
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>have to stop playing KSP to let my bedroom cool down a little before bedtime
God damn it. I really need to buy an AC.
>>
>>573841609
you can get chinese ones for less than 200 yuros
>>
>>573841727
The portable ones are extremely loud, like running a vacuum
window units are not a thing in europe
pretty much stuck with a split system for a couple thousand, cause it's apparently illegal to install one on your own
>>
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>>573807213
>>573803170
>>
>>573840948
>Technically true but unless you want your save to take 10,000 hours then you are pretty much forced to build big.
That's where I'm at that I'm humming on keeping with this save. Due to the 2x recipe I need to get absurdly big and I'm only on phase 2. Phase 1 itself took something like 80 hours because I didn't want to spend time making massive chains of belts to speed it up and phase 2 is looking like it's going to easily take a week depending on how hard I manage to scale up. And a bit unsure on how scaling up would look there, multiple micro factories for parts? One giant fucker?
>>573842087
Doesn't go low enough or include windchill. -40 isn't too bad with no wind but even -20 with a good breeze sucks.
>>
>>573842015
>pretty much stuck with a split system for a couple thousand, cause it's apparently illegal to install one on your own
Sounds pretty jewed desu
You can get a full split AC system here in SEA for €300 on average with cheaper options available and no retarded "smart" features, as well as install them yourself
>>
>>573781901
That's a great design
>>
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>>573692578
years ago, back when /ksp/ was it's own thing and people used to post more than just factorio we had discussions about this. About how factorio should have it's own general, and how we shouldn't merge with /ksp/. The general consensus was "who the fuck cares, we're ded anyways"
>>
>>573692578
from the depth bros...
>>
>>573843135
I left, but sometimes I come back to see if anyone else still plays
>>
>>573692578
KSP was supposed to be posted a lot more if TardTwo didn't fuck up the sequel so hard
>>
>>573842015
could've gotten a portable mini split for less than €1k if you hadn't waited so long that they all sold out
>>
>>573692578
>Where's the real egg discussion?
all rotten
no new blood in terms of anons OR games of any value
curious how you didn't post a game screenshot or discussion hmmmmm
>>
I forgot about my friend's nature enclosure when I was mass deconstructing trees/rocks across my base
I wish SE had a way to make artificial trees, I don't want to paint them back in with editor.
>>
>>573842015
try getting a midea portasplit
i got one it's really amazing
cost me 800 euros tho
>>
>>573841609
Honestly it's interesting that it isn't more common for PCs to be installed at windows with a ducted panel to exhaust outside.
>>
i dont even know where to start on gleba bros
>>
I don't know if it's fitting as a soviet approach to things or if it's just game jank, but apparently the adverse health effect of pollution only happens if you start tracking monitoring pollution.
Like I instantly lost 1% of global health down from 94% and took off a few months from the avg lifespan, and this is only because i've built a pollution monitoring station and nothing else, the pollution was already there the whole time.
Also at some point I'll try to figure out what the fuck those modifier percentages even mean and how they relate to the global average, cause they make no goddamn sense.
>>
>>573845287
because windows mean light, which means blowing out the screen.

im amazed we havn't developed 'remote' desktops where the tower is in another room with a fiber optic cable to a dock with the screen and M+KB where you're at
>>
>>573845467
Nigga you can still have the window covered and not have light problems.
>>
>>573845552
jeet most people use windows to allow light into a room.
you're suggesting retrofitting a functional window to block out all light, make your PC open to the elements, instead of just putting it on another wall.

some folk DO vent their PC out the window, but 99% of PC users aren't heavy enough users for it to matter.

