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File: FPmJ9PWaQAMr0ip.jpg (43 KB, 622x519)
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Very high IQ thread edition
Previous thread : >>573883668
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.
>>
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new video soon?
I hate the vtuber arc
>>
>>574200067
my wife says he's a more autistic version of moistcritikal
>>
>>574200120
I don't know most of those words but honestly I think I hate your wife
>>
>do 3 hours of nullius, really get into the groove
>finish the things I set out to do and get a drink
>tab back into /egg/
>
>>
>>574201252
gacha
>>
We must build our own casino, lure in all the gacha players, then drop it into a geoactive pit.
>>
>>574200067
I really hope he cuts those streams into one or two regular videos. I'd like to watch him play Nullius, but I really don't want to watch 30 hours of him mostly doing nothing than running in circles and planning setups while talking about random stuff.
Factorio simply isn't a very livestream-friendly game.
>>
>>574201252
>>574201674
I unironically use [REDACTED] when looking for the new thread because egg shows like 8 threads and [REDACTED] just 2 which is egg and [REDACTED]
>>
>>574205969
I just use "hsg", it works the same lol.
>>
>>574165994
>>574122914
should I just enable 2.1 at this point?
>>
i feel like gleba production numbers need tweaking
thr fuck you mean not even green bemts are enough for the production/consumption of 10 bioflux biochambers?
>>
I'm stuck rearranging my factory until its perfectly symmetric HELP!
>>
There has to be a better way to do this!? I just watnt one material on each side
>>
>>574218015
Well, what purpose do the splitters where you stand serve?
>>
>>574218015
Why do you have that second set of useless splitters?
Otherwise yeah that's generally the easy way of combining two full belts of items into one belt.
>>
>>574218085
>>574218114
You're right, I was being retarded
>>
i have a system in place to incinerate all eggs incase nutrition = 0
so paranoid kek
>>
I felt like playing Factorio but I don't want to look at my py save that I haven't touched in 9 months
I'm going to try space exploration instead, anything I should know?
>>
>py looks at you accusingly
>>
>>574221000
It's fine, the sprite cropping mod cuts off the eyes
If I can't see them, they can't see mee
>>
>>574220776
Tone down the water generation percentage, it's a little bugged right now and your world will be too much ocean if you don't. I also use rail world settings on the ore patches (so bigger but less frequent) and turn off expansion, but that's a personal preference.
Otherwise it's pretty similar to vanilla before you get to space, just with a more complex mall (I made a warehouse-based mall, but it was a lot of work and you can probably spaghetti to space).
Don't overbuild too much before space, you get a lot of goodies from space (ass3s, better furnaces, beacons eventually). Once you get to space there's more tips -- like build lower SPM -- but that's in the future.
>>
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>>574222796
>I made a warehouse-based mall, but it was a lot of work
Fugg why didn't I think of that. I have am bigger enough brain for it but I'm already this far
>>
>>574218015
>>574218402
You don't need that extra belt piece before the belts merge either btw.
>>
>>574223729
It was pretty fun to design honestly, especially making it this footprint and tileable, but it has some cracks (throughput is a big cap once things get expensive, and inserters only having 5 total filters meant that you need to make sure things never run out or you can lock up everything)
>>
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>>574222796
>Tone down the water generation percentage, it's a little bugged right now and your world will be too much ocean if you don't
not that anon but isn't that how it's meant to be
i remember playing SEx in 1.1 and it was relatively water-y
>>574218015
behold; Chaotic Evil
>>
>>574224846
it's meant to be watery but not quite as much as it is now
>>
/egg/ simply cannot live
it is time to merge with the gacha game that has factories
>>
>>574235840
lol
>>
life would be so much easier if asteroids didn't have a chance of making another asteroid
>>
>>574238403
Ok, but now all processing generates large amounts of stone.
>>
>>574241878
but why
>>
>>574242085
you can now make infinite rails and landfill in space
>>
>>574238403
It'll be nice if the add a recipe to get stone from all/some asteroids. But I have almost no hopes for gameplay changes on 2.1
>>
genuinely why did they make gleba research packs spoils
absolutely annoying mechanic for no fucking reason
makes it so hard to account for how many i need
>>
>>574248090
You need infinite science
of all colors
>>
>>574248090
you didn't understand gleba
>>
>>574248090
>makes it so hard to account for how many i need
how much science you need: yes
hope that helps!
>>
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i hate how soulless oil processing always looks
>>
>>574250234
guh
i do not like the new refinery
>>
>>
>>574250234
It's either this or suffer in angel's petrochem, if not worse things
>>
>>574235840
>/egg/ simply cannot live
does too, dumbass
>>
>>574235840
Without regular Factorio updates, there is no engineering game genre. Like Stardew to the farming game genre, ultimately nothing else matters.
>>
Hello dear wiewer
avadii is the comfyest factorio yter
>>
>>574256468
you should probably kill yourself
>>
>>574256468
something seems off about him to me
>>
>>574256876
aside from being german, i didnt notice anything sus
>>
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>>574224579
I set mine so the inserter filters just fart out 5 different randomized signals so they don't lock up. Yours is probably better engineered but this one works enough so whatever
>>
>>574257269
I think it's tradeoffs either way, and if it works it works.
Randomizing the list is smart though, I would try to fit that in if I hadn't gotten requester chests yet.
>>
>>574256468
Moaiman is the only one I follow, but I liked the tips I got from the German in some videos I searched.
>>
>>574257269
I had a print for mine that just werks that has the same footprint as yours while beingh as throrough as the first but I completely fucking forgot what it does, I only know it works
>>
if your loop is good on gleba you never get enough spoilage to make carbon or sulfur
suffering from success
but anyways! with that done i'm finally fucking done with gleba
took 3 irl days
time for fulgora phew
>>
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>>574257935
also
look at the mines
>>
>>574257935
>you never get enough spoilage to make carbon or sulfur
>suffering from success
Space Age is realizing that resources are free and you can throw resources away to get what you need. Also I think you can get a lot of spoilage from recycling nutrients made from bioflux.
>>
>>574256056
a single game does not a genre make
>>
>>574256056
ok but games that have never had an update somehow keep their generals alive like ddlc or that incest game or omori
>>
>>574261820
Waifuposting should not count as discussion.
>>
>no no, you MUST maintain a supply line of bioflux from gleba to nauvis within 2 hours to maintain your spawner
humiliation ritual
midding this gay shit out next time
>>
>>574265157
why not just send it along with your science? It uses a pittance.
>>
>>574265367
1 per minute
im irritated there is no way to keep it captured easily
thankfully i only need it for biolabs i guess
>>
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>>
>>574267110
Please find the nearest active train route and lay on the track.
>>
>>574267110
no fucking clue what you posted but py just got a mod that has auogs drag trains
if that garbage is ai I am shooting you dead
>>
I started Workers and Resources. This is a lot of fucking tutorials man.
>>
>>574267419
its worth it
>>
>>574267248
its not my screenshot, tryhard
>>
>>574269245
It's mostly just building a bunch of ad-hoc shit to pass the objective and move on. Many of its lessons are learned better and 30x faster on the wiki.
>>
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>>574250493
>i do not like the new refinery
One of these has an underground pipe feeding the left input, the other does not
>>
so what are biochambers for outside gleba? vulcanus gave me godly drills and foundries
what did gleba give? mostly military stuff? and stack inserters i guess
>>
>>574270339
I see it.
>>
>>574269559
The UI is a hurdle that a scripted tutorial helps with. I think I would prefer tutorial tooltips in normal gameplay to give descriptions of how things work and link to help pages that outline the process of a mechanic.
>>
>>574270428
>what did gleba give?
Biolabs
If you don't rush Gleba to literally 2x your SPM, you're just gimping yourself for no reason
>>
>>574270428
Biolabs, spidetrons, productivity 3 modules and stack inserters are the only worthwhile Gleba rewards imo
>>
>>574270759
>>574270887

i guess
but i was hopinh for something like vulcanus i use everywhere
>>
>>574270887
rocket turrets and asteroid processing, although that's more like Aquilo dependency than a reward
but they do help with Gleba defense

rocket fuel and plastic prod bonuses help more with mods where those are more difficult to make, too easy in vanilla
>>
>>574272021
That's a fair opinion, I'm not going to besmirch you for hoping Gleba would allow you to rework your bases on the same level as EM Plants or Foundries
>>
Are planets/suns random per-run in space exploration, or just the surfaces of those planets like in space age?

If I just keep sending up satellites, will the game keep making me new planets?
>>
>>574273036
yes to the last question
>>
>>574272223
>although that's more like Aquilo dependency than a reward
That's my problem with most Gleba tech, it's either a research gate for the endgame or something with an ultra niche usecase.
>but they do help with Gleba defense
But you could get tesla turrets which do the job wonderfully after a few research tiers, except in case you went Gleba first.
>>
>>574250234
It's the lack of moving belts and swinging inserters, since it's all just fluid recipes.
>>
>>574270428
belt stacking, prod 3s, epic quality are all huge.
Biolabs also, but that's more one place than everywhere.
>>574273036
>If I just keep sending up satellites, will the game keep making me new planets?
There's an amount after which you will discover no more from satellites, and you'll need to do astro researches.
>>
>>574273387
There might have been a better case for rocket turrets before the spores and evolution nerf. Teslas eat way too much power when idle, which forces you to grow more fruit. Doesn't really matter now.
>>
>>574273575
Power is a non-issue with nuclear and Gleba has water everywhere.
Which is a shame, because i was excited for missiles before the release.
>>
>>574273828
why nuclear
rocket fuel into burner towers gives 40 mws out of 15 mws
>>
>>574273897
Because that makes you produce more spores. Which used to matter, back when SA released.
>>
>>574273897
You can easily get fuel after Kovarex and you're sending platforms everywhere anyway.
No fear of deadlocks because something in Gleba broke (yeah, it may be a skill issue but you can be at ease).
You can reuse your Nauvis nuclear blueprint.
>>
>>574274175
dunno it seems overkill and wasteful
>>
>>574274798
What exactly are you wasting, the endless uranium?
>>
>>574274798
It's fine to be wasteful in Space Age.
>>
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>>574250234
You need to go retarded with it.
Pipe up, get downs, throw up, drop browns.
>>
>>574274798
in SA you have basically zero resource constraints, aside from like promethium.
Embracing that mindset will make things much easier.
>>
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Uhmm..It works? I assume I just scale it with more space for assemblers
>>
>>574277697
yes, space science is honestly way too trivial.
>>
>>574277697
How do the Iron asteroids from the right-hand side grabbers get to your crusher in the bottom left?
Otherwise, that's a solid white science starter design
>>
>>574277697
Tiny optimization
Reverse the order of the asteroid output and inputs for each of your crushers
So when you get an extra asteroid, it goes onto the belt and then is immediately picked back up for processing again
>>
are there any actual fun games that aren't just watching shit move around on conveyor belts?
>>
>>574280570
The gameplay is designing the system. Have you considered reducing conveyors to absolute minimum and watching shit move around on trains or drones?
>>
All of my trains and their interrupts stopped working out of nowhere. All of them. Any tips? Ideas? I legit cant find any info on this
>>
>>574285126
a single destroyed train track in the middle of your network causing all pathing to fail


set up a tiny rail with 2 stations and 1 bi-directional train. See if you can get it to path to one of the two stations, and then back to the other. Once you know that these basic mechanics still function, you'll have a basis by which to test or fix your normal network.
>>
>>574200067
>Vtuber arc
Tell me this is a joke.
>>
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I played Satisfactory up to phase 5 and was soon to start oil. Up to there I had focused on making a single compact factory producing almost everything up to heavy modular frames in a vertical stack against a cliff. There is satisfaction in getting things really tightly packed but also a good amount of awkwardness and even frustration. I stopped a month or two ago and haven't resumed yet. I'm thinking about restarting with a basically opposite design paradigm: spacious slabs of factory with one item each (other than precursors like screws) and roads between them for trucks to transfer (unless it's going just across the street) or deliver to a train hub to ship further away. I don't know whether to turn on random resource nodes and probably build the whole thing in the dunes or use the curated locations and maybe have problems fitting the logistics in but more reason to use trains. I think I would set all to normal, no impure or pure.
>>
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>>574275214
>Elevated pipes
What the fugg

>>574278091
They really, REALLY shouldn't have removed needing U235 for space science

>>574290581
Yeah. I don't have a picture of it but he's got this anime girl avatar with shades and a Hawaiian shit but she's also petrified so there's no articulation or facial movement she just sort of bobs up and down when he talks
>>
>>574291935
I did not expect Dosh of all people to come out as a nonce. Really disappointed in him.
>>
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>>574292507
>>
Figured it out. Not having enough trains available to fill all of the stations makes the whole network go on strike for some reason.
>>
Circuit networks seems kind of scary... The whole game feels quite overwhelming, I feel like I'll never get to launching a rocket
>>
>>574272021
you'll have to wait for the overhaul modpacks for less minecraftesque new mechanics integration I'm afraid
initially they didn't even want to let you place biochambers/foundries/EMPs outside of their designated planets
>>
>>574296569
enjoy it while it lasts, because that's the "magic" feeling of the game
fpr your own sake, do not look up any guides or blueprints
>>
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New optimization patch for CoI is out on the experimental version. Top is vanilla and bottom is with the new patch. I have a 3060ti
>>
i've been sleeping on defender capsules since 0.17
>>
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>>574299671
Thats what I'm trying my best to do, sadly I already saw the main bus article on steam's factorio community guides
>>
>>574303546
if you have a bit of common sense your factory probably would've evolved a version of the main bus naturally anyway, i know mine did before i even knew the term
>>
>>574303815
The thing that bothers me is that sometimes when my design feels bad or constrained I feel like I need to tear the entire thing down instead of retrofitting/making more spaghetti
>>
>>574306918
the actual solution is leaving it functional as is and starting over in a new place
>>
>>574267419
You're not... filtered by the tutorial, are you?
>>
>>574273575
>Teslas eat way too much power when idle
you could set them up with a power switch activated by a normal turret (or mines in 2.1)
>>574275214
I love how this looks
>>
>>574302545
I wish there was a turret that could throw capsules automatically. All three bot types, poison and slowdown would make sense. As it stands they're a cool idea but overshadowed by personal lasers.
>>
>>574302545
This has to be bad for your back, get a proper bed already.
>>
>>574301067
bottom one looks worse. I have the same GPU, how does the game run overall?
>>
It seems that I can't avoid having 2+1 input lanes and 1 output lane... 4 lanes in 1 assembly line seems rather inefficient
>>
>>574311750
You don't like uniform perlin noise for a cloud layer?
Neither do I
>>
>>574311750
They both look the same in game. It's just the day/night and weather cycle weren't lined up perfectly in both pics. I turned fog off in photo mode which makes it look crispy. When you're zoomed in the game runs fine up until the very late game where you have a shit ton of buildings and resources everywhere. At that point when you zoom all the way out you might go from 60 down to 30~40 ish like in that pic. That's also literally the largest map which I'm sure doesn't help fps.
>>
>>574311864
I feel stupid
>>
>>574311941
exactly
>>574312130
thanks, that's an acceptable frame drop for my standards, I think I'm the only one in my friend group that still uses a 60Hz screen
>>
>>574312464
You are ignorant
it's different
>>
>>574312464
That looks quite dumb. You should restart.
>>
>>574311864
Look up sushi belts
>>
>>574267390
I the point is that's a reddit ad for py
>>
>>574314358
Just looking at them makes me want to kill myself. So untidy.
>>
>>574314625
okay?
>>
>>574312464
soul
>>
>>574200067
lmao nice joke anon
once they start streaming content just goes down and down, this shit pays way too much for way too little work
>>
>>574302545
there is no sleeping mechanic
>>
>>574311479
Mortar turret that you can load with throwables like capsules and grenades? Would be pretty based.
>>
>>574312464
>1:2:2 recipe ratio
>2:1:1 output:inputs belt ratio
L ratio
>>
>>574316278
>>574311479
destroyer and defender drones would be perfect for a tower that holds a bunch of them inside it and then releases them when it detects enemies, you could make it so they'd have to be assembled directly by the tower with a relatively long crafting time so it would be strong in short bursts but weak in sustained fights
>>
>>574314358
Multiple item types on each side of a belt? Sounds like an easy way to deadlock.
>>
>>574316278
Closest thing I've seen is Bob's distractor artillery shell. Which is kinda pointless since regular artillery shells already kill everything.
>>
>>574318650
you need to loop it and to use circuits to make it work properly
>>
>>574316364
YEE HAW! White Science and Blue Science in the bag.
>>
I play so slowly that I always run out of techs to research before I automate the next science pack
>>
>>574320316
Stop turning biters off
>>
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>>
>>574320753
2.1 fixes this
>>
I've spent most of this week automating everything with logistics bots. Currently have 2,000 of the little fuckers doing my jobs for me, zero belts. Launched 10 rockets + satellites into space yesterday. Now I need a new challenge.

>>574320753
kek
>>
>>574320839
i'm not preventing it from spawning enemies
>>
>>574320609
on default settings if you destroy all the nests near your pollution cloud you can easily research all red/green/blue technologies without ever being attacked by biters
>>
>>
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>>574319540
>
>>
okay i get gleba
but still i would change captive biter spawners to take nutrients rather than bioflux
this way you have a reason to make nutrients on nauvis
>>
>>574321814
Why is the black science talking to the gray science?
>>
>>574320921
>Launched 10 rockets + satellites
Why are you bragging about finishing the early game?
>>
man this is hard
>>
>>574329969
hover your cursor over the bottom one
press V
>>
>>574329969
don't skip the tutorial, enginseer
>>
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löl
>>
>>574330678
That's so fucking soulless
Oh my god 2.0 sucks
>>
>>574332979
calm down the issue would have been resolved with an underground pipe anyway, it was hardly an interesting problem
>>
>>574257935
>>574258757
When I need spoilage on Gleba, I make a ton of jelly and let it rot. I think that's the best method because of spoil time.
>>
>>574334323
yeah, nutrients for volume or jelly for spoil time
>>
whats the point of nutrients on nauvis?
>>
>>574328204
Didn't mean to brag. I just don't know what to do next other than chase production goals and grow the factory. Maybe I should just buy Space Age.
>>
>>574332979
whats soulless about it man? anything to make oil less of an eyesore makes me happy
>>
>>574335089
fish breeding automation, if you wanted to mass-produce spidertrons
>>
>>574335089
Fish.
>>
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>>574320753
Dream bigger
>>
>>574342410
kek
but why
>>
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Not sure if any anons give a shit, but progress update on the solar/laser run:
The legendary solar/acc have been finished and the temporary platform that just builds more space platforms has been setup. At the moment it's making about 333ppm and if I don't change anything I'll have enough space platforms in 24 hours~. (I'm going to change things to speed it up)
>>
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>>574343107
Why not?