just go buy a 3d printer enclosure, jam your tower in it and poke the vent tube outside.
>>
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>>573681925
i mean what else do you want to talk about
>spengies 2 came out, marek hasn't been gassed yet
>starmade made the jump and now runs on java 21 (nothing else has been added since maybe 15 years ago)
>comr4de (who?) has been sighted playing starmade again, so I'm guessing he's colonizing some poor fucks, good for him
>new game called terratech legion, that should be called terratech survivors
>stormworks and from the depths keep getting updates but nobody plays them
I could go on but you get the gist, /egg/ is finally ded, but we can't call this place factorio general /fag/ so we'll keep calling it /egg/
>>
>>573845934
>jeet most people use windows to allow light into a room.
Did I say blackout curtains or builder's paper, fuckface? No? Gee, it sounds like I was describing a setup where no direct sunlight falls into the room creating bright spots which cause glare but still allows the room to be adequately lit. Gee, fuckin image that?
>>
WHY DID I CHOOSE GLEBA BEFORE FULGORA
>>
>>573845323
The most important thing is to start processing all of your fruits in biochambers - you're not seed positive until you have the built-in prod biochambers give.
>>
>>573845976
There is conversation to be had but everyone's busy with their nth run of Factorio and doesn't respond to people posting about other games. I've played like six eggs in the last couple months and none of them were Factorio.
>>
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>making purple science for the first time
>man I'm running low on steel better increase my input
>I should expand out to more ore nodes
>which means I should make more electric smelters
>which means I'll need more steel
>and also way more power
>which means I should probably start getting solar set up
>placing solar panels sucks without bots
>with even just a little bit of solar now I should definitely need to get accumulators going
>gotta start producing batteries too (why haven't I done this yet?)
>go to start setting up transport of sulfuric acid to the main factory
>decide instead to just finish setting up purple science on the bus
>do it
>wow I need a lot more red circuits than I thought
>add a section producing red circuits to the main bus
>limited by steel input because I never actually did that part
>feel like a retard for not doing it first
>start upgrading smelting
>realise this would be way faster with bots
>feel like a double retard for not having bots yet
>do it anyway
>getting crazy brownouts at night
>achievement for first purple science researched
>resolve to make bots next
>12am
>>
>>573845287
I went kind of overboard when I built my PC, so it's open loop cooled by an external 400x400mm radiator. I've considered lengthening the tubes (which would probably necessitate installing a stronger pump and/or increasing the gauge) and moving the radiator outside.
I live in an apartment complex though, and the outside of my window is a common area, so I'd be kind of worried about someone fucking with it. My neighbors are mostly sensible, elderly people, but there are a few potentially bad eggs too. I'd also have to watch out for rain, or create some kind of raised, roofed platform for it, as it would otherwise be standing uncovered on the ground. I'd also need to figure out how to seal the window. All in all, not worth it.

The above also wouldn't solve the root problem, which is that my apartment gets absurdly hot in the summer, PC or no PC.
>>
>>573845976
so play and post about one of those games, if they look fun others will also play them, and conversation will happen.

factorio is always posted because its fun, a run can last over 200 hours, and it got 2 overhauls in the past few years.
not including mods.
and theres a dedicated streamer community bringing mods to player attention.


i LOVE spengies, but spending 10 hours gathering dirt to make enough silicone to make a more efficient dirt digger isn't exactly interesting to an outside poster.
and spengies 2 doesn't even have the dirt digging yet.
>>
>>573845976
>stormworks and from the depths keep getting updates but nobody plays them
As they should cause they are incredibly mediocre games made by terrible devs
>>
>>573846865
the secret is to make small scale parasitic assemblers for things like smelters, bots and solar/accumulators so as you make the real production for them (or get destracted not doing that) you still get a trickle of things like bots and furnaces, so by the time you need them you have a little stockpile to play around with.

seriously, all you need for bots is circuits (mostly green) engines (and the steel from engines) and batteries and lube (3 steps from oil at most)

you know what else uses all that stuff? blue science.
grab the red and green chips from the red chip lie, get steel and engines from the engine line, and siphon patroleum off the plastic build to make sulphur (water is in most places), get the iron and copper from chips to turn that sulphur into sulphuric acid, and batteries, just barrel up 50 lube and toss it into a tank, ad BAM, everything for electric motors, bot frames, frames to bots is just done in inventory, since its near instant.

ill see if i can grab a pic from my recent retard run to show you mine
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File: tardbots.png (2.43 MB, 1348x811)
2.43 MB PNG
>>573847902
found it.
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>>573846865
That is a very well organized base, anon
Good job!



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