The only pain point with that was taking the nests. Oh and that one time I messed with some settings which stopped the flow of bioflux without me noticing. I had an alarm to tell me if this happens, but the problem is it was on the default 10-15 minute delay
>>
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my greatest ally
>>
>>574331928
mod?
>>
Just got into robotech, how many ports/robots should I craft to saturate my base? This shi lowkey hitting like crack
>>
>>574344918
You should make it so you have a contiguous network. Just make sure the orange overlay is touching or overlapping and you see the dotted yellow lines.

If you notice that a large amount of bots are frequently hanging around certain roboports in a ring that means that part of the network is too busy to charge all the bots using it fast enough and you should put down more ports
>>
>>574344528
https://mods.factorio.com/mod/Insectitron
>>
>>574344918
just make sure all the orange parts of your roboports are connected and that the green covers your entire base
>>
>>574344918
As far as how many bots, that also varies by how much you're using them and how fast they are
I usually start out with 200 or so construction bots, and have a small factory making more and putting them into a box. If I put down a new blueprint and I feel like it's taking longer than I want, then I toss another 50-100 into the roboport from that box
>>
>>574344918
>ports
I would just constantly be making them, maybe limit it to having like 20-30 at any given time.
>bots
If you really want, you can setup some circuit logic to handle this decision making for you, as
>available bots
>total bots
are both variables you can use that to tell it to make you more
>>
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>>574291401
>roads between them for trucks to transfer
I've been playing like that, basically making buildings / processing areas for various things and connecting them with roads.

I've been quite enjoying this playthrough and the trucks have actually worked perfectly, though they're kind of slow and the auto-connect for vehicle paths doesn't really work reliably. I have considered switching to trains but haven't done so for now, partially because all my shit is already connected by roads and partially because train stations are huge and I haven't yet decided on a design that would minimize space requirements while remaining practical.
>>
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HELP
where do i even start
>>
>>574348365
>are both variables you can use that to tell it to make you more
To be more clear, what you want to do is to attach a red or green wire to a roboport and then to an entity, like an inserter that grabs bots from a box
Click on the Roboport and on the right, click on the "Read robot statistics"
That will then start outputting the values to the inserter, which you can then use logic to decide whether or not to activate the inserter
>>
>>574353327
Looks like you did start
>>
>>574321814
I laughed
>>
>>574353327
personally, I always do fulgora primarily with bots. It's the kind of solution where bots excel, and I think it's pretty clearly intended since bot speed is a fulgora science product.
Whether or not you use bots though, the important concept to get is that scrap is cheap, so having a void as the last destination for everything (either at the end of the belt, or a circuit controlled requester chest) is ideal. If your scrap processing is stalled on something else, that means that you're actually producing nothing instead of effectively making everything but what you're voiding.
>>
>>574353327
Recycle products for their resources (gears for iron, blue circuits for red and greens). Recycle anything you don't need away. The trash must flow.
>>
the biters that spawn from eggs despwn ;(
i wanted them as pets
>>
>>574353327
Unclog uranus.
>>
https://www.youtube.com/watch?v=IhXThLoMwqA
New Scrap Mechanic trailer.
>>
>acid neutralization only works on vulcanus
fucking why
let me be retarrded and make infinite power out of coal
power is trivial anyways let me have fun
>>
after fulgora im redesigning my entire nauvis spaghetti base with foundries amd em plants plus biolabs
kind of excited and dreading it
>>
>>574359271
the machines are so powerful that your base will shrink but you will make like 10x more.
>>
bots are soulless
>>
>>574360734
kek
>>
>>574360734
hmm maybe it works for that new event mode where you pick one mob at a time to attack for buffs
>>
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I'm trying to make the platonic ideal 12-segment wheel for maximum perceived difference between adjacent hues
any of these look too close together/far apart to you?
it's on topic because I'll use it to mod science packs or 13 tiers of assemblers or something
>>
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>Drone cloaking tech
Now put razor blades on it
>>
>>574363438
But how will the drone operators ram them into people if there's no camera on it? The explosive will have to be stationary as well, unless each joint, or the counterweight will harbor explosives
>>
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Finally got all basic sciences
>>
>>574358325
>CLANKERS, CLANKERS, CLANKERS!
It's heart-warming how quickly normies adopted the new slur.
>>
>>574364624
afaik, it's Star Wars fags
>>
How should I add purple/yellow science to this? Or can I research them elsewhere? My purple science production is on the other side of my raw material bus
>>
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>>574362267
if i absolutely had to choose, i would say indigo and blue are too close - im not color blind, but they might be hard to tell apart at a first glance through the inventory
>>
>>574366565
here's a hint: long handed inserters
>>
>>574364624
The funny part is that if they had today's AI back then, they might have actually finished and released the game instead of keeping it in Early Access for 10 years.
>>
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>2 red belts of iron plates aren't enough to keep running a single assembling machine making express (blue) belts
i can squeeze in a 3rd belt, but that's a fat greedy recipe >.>
>>
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>>574366686
>im not color blind
Maybe not, but your monitor fucking is.
Indigo and violet are much closer together by value alone.
>>
>>574362267
Here's the resource you should use for any color distinction needs.
https://sashamaps.net/docs/resources/20-colors/
>>
>>574367383
It's true, but if you're building 2.5 belts per second you're probably not too cheesed about the cost.
>>
>>574367383
accept that you wont run it at 100% like i did with green belts
even 1 or half per second is good
>>
was thinking of a sushi belt for fulgora that checks if any item is above 1000
if an item is above 1000 any excess gets thrown out and recycled
>>
>>574367618
too bad eyes don't see values faggot
>>
>>574372146
I don't know about a sushi belt for that kind of thing, but "Keep X amount of stuff and recycle the rest" is the standard loop for Fulgora
>>
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>>574372598
>>
>>574367618
anon if distance on numbers equalled perceived distance I wouldn't bother making my own palette, I'd just use straight RGBCMY x2
>>
>Get advertised new factory game Fractal Foundry
>Ask the dev if it's actually fractal or just recursive
>Dev doesn't understand
>Carefully explain the difference between infinite self similarity vs halting algorithms
>He smiles and says it makes pretty fractals sir
>Look inside >Look inside >Look inside >Look inside >Look inside
>Base case
>>
>>574373587
wait I'm retarded, you're talking about value
why are you talking about value? this is like 99% a hue thing
>>
>>574373042
oh, look what does it say there?
>light-sensitive
not value-sensitive, how curious
>>
I had my vision expanded into deep IRs and UVs but didn't get any new qualia to go along with it so all of this shit just looks green to me
>>
>>574374307
they're equivalent
small amounts of light hit light-sensitive rods = low value
large amounts of light hit light-sensitive rods = high value
>>
>>574373884
kek
>>
>>574367618
i havent played around with options on my monitor, but its a rather pricy msi oled, so i doubt there is anything wrong with colors
if there is a single type of science pack in the inventory, i would have hardest time recogning these two colors
im not saying it would be difficult to see the difference, but other colors in my opinion are more distinct
you wanted a feedback and you got it - do whatever you want with it
>>
>>574375006
>pricy msi oled, so i doubt there is anything wrong with colors
>factory default is vibrant
yeees
>>
>>574366686
> im not color blind
nigga...
>>
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>>574375006
There are better solutions
>>
>tooltip says I need 0.3 items per second for this assembler
>proud of myself of getting a perfect ratio, crafting 0.3 per second of item
>somehow last pair doesn't get enough items
>wtf
>do math by hand
>it needs 0.357 items per second
Why the FUCK doesn't it round up to 0.4 or at least 0.36? Is this a change in 2.1? I don't remember having this problem before.
>>
>>574375674
>this "problem"
Just build more
>>
>>574366686
What color is it?
>>
>>574375914
Orange
>>
>>574375006
anon, you got your anons mixed up, the person you're talking to isn't the one who posted the image
>>
>>574375914
Why is the assembler flashing its erection at me?
>>
>>574376164
It's not white
>>
>>574375914
calamansi, at 25% darkening.
>>
>>574367914
that's only 9 hues though
>>
>>574375914
Piss after two white monsters
>>
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ive been lurking long enough to know that you faggits are going to argue about anything
here is a side-by-side comparison between a monitor photo and a screenshot from an iphone
indeed, blue and indigo do look more similar on the monitor, but i still hold my ground - these two colors are closer to each other than the other
>>
>>574376915
That's a real shitty monitor
Post 2012 production?
>>
>>574376915
yeah what the fuck is wrong with your monitor
>>
>>574376915
I BANISH THE
http://www.lagom.nl/lcd-test/contrast.php
>>
>>574376915
Blue and Indigo are as seperate as aqua and turquoise on my end,
>>
>>574206170
Oooh that's who the FTD link was supposed to annoy
>>
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>>574377147
>>574377249
there is nothing wrong with it
i bet its better than any piece of shit your are using
>>
>>574377804
Snälla, korkade lilla bellman, pröva en annan skärm.
>>
>>574376915
kek it looks like something you'd see from a 16bit color terminal render
>>
>>574377804
considering you can't tell the two colours apart at a glance I beg to differ.
>>
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>>
>>574335151
the real real of Factorio is megabasing
>>
>>574376915
yeah that region is hard to get right. you can see I had to compress the cyan area and expand the magenta one, indigo is where pure blue would be if this was just RGB
still it's odd that it's those two in particular that are blending for you, they're nearly 50 degrees apart while indigo-violet is a hair over 10
>>
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>>574335151
Once you've launched rockets in vanilla, the game is basically over

Some players challenge themselves to try and produce/consume 1,000 science per minute which entails greatly scaling up your production and conquering the challenges associated with that
Some players download an overhaul mod that drastically changes the production chains, and play through those
Some players start over with different settings, like a Deathworld (heavy on biters) or Ribbon World (picrel)
Some players just stop playing because you "won"

All are valid.
>>
>>574379230
>conquering the challenges associated with that
Repetition is not a challenge, it's a low skilled job.
>>
>>574373042
>AI overview
Don't dumb here. This not dumb area.
>>
>>574379230
ring seems like hell to play, don't know if it would even be fun.
>>
>>574379763
>attacking the messenger, not the message
ok homo
back to the playground with you
>>
>>574379958
It's definitely not my idea of fun, either
But there are people who enjoy shit like Ultimate Ironman in OSRS where you can't use a bank or accept items from other players, or basically anybody who plays hardcore in any ARPG
>>
>>574373042
unrelated but this shit has ruined search engines.
>>
>>574380137
I don't think we should allow the homo to be around a playground
>>
>>574380137
The problem with citing an AI overview is trusting its accuracy. Attacking the AI overview IS attacking the message. Because the actual message is the source that the AI harvested. Same reason you don't cite Wikipedia in an essay. You've managed to say something even dumber. Well done.
>>
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>>574380471
>>
>>574380754
>trusting its accuracy
Rods & cones is elementary school stuff. You should really get that TDS fixed, it's already grown malignant.
>>
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>>574382107
Now you're being deliberately obtuse.
>>
What's next for factory games? Is there anything upcoming that isn't just a Factorio derivative?
>>
>A photo of something saying what I want to say will make it more authoritative
>Go find a source? No.
>Chatbot, I need you. My strength is waning.
>>
>>574382206
>Now you're being deliberately obtuse.
>>
>>574382107
>mentally retarded man shocked to learn that he is on fox
>>
Why the fuck did Workers and Resources implement heating as a central boiler station that pipes steam to all structures? Is that a thing that actually existed anywhere instead of just each building having a boiler room that needs to be supplied with fuel?
>>
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>>574383713
>>
>>574383713
It's hot water, not steam. Most (all?) east european cities work like this. I'm not sure how the efficiency savings of having a central boiler stack up against distribution losses, but that's how we do things.
>>
>>574384879
It's a logistics optimization.
...and gives away another aspect of control to the state.
>The U.S. Naval Academy in Annapolis began steam district heating service in 1853.[citation needed] MIT began coal-fired steam district heating in 1916 when it moved to Cambridge, Massachusetts.[5][6]
>>
>>574385353
Well, not by much. They already control cold water, shutting that off would make your boiler useless.
>>
>>574384331
>>574384879
Well, should I enable seasons? Power and water both seem worthwhile for gameplay but the implementation of heating seems like just duplicating water logistics without any substance, only tedium.
>>
>>574385527
Future eco terrorists will use to force everyone to lower the thermostat in the freezing winter by turning down the heat output.
>>
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Damn, I missed the helipad.
>>
>>574380260
i mean google search was completely fucking worthless before AI came along
>>
>>574385703
It's about maintaining stable operation. Water can be stored in buffers and electricity can be supplemented with imports, but heating must not stop.

The way the game handles workers, its key concept, is actually fucking retarded. They do not have stable jobs, just get shipped around like cargo by public transport until they're dumped near enough an understaffed building. Then work there for ~25 hours, die, and respawn at home. So the moment he dies you need someone new to be within a few steps of the heating plant, otherwise output starts to drop.
>>
>>574386249
You can no longer use exact match, exclusions, restrict search to a specific domain, and a dozen other tricks.
>>
>>574386690
"The algorithm" has context that is indecipherable. Sometimes you can use quotes and it will return only three results and sometimes it will outright ignore your quotes. Sometimes exclusions work and sometimes they don't. I've never seen "site:" not work though.
>>
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>>574375914
Looks like green
>>
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Imagine, an Eridian mod for ONI.
>>
>>574375914
PANTONE® honey mustard 07?
>>
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>>574378668
>>
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Got myself a nitrous-methane powered deep miner and centrifuge. Clocks in at almost 1200 RPM at full throttle. The electric drills are only 200 and the electric centrifuges 100 RPM for comparison. I'm trying to have as many things as possible accessible without an EVA suit for this base and it's been really fun. How Stationeers was meant to be played.
>>
>>574375914
A somewhat darkened chartreuse.
>>
A or B boys?
>>
>>574405314
gross
>>
>>574375914
What machine is this? I can't find it in the game.
>>
>>574405596
I'm not gross I swear
>>
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>>574405314
C
>>
>>574382107
>Rods & cones is elementary school stuff
Yet you felt the need to use the AI overview instead of citing an elementary school source...
>>
Holy spaghetti
>>
What do you think of the space casino ban? Are you mass producing legendary stuff before the patch comes?
>>
>>574413239
It's shitty and just stinks of developer butthurt because people figured out an emergent interaction they didn't think about.
>>
>>574413239
I don't understand why it needed banning. Sure it was busted, but you could only set it up at the very end of the game, so it wasn't like it was ruining progression
>>
>>574343229
But why so many?
>>
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Exactly 3 logs. Nice.
>>
>>574413239
gotta agree with the other anon that it reeks of dev butthurt. Quality is so poorly thought out it feels like a "noooo, you have to do it our way" which honestly there is a lot of in Space Age.
>>574415758
I am making a 557000 big space platform so I can beat space age with solar/lasers.
>>
>>574413239
it's just another instance of spage being designed around solutions instead of tools
and also quality being shit
>>
>>574413239
>NOOOOO YOU CAN'T REPLACE YOUR ENTIRE FACTORY WITH LEGENDARY SHIT
>BAN BAN BAAAAAAAAAAAANNNNNNNN IT ALL!!!
devs hate you for existing and subverting their grind of upscaling
>>
>>574413239
kind of weird but i never used it because it felt retarded from the getgo so
eh
>>
>>574373884
It's clearly a recursive factory for generating fractal shapes.
>>
this seems like a game design flaw
>>
>>574377804
it has a Delta E < 2 and a 99% coverage of DCI-P3 so the hardware should be good, but you are probably using it in some fucked default setting and the only way to make it display colors properly is using an external calibrator like a Spyder
>>
>>574416257
>Left-hand traffic
Appalling.
>>
>>574424429
Left handed trains are correct in Factorio.
>>
>>574424429
we use left hand traffic here in china
just feels natural
>>
>>574386249
Google AI just gives you summaries of reddit posts
>>
>>574407578
>>574405314
D, move the pole up and make it uncommon
>>
>>574424429
With right hand traffic if you get out of the train while it's driving does it dump you in the middle of the two tracks or the outside? Also the rail signals go on the outside if it's left hand traffic which feels nicer.
>>
>>574405314
You save one belt with B, it's the only possible choice.
>>
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this seems like a game design flaw
>>
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>>574405314
>>
>>574434169
Every round hole/square peg is a square hole/round peg with enough force and lube.
>>
new chest idea : active storage chest
bots will fill this storage chest first when moving stuff to storage
>>
That wasn't as hard as I imagined
>>
>>574438138
is this vanilla, or SA?
>>
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>>574439019
Vanilla, once I launch a rocket I'm getting SA and starting a new save!
>>
>>574439385
congrats, anon.
I think it's the right order to do things too.
>>
>>574363438
Better idea: put a camera and a few leds on it, and have the leds reproduce the color of whatever is on the other side at each instant
>>
What are some must have factorio mods? I haven't played the DLC version yet
>>
>>574441001
whichever one disables gleba
>>
>>574441092
What's wrong with Gleba?
>>
>>574441001
The mods I automatically install for every playthrough:
- Visual display mods
>Display Plates
>Nixie Tubes
>Text Plates
- Planning/Testing
>Factory Planner
>Rate Calculator
>Blueprint Sandboxes
I'll often use more (like cleaned concrete, disco science, auto deconstruct, etc.), but every single playthrough has all 6 of the above mods basically no matter what.
>>
it feels like the correct way to play fulgora is to use logi bots but that feels like cheating?
>>
If I want to saturate my base with robots, I have to have every single items on a assembly line?
>>
>>574439385
Nice, that's the way to do it
>>
>>574441561
Tha ks anon
>>
>>574441825
It always does.

Anyway, you can have a series of (13?) splitters filtering scrap output to separate belts or separate recycler sets. Route the stuff to where it's needed for science, and push the overflow into a general rerycle-into-nothing array.
>>
yes
>>
>>574441825
just have a scrap river loop, pick what you need and recycle at the end of the loop
>>
>>574441001
Squeak Through
Far Reach
Bottleneck Lite
>>
>>574444212
I don't see any quality on those, bit of a waste.
>>
fulgora is making me motion sick and i think its the lightning strikes
>>
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Why didn't the Engineer think of pic related?

>>574413239
I was never interested in it, so I am indifferent towards its ban, however, if players were gloating endlessly how easy quality was because of it and it also undermined The Vision™, then I guess it was well-warranted.
>>
>>574449187
why tho
what use is hot heat pipes on vulcanus
>>
>>574449426
Jumpstarting power production without solar I guess
>>
>>574449757
You would still need water for that. He's right, the vanilla tech is just too limited to make any use out of it. Muluna has condenser turbines that return water, Exotic has heat-powered smelters and chemplants, etc.
>>
>solar
OHNONONONO
>>
why notnotnotnot
>>
>>574449925
You can drop ice from orbit and
>it needs to be melted in a chemical plant on a planet that's literally on fire
lmao, I concede
>>
>>574449187
>1000 Cheat
>>
>>574200067
those were two good weeks, I wish he kept on streaming...
>>
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>melt ice in space
>barrel it and send it down to make steam engines go WRRRRRR
>but i require a powered machine to open said barrels and access the water inside
>>
Has trailmakers changed significantly in the last 1-2 years? I played it I think 2 years ago and was considering a replay if it's different
>>
>>574413239
I guess I forgot to answer the second half of this but yes, I am trying to do some of my stuff before it comes out so I can avoid the retarded upcycling that they seem to think is interesting.
>>
>>574441825
It's the easiest and most efficient solution, and no developer nerfed it so it's intended. I did the splitter-every-product and had a legit headache after rebuilding my factory 3 times, but I did feel a sense of accomplishment.
>>
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I've discovered the value of pets.
Don't look too closely.
>>
How many simultaneous surfaces can you have running before the game completely shits itself in performance?
Anyone done testing on this

What's the optimal number of planet mods to add?
>>
>>574450882
I really dislike the start of aquillo so god damn much. Even in general aquilo is shit
I think nerfing bots was good on aquilo but i also think underground belts should have been as well, make them run half the speed they normally do
Then there is the whole steam pipes freezing. Should have gave them a 1 tile adjacent heat range with with anything else that handles hot liquids immune to freezing
>>
>>574452641
they're just chunks, same as any other
>>
I agree. Ice should spoil.
>>
>>574453153
into water
>>
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>>574457145
Into biters.
>>
https://www.youtube.com/watch?v=L7PljgvNn10
epic
>>
>>574459246
>some people are physically incapable of doing this
it's funny
>>
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I'm having SEx for the first time!! Got rid of my starter base handfeeding abomination and automated all science packs for 1/s, now time to rebuild and go to space
>>
>>574460915
>rebuild
just build moar
>>
tentacle monster bio-mechanical eg when?
>>
>>574463298
exists
I remember seeing heavy ads for it last year, so it's probably out
already forgot the name
>>
>>574463617
what i had in mind was more of an eroge but I'll take a normal bio-factory game too.
>>
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>>574439385
>once I launch a rocket I'm getting SA and starting a new save!
>>
i just
made a fucked up spaghetti mess on fulgora then pretended it didnt happen and reloaded
what the fuck how am i struggling with fulgora AFTER gleba??
my main issue is that some stuff doesnt get deleted fast enough
>>
>>574439385
HANK DON'T ABBREVIATE SPACE AGE AS SA HAANK
>>
>>574439539
>>574442738
>>574463738
What am I missing, I bought SpessAge asuming it just added new content. Does it actually change the base game too?
t. newb
>>
>>574465371
yeah, it makes launching the initial rocket much easier. It's like an overhaul mod for the base game.
>>
>>574465371
Yes it does, there are a bunch of changes but the most significant is that rockets become available at the blue science level and are significantly cheaper to make, so that's when you get access to space and depending on how you choose to play (if you visit another planet immediately or not) from here on out things can be very different from vanilla.
>>
>>574465672
fuck... but my spaghetti kino... I don't want to restart again but this information will bother me.
>>
>>574465951
I'm not at blue science yet is there a mod that reverts this change so it's the same values as vanilla?
>>
>>574466030
On the other hand, some research gets gated after planet research like coal liquefaction, hill explosives, spidertron and the more advanced personal modules.
Also you need to launch a lot more rockets, so building with expandability in mind is important.
>>
>>574466179
that would mess up the progression of space age, it eases you into space building before building ships by starting with just a simple platform for space science
>>
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I love concrete
>>
>>574469385
someone post that image of someone eating concrete
>>
>>574469529
you'll have to wait for the failtuber to show up
>>
How do I make train go both ways? Setup first mining outpost and I'll expand my rail network later just want an ore to keep flowing. I have one locomotive facing forward and one at the end of train facing backward but train doesn't go back to station meant for unloading.
>>
>>574471693
Trains follow the right-hand rule during navigation (even if some backwards and deranged anons attempt force it otherwise), therefore...?
>>
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>>574469529
>just spent 20 minutes looking for that exact one
>it's not in my dump reaction folder
holy fuck what a waste of time that was
>>
>>574270339
Much, much bigger travesty than the assemblers. Looks and functions like dogshit
>>
>>574471693
could be a number of things, I would guess either train schedule being wrong or not having train signals for both ways. is there no icon above the train telling you what it could be?
>>
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behold
my felgora sushi belt
>>
>>574452107
>looked closely
It's a whole self-contained story.
>>
>>574473345
Glorious
>>
>>574373884
what would an actual fractal factory game look like?
>>
help
the EM plant production is INHALING my hol supply
>>
>>574475094
put prod modules in the foundry for another cheap 50%
>>
>>574473136
>>574472436
Not having signals both ways is the thing. I did setup one way.
>>
>>574383713
Are you brown? It is called DHP, district heating plant. It is much much more effective on a large scale.
>>
>>574476717
or balkan, or any other place that's too warm to need it
>>
>>574476717
You have contributed nothing (It was all already discussed immediately after that post) but telling us that you're an insufferable twit who lets himself get swept up in the latest buzzwords and corresponding thoughts.
>>
>it's been three civvie videos since the last dosh vid
>>
the sushi approach for fulgora is really fun
>>
>>574199379
I wanna buy factorio but its too pricey up front and I'm too much of a moralfag to pirate an indie game
>>
>>574482321
Do it and if you like it pay for it, don't be a pussy
>>
>>574480738
>docjade also started streaming
its over
>>
/mmcg/ is kill
Recomend me a cool factory game other than factorio to play in the meantime
>>
>>574363438
Pretty neat, but probably functionally useless.
>>
>>574483737
there are none, but look at the pad in the OP maybe you'll find something
>>
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mathematically perfect, but its goddamn disgusting
>>
how 2 void stone in space exploration

Items may be transported between planets using cargo rockets or delivery cannons. You can transport stone from navus to a vulcanite planet using delivery cannons. If there is room inside of a delivery cannon chest, and the delivery cannon chest is targeted by a delivery cannon, then the launched material is safely transferred from the starting planet to that chest on the vlucanite planet. This costs 1 delivery cannon capsule, which is 10 cable, 1 lds, 5 explosives, and 1 heat shielding.

That's 13 sulfur 35 iron, 15 copper 35 stone, 10 coal per launch, launching 50 stone.

On landing on empty dirt, 37 out of 50 stone was destroyed in testing, with the remaining stone left on the ground with deconstruction requests automatically generated. This means you can have a planet which is dedicated to the voiding of materials, where you carefully control the delivery of material in order to avoid destroying your construction bots when you cycle unwanted material.

As bricks may be launched instead, and bricks launch 100 units per capsule, 1 capsule should destroy about 74 bricks, which is 148 stone

The basic core miner produces equal amounts of iron, copper, and stone, and half as much coal, meaning that this action will increase the ratio of iron to stone, but may result in an overabundance of copper, eventually.
>>
>>574483737
haved checked MM in a few months
>>
>>574452707
>I think nerfing bots was good on aquilo
Disagree. You still build using bots, you just have to build more ports to charge with. And by that stage you should have absolutely no problem powering Aquilo with rocket fuel even if you massively overbuild on bots+ports because of all the productivity bonuses you have by then and how relatively easy it is to scale power production on Aquilo.

So all it really does is just make you wait for your personal bots to charge longer and force you to put another reactor in your grid. Which is pretty pointless. There just should've been some other kind of biter-esque limiting factor on Aquilo. You pumpjack too much and you summon Cthulu or something. Something entertaining instead of 'hey now you have to wait 5 minutes for the charge to go back up'.
>>
>>574482321
buy it on gog, save the installer and then refund it
ethical
>>
>>574473345
Now that's an ambitious amount of holmium solution chemical plants. I see about 2 holmium ore on the belt.
>>
>>574493381
at this point just pirate and not be a gay retard
>>
>>574492235
I'm guessing he was talking about logi bots, not construction. You can offset their range penalty with quality, at legendary they have their Nauvis range on Aquilo and just spend 5x as long recharging.
>>
>>574494515
You know, I actually forgot you could use logistics bots there. The idea of using them on Aquilo simply didn't occur to me. An unthinkable notion.
>>
>>574493381
That's less ethical than just pirating it.
>>
>>574489961
Since when do factorio players care about aesthetics over raw numbers? I agree it's truely vile
>>
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>>574489961
>>574498331
>>
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Are we crushing up green chips and sprinkle it over blue chips? Explain this to me
>>
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>>574469385
It's neato that in spage they drew the cliffs to work better visually with concrete.
>>
>>574491498
I always just placed a couple warehouses and turned all the excess into landfill, but if you are going for a giant interstellar base and have a huge excess you can send all that in a cargo rocket to some centralized planet with either many more warehouses or some clever circuit for voiding it using some explosives there, I think it's possible to do automatically.
>>
>>574504310
How would explosives help? They don't do nothin?
>>
>>574505369
Blowing up a container voids its contents.
>>
>>574452641
>What's the optimal number of planet mods to add?
Zero, because they all suck
>>
>>574491498
1 cargo rocket has 500 slots. Delivery capsules stack to 50, so that's 500*50 = 25000 capsules.

100 cargo parts: 3400 brick 3200 sulfur 9200 plastic 6000 glass 10k iron 4 k steel 18.8k copper 2k batteries
1 space capsule is 4.8k copper 750 battery 950 steel 600 iron 1800 heat shielding 100 solid rocket fuel 2k plastic 800 sulfur 937 brick

2500 capsules cost 12.5k brick 20k sulfur 25k plastic 12.5k explosive 25k glass 17.5k steel 37.5k copper
Moving that base material inside of delivery capsules costs ~2k capsules, and so the base material cost is about 80% of the above line.

So, moving the material for the construction of delivery capsules using delivery capsules instead of using a cargo rocket, costs 3* the bricks, 8* the sulfur, 2* the plastic, 4* the glass, 2* the copper, and 2* the iron or something, ignoring batteries and assuming no productivity.

A redditor seemed to indicate that delivery capsules become less efficient than rockets only after a few rocket-refund researches. Am I missing something?
Maybe they were talking in terms of base ingredients...
>>
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Thoughts?
Does Spage finally have its comprehensive overhaul mod?
>>
I don't understand whats going on here
>>
>>574511267
train stop is on the wrong side
>>
>>574495129
This. Sadly I didn't account for the bot restriction with construction bots which makes building anything hell
>>
>>574511267
My broflosky

Please rename your stops to something more descriptive before it's too late
>>
Is there any way to mass assign quality assignments to an area? Or do I have to manually select the quality setting in 120 machines?
>>
>>574514282
Have you tried the upgrade planner?
>>
>>574466030
its really not that big of a deal :) just keep playing!
>>
>>574514921
Just did. Couldnt find a way to just upgrade quality parameters.
>>
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Are you going to let me make blue chips and LDS now, game?
>>
>>574514282
What do you mean specifically? You want to change the recipe of assemblers to be of a quality version of a recipe? You want to change a bunch of the assembler buildings to be upgraded into a quality version of the building? What specifically?
>>
>>574524560
>There are fields, Anon. Endless fields.
>>
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>>574524704
I want to set a quality level on each of these groups. Copy and paste the regular version, but when I do this in Fulgora I want to replace everything with requester chests. I will need to change them to that quality level.
>>
>>574524943
So you want to be able to set requester chest requests according to quality? Why would you not shift-right shift-left click the assemblers onto the requester chests? I'm still not sure I understand what you want to do here.
>>
There is something quite comfy about the early game, its so peaceful. If only I can build a small hut and chop wood all day.
>>
>>574525771
if you like factory "roleplay" then satisfactory would be unironically perfect for you, it's not a very good logic puzzle or logistics challenge game but due to the fact that it's 3d it's very immersive.
i've played it a year or two ago and i still remember pointlessly chopping down trees which were in the way of my HV lines just because i thought it would look cooler, and i'm usually very autistic and i never care about aesthetics when playing games like these.
>>
>>574525771
There aren't enough games with low level detail like building a cabin log by log. You get pieces to snap together and maybe you need to throw ingredients from your bag of holding into holograms of those pieces. I want a game with a sawmill feeding construction plank by plank and automation starting with waterwheels and windmills.
>>
>>574525717
Listen up bud im kinda retarded, didnt even try that. But Setting up... ten? fifteen??? quality upscalers adds up, a quality upgrader, yea
>>
>>574526997
>I want a game with a sawmill feeding construction plank by plank and automation starting with waterwheels and windmills.
made me think of settlers 2, it's more of a rts but every resource is an object and your settlers need to carry everything everywhere. settlers 3 is also alright but it leans more into modern rts with controllable groups of units.
>>
>>574493780
When I was young and poor student I pirated DROD games (ok, everybody pirated everything, wild times).
It took me maybe 10 years to appreciate effort to build these games and buy them. Just pirate it, and you will buy when ready.

BTW, Deadly Rooms of Death is very good logical game, highly recommend. Not the last one, though. tSS is autistic and, thus, is shit.
>>
>>574507497
>thoughts
you don't seem the kind of guy that has many
>>
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LOL
I CANT RESTART THIS

tHIS place is antithetical to my building style. WUBE, I would literally kneel you completely fucked me up
>>
https://www.youtube.com/watch?v=0Y-9GbsS9Fg
>>
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bros, im lost
>>
>>574493695
kek
>>
>>574473345
I like to use slaves for adhoc tasks, so i did my fulgora using main bus.
I filter stuff from first (junk to items) and second (items to components) iterations and then void leftovers in recycle cycle.
And first i fill bus belts, some chests for buffer and surplus goes to voiding.
>>
>>574524943
wait what? you can put just quality filter on splitters?!
holly crap, my whole life was a failure
>>
>>574532394
No. That image is faked.
>>
>>574524560
>no foundries
horrifying
>>
>>574532394
you should read all the SA fffs
>>
When is a good time to get into quality? When you're about to go to another planet? I'm trying to think of what would even benefit from quality where just putting down a duplicate of the regular version wouldn't be better. Probably just like equipment, right? I guess also stuff on your space craft because space is limited there? I'm about to launch my first rocket and I haven't touched it at all.
>>
>>574533257
You can start as soon as it's unlocked. I add it to most of my mall assemblers, takes no effort to do it there. If you do get an assembler, chemplant or a furnace in quality it's a nice boost for spaceships where space is limited, same with modules, steam turbines and a few other things.

It's also a possibility in science, anywhere you're not allowed to put productivity you can use quality instead. So purple and military.
>>
kino
>>
>>574533257
>It's also a possibility in science, anywhere you're not allowed to put productivity you can use quality instead. So purple and military.
what do you mean purple and military? i can put prod modules in the assemblers making them just fine
>>
>>574534429
But not in the step right before. Electric furnace, stone wall, etc. So you make those with quality, then make science out of green or blue tier components.
>>
>>574533257
>I'm about to launch my first rocket and I haven't touched it at all.
You can ignore it completely and be fine, quality is really good for asteroid collectors tho
>>
>>574491498
>how 2 void stone in space exploration
enjoy the authentic earandel experience of having surplus stone from everything and literally no void option other than turning it into landfill, piling it into a warehouse, and then blowing the warehouse up
>>
>>574533257
I would advise not to spend very much time on quality until much later on. Until you've at the very least gotten recyclers and understand what kind of loops you can make and how long you will need to run the machines to get anything of usable quality.

People say that getting some quality grabbers on your platforms is good, but honestly I think the actual effective difference is minimal since you will rarely be saturating the normal quality grabbers on your initial platform builds, nor necessarily need more effective grabbing than just building more normal quality grabbers would accomplish anyway.

Later on though quality roboports and bots, and most everything you will mall really, is all good stuff. It's pretty easy to accomplish if you use the asteroid casinos strategy, but that's also borderline cheating and is being removed.
>>
>>574491498
>how 2 void stone in space exploration
K2 crusher
>>
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I can't believe I'm doing calculations in my free time.
and enjoying it.
>>
>>574536220
>inverse seconds instead of units per second
BEGONE DEMON
>>
>>574537209
It's neater that way. The alternative would be to divide the whole number by s, which looks ugly.
>>
>>574537474
>It's neater that way.
no that is deeply satanic behavior
>>
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>>574537532
You can't tell me you prefer this. And I'm not about to make a custom unit for a throwaway calculation for KSP.
>>
>>574536220
what software is this?
>>
>>574537723
Mathcad Prime. It's not cheap, but I get it for free.
>>
>>574537668
You have to define a custom unit to write out 0.507 O/s?
>>
>>574537668
>KSP
I thought this was nullius.
>>
>>574537843
Yes. I'd have to define the unit "O". It'd take all of 10 seconds, but fuck that. s^-1 is a perfectly valid unit.
>>
>>574537723
>>574537841
Though apparently there is a free version called Express which has basic functionality. I assume it can do everything I did in that image.
>>
>>574537979
>s^-1 is a perfectly valid unit.
When it is actually the unit in use, yes. That is not true here. What you have done is like dropping the radians in an angular velocity and just calling it a floating "per second."
>>
>>574533257
whenever you feel ready to manage extra bullshit, but having recyclers to upscale or void all byproducts really helps.

My plan is to mass produce violet Q3 modules (I havent unlocked epic quality yet). And it is faster to produce quality shit than to rely just on upscaling with recyclers, their yield is ridiculous.
>>
>>574536220
What would your teacher grade you for doing it llike this?
>>
>>574536220
I can't believe you're not doing it in LaTeX.
>>
>>574500472
>big computer made from lots of small computers
>>
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>>574538894
It's 2026 and y'all still complain about the "yield" and "waste" of the quality process in the expansion that gives you 300% productivity across 10 intermediate production steps and 12.5x yield from every ore patch (before researching dirt cheap mining productivity)
>>
>>574538865
Okay, perfectly valid was perhaps not the right wording. Perfectly functional is what I meant. I don't have a use case for distinguishing H from O right now. If I find I need it, I'll go back and redefine.

>>574539437
Assuming I got the right answer, A. I'm doing kind of a weird degree that's half wrench-turner, half electrical engineer. I'm not a physicist. Results are what matter here.
Though if I were showing this to anyone who actually mattered, I'd make sure the units were true, not just functional.

>>574539547
Why the FUCK would I do it in LaTeX?
>>
>>574540182
>Why the FUCK would I do it in LaTeX?
Style points on /g/.
>>
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>>574482321
just wait for the next sale bruv
>>
>>574530219
dont put green cubes on belts, direct insert them to target
>>
>>574540094
It's about time wasted waiting for required amount of items. Getting same amount of high quality plates from furnace is faster than cycling up through no quality plates or destroying advanced items. You could obviously put 100 recycles to work, obviously, but that's annoying.
>>
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His new game is going to be unrivaled.
>>
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>>574540789
If you want to wait less you build more, simple as.
>>
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how does the rocket silo have a welding laser, even doe its recipe doesn't have a laser in it
>>
>>574543487
Does the laser turret have a laser in its recipe?
>>
fulgora would be easier if i can just incinerate items like on gleba
some items recycle too slowly and it sucks
>>
>>574543884
Such as? You can usually craft them into something else that recycles faster.
>>
>>574544083
LDS
>>
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I'm starting my first Space Age game, this time I plan on expanding my base organically. Automating each material from the ground up/until I'm satisfied slowly working down the tech tree. Do the research work if the sciences are in different labs? I'd like to craft each item in their own little "ecosystem" without a mainbus so to speak.
>>
>>574542193
this is interesting and clean solution. I will steal it, when I will feen the urge to switch from my spaghetti to proper setup.
>>
>>574546357
no they must all be in the same lab
>>
>>574543487
>>
>>574541462
handsome boy
>>
>>574482321
get the demo
>>
>>574543487
how does the laser turret have a laser if it's recipe doesn't have laser in it?
>>
>>574541462
I really wonder what their next game is going to be like, but I think we won't be hearing about it for several years at least.
>>
kovarax getting banned from his own game's subreddit was 5 years ago
>>
emergency bump
>>
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boss, this ain't looking good
>>
Might be slightly overthinking this.
>>
>>574558028
you are supposed to use efficiency modules whenever possible
>>
>>574558028
this happens to me every single time I finish automating bots/roboports. It's in the interim before I get my rails up to farm a uranium patch.
>>
>>574558081
Or perhaps I was underthinking it.
>>
I'm so crazy! :p
>>
>>574562059
but why
>>
>>574562351
I care about global warming
>>
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>>574543487
The silo also has a requester chest in it
>>
>>574482321
https://web.archive.org/web/20130324042745/http://www.factorio.com/preorder
Here you go.
>>
>>574540691
Factorio is worth 35 dollary doos though unlike that piece of shit 'rimworld' which gets the same 20% off every sale despite not being worth fifeteen dollars.
>>
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>>574566375
Buy Tynan's game, anon
>>
>>574567756
never, I'm morally opposed to it.
>>
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Looks like someone slipped their fetish into the update notice.
>>
>>574569496
what the game is that?
>>
>>574569496
>>574569749
>Stationeers
holy shit image search actually worked for once!
>>
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By the time I actually finish this Duna mission, the lander will be 100m tall, and I'll have retired.
>>
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>>574569496
it can be consumed in ctitical situation, although it makes you lose some health
>>
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>>574543884
just fill chests and hit them with artillery?

Would a railgun suffice?
>>
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>>574569496
>>574571782
When's the reproduction update?
>>
>>574524560
no beacons
sever throughput issues
>>
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Am I going insane or did 2.1 change the biter expansion?
I'm playing Krastorio 2 (non-spage version) and the biters keep expanding into my pollution way faster than they ever did in 2.0
I'm barely holding on, just trying to survive until I research Air purification, this feels like Rampant
>>
>>574574294
>Am I going insane or did 2.1 change the biter expansion?
Yeah, they're a lot more aggressive now
>>
fulgora done and now i can do aquilo
however before that 2 things
1. redo all of nauvis starter base to use new buildings
2. make a ship that can handle the trip to aquilo
not looking forward to 1 sigh
>>
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>>
>>574569496
I'm actually really liking the peepeepoopoo mechanic. They added a "hygiene" need a while ago where you had give your guy a shower every once and a while, but it didn't really have much impact. The toilet lets you completely reclaim any water you drink if you treat the "polluted water" by boiling it into steam and then recondensing it. It's especially useful on worlds where you can't mine water ice. This update also made showers give a movement speed and tool speed buff, so you'll want to build a complete bathroom with all the facilities.
>>
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This is gonna be a mess to update for high quality, should've done that with the basic design.
>>
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>>574574294
>did 2.1 change the biter expansion
Yes, in 2 ways
1) Biters now expand into chunks you have cleared rather than in-between their existing nests
2) Expansions are now larger, and will be on-par with the map generation nests

This is part of a post from Klonan showing the problem with 2.0
>>
>>574576642
yeah desu I always despised the dinky little 5 spawner bases the old system shat everywhere, good change
better to have a bunch of big nests you can anticipate attacks from and build defences instead of a million wimps you have to clear out every hour
>>
>>574576642
won't be long now before those biters nests evolve some overlords
>>
>>574578346
Imagine if biters actually settled patches and used up their resources
>>
>>574578484
chomping up iron and copper ores to to grow their teeth
>>
>>574578484
could be just one specific resource both you and the biters want, like some mineral rich hot spring or straight crude or something
>>
does anyone still play crossout? there used to be a warbros clan but that was a long long long time ago
>>
What do the biters eat anyway? What were they doing before the engineer arrived??
>>
>>574586202
Grazing, probably
Either that or fish
>>
>>574586202
Dicks and asses.
>>
>>574586202
I would assume they eat something natural, like the fish or something that feeds on trees
It's why they get all pissed off when you kill all the trees and turn the water green
>>
>>574586765
Biters eating fish would be cute. Imagine spotting an expansion party taking a quick break at a pond.
>>
>>574586993
would also let them change the captive spawner to take fish and have it make sense
>>
>>574586765
biters clearly eat pollution
thats why they didn't take over the whole planet until you landed
thats why they exponetially explode in population as you pollute more
idk how you people don't understand this
>>
>>574586202
Pollution.
>>
what do demolishers eat
>>
>>574588787
filter feeding minerals from lava and sulfur gas from vents
>>
>>574567756
nah, I will make a game, just after I learn japanese
>>
>>574586993
Would also cause problems once they evolve to be three times as big. Unless the fish evolved too.
>>
>>574588787
Demolishers are a puzzle, because Vulcanus had a thriving ecosphere at some point, as evidenced by the carbonized trees on its surface
So either they always existed deep in the ground and only surfaced after the calamity, or they are an evolution of some other organism that somehow survived
>>
>>574589213
How do you know big magma worms don't live in the center of the Earth right now?
>>
>>574589651
Now that's a thought that's going to fester
>>
>>574589702
>>574589651
>giant magma worms in the magma sea
I sleep
>the tectonic plates are alive and sapient
now that's something
>>
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>>574538894
>voiding
>>
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I'm a little scared
>>
>>574589213
>had a thriving ecosphere at some point, as evidenced by the carbonized trees on its surface
The trees are alive, not carbonized:
>I wanted the ashlands to look like a spectral burnt forest with dark leafless shapes looming over you. The 'trees' if that is even the right word for them, are alive but we didn't want them to look leafy or anything like actual healthy trees. Presumably they get most of their energy by breaking down chemicals instead of photosynthesis, or perhaps they exploit the temperature gradient between the bottom and the top of the ash. From that point of view they are maybe more of an endolith fungus, but they have trunk-like shapes and have a tree-like role, so for now we call them trees.
My theory is that there's a whole ecosystem of extremophile lifeforms that obtain energy through chemical reactions and the Demolishers live by consuming their biomass by sifting through the dirt.
>>
Factorio space age but voiding doesn't exist. At all. Platforms can't void (you get asteroid conversion early), recyclers don't destroy anything (100% return rate), lava doesn't destroy anything, broken containers spill their stuff, broken trees and rocks drop their loot, burning anything creates byproducts that you can convert into iron, copper or more fuel.
Literally nothing is destroyed at any time.
>>
>>574598806
why the fuck would burning carbon make iron, or fuel, or anything other than co2 and soot
you're stupid
>>
>>574599729
Because some of the burnable fuel would contain copper and iron so if you gather enough you could in theory convert them into iron and copper.
>>
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Why don't I use space for infinite steam turbine power?
Is there a cap on temperature in space or will it eventually melt steel?
>>
>>574598806
Few things wrong with that. Firstly, asteroid reprocessing destroys asteroids. Secondly you can use quality modules with recyclers; with 100% return rate you would make everything legendary. Next, broken liquid containers can't spill their liquids. Then, if fuel burned becomes more fuel then you have infinite fuel without any additional resource.

There's a few mods out there which actually do do the 'you have to deal with these byproducts without a dedicated destruction method until endgame' thing. Perhaps you should play those.
>>
>>574602821
To comment unhelpfully and pointlessly, I just wanted to say that I hate Oxygen Not Included. Shit just annoys me. Annoying systems, annoying animations, annoying lack of the things I'm looking for, annoying tone and general aesthetic.
>>
>>574602821
The only natural source of heat on the surface is regolith from meteors, so it won't get hotter than that. I'm not sure if it's enough heat to use as a power source. It's kind of a pain in the ass to collect automatically as well.
>>
>>574602821
The heat only comes from asteroids, and they don't get nearly hot enough to melt. Problem is steam turbines would ideally have cold above hot, you can't flip them upside down. Also, once you cool down the "crust" I don't think asteroids bring in heat very quickly.
>>
>>574603194
I concluded the same after playing for 300 hours, though I guess by that point I'd have gotten my money's worth. Just having to uninstall on a low note is a bummer.
>>
>>574603194
That's okay anon, I hate it too, I just don't want to play anything else.
>>574604330
>>574604373
Oh okay I thought it was the light heating it up and didn't think to ask if it's because it was touching something hot.
I guess I'll get to work on solar since I dug out all of the diamonds.

So second question:
How does detecting asteroids work? Should I put something like
Detector detects asteroid (I assume green signal)
-> close door
-> timer (~15-60s)
---> timer finished, reopen doors, if detector still detects, cycle repeats
>>
>>574602975
>Firstly, asteroid reprocessing destroys asteroids.
I thought I implied clearly enough that asteroid conversion wouldn't void anything contrary to vanilla.
>Secondly you can use quality modules with recyclers; with 100% return rate you would make everything legendary.
Yeah and how is that a problem for a meme run? You still can void the things you don't want. That's the one advantage you get.
>Next, broken liquid containers can't spill their liquids.
That's the one thing I'm not sure how to go about. You can't just spill barrels and that's technically voiding. But the resources you can turn into fluids are generally too precious to spill. Fluoroketone and holmium comes to mind. I guess there's biolubricant that causes problem.
>Then, if fuel burned becomes more fuel then you have infinite fuel without any additional resource.
I didn't say you would get as much fuel as you spent. Just that it's not typical voiding. If you get something that can be converted into carbon. This already exist with spoiling and of course science. It's meant to be one more thing you need to deal with. Now your burners spill both what you want and some trash you need to deal with, a bit like nuclear.

The point is not to be balanced or a different game entirely. The entire point is the thought exercise. What would your platforms look like if you couldn't throw/void anything on them? What would Fulgora be like if you literally couldn't destroy anything you pulled from the trash? What would you do with all the stones from Vulcanus? How would you deal with Gleba if burning bio resources resulted in more garbage to deal with? What if Factorio but every machine needs water cooling?
>>
>>574604791
It's been a while, but I don't remember using a clock for those. I'm pretty sure the scanner's signal stays on for the entire shower.
>>
>makes a nice symmetric design
>oh fuck gotta put in the electric poles!
>>
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>>574606335
embrace chaos
>>
>>574606895
The future is miserable.
>>
>>574608389
It really is quite beautiful when you embrace chaos.
>>
>>574609767
Because of... fake robot fights?

I feel like the future is fucked for a lot better reasons than this webm.
>>
>>574611480
Why defend it?
>>
>>574611562
Clarify what you are specifically angry about, shithead.
>>
>>574611702
The best use of robotics is rock 'em sock 'em robots and other wasteful displays in china.
Not doing jobs.
They're not even destroying each other.
>>
I want to learn how to use trains but slamming down a blue belt from my mining outpost is so much easier.

:(
>>
huh
Aquilo is bloody boring????
>>
Whats the easiest formula to calculate ratios? My smooth brain hurts and I don't really want to look up a spreadsheet
>>
>>574615975
nonsense question. A ratio is the formula.

Look, if you're just talking about red science, then you need 1 gear and 1 copper, and 1 gear costs 2 iron. It's that simple.
2 iron : 1 copper : 1 red science

1 belt of red science costs 1 belt of copper and 2 belts of iron.

Use different productivity, get different ratios.
>>
>>574612516
>How dare those robots not have jobs
Right. I see.

Have you considered that the full extent of implementation of advancements in robotics isn't described by this one webm of a Chinese publicity stunt?

Don't google Robot Wars either. You'll have a tantrum when you find out what goes on there.
>>
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>>574616569
This could be a fun programming /egg/. The physics would be pretty janky I bet.
>>
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>>574617023
I'm retarded.
>>
ITS SO UGLY!
>>
>>574617023
Like Colobot?
>>
>>574616445
when you factor in production time and the all the intermediate materials and base materials it gets a bit too much
>>
>Colobot
This reminds me that a youtuber I used to watch is making a runescape botter simulator called macromancer where you need to program your own bots in python. It's basically a proof of concept right now and I wouldn't bet on it releasing this decade.
>>
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>>574616569
Damn anon, still defending it I see. You must love chang's sloppy cock. Num yum yum! His cum goes down well with reddit spacing!
I used to watch Robot Wars and enjoyed it. As a child I liked Razer. After a certain point the "meta" shifted so much it became unfun. The Ref Bot was one of the worst additions.
I caught some of the reboot and wasn't impressed. There was a furry autist who couldn't handle interviews and yet they still used the footage of them trying to talk to him, a very real indicator of how antisocial society was getting. But more specifically everyone had access to real materials and neither circuit nor cable could be shaken loose by traditional methods. I don't remember if Razer showed up but I'd not expect him to deal everyone having actual metal hulls and weighing more than 2 kilos. I don't remember if they added weight categories and other gay stuff sports do when they stop being about fun.
As an adult I don't like Craig Charles being the host because he's druggie who glides by thanks to the hard work of others.
>>574617313
This is fine, I guess.
>>
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>ah fuck, what do I do
>all this PISS is piling up and I've nowhere to put it
>and it'd be so much work to turn it into water to then make oxygen I can't even breathe because I have so much of that and I'd need to domesticate a bunch of slicksters to eat all that oxygen up and...

>wait a second...
If Zucky's metaverse happened, one of you would be noticing it raining piss in your factorio game
>>
>>574620315
production time is something which can be outright ignored during ratio calculation, and then adjusted afterwords.

Example:
(You) are making 1 blue science/second. You know you would require 2 engines to craft 2 blue science, and so 1 engine to craft 1 blue science. You know that engine will require 1 steel, 2 pipe, 1 gear per second. You know that will require 9 iron per second. Regardless of how many assembler 2's you need, you already know that you will need 9 iron/second to create your engines given no productivity.

A single assembler 2 runs at .75 speed and uses 24 crafting seconds to produce 2 blue science. It outputs .625 blue/second. 16 assembler 2's output 1 blue science per second. So, if you build 16 assemblers, they will be able to consume the desired amount of input materials.

So, the ratio of required ingredients supplied to your assemblers does not change the number of assemblers you will need to produce your desired output and consume your supplied inputs. The whole point of ratios is that it lets you calculate fewer things.
>>
>>574620315
Well when they're all crafting simultaneously it doesn't really matter. Easiest I've found is to standardise your assembler speed. Assembler 1s craft at 0.5 speed so just take the number of seconds it takes to craft something and place twice as many assemblers to get 1 per second. Start with your desired output (ex: whatever colour of science) and work backwards from there.
>>
>>574605000
>What would you do with all the stones from Vulcanus?
make walls, put them in demolisher territory
>>
>>574621369
Gave me a slight chuckle until I saw the text on the banderole isn't sagging with the fabric
>>
what the hell
>>
>early factorio playthrough
>build buffers everywhere (chests, storage tanks)
>thousands of hours layer
>build as little buffer as possible
When did you realize buffer was a meme?
>>
>>574630539
buffers are annoying because they obscure production bottlenecks, i never built them
>>
>>574630539
the more production you have relative to changing consumption, the less useful buffering is
early game your consumption changes a lot constantly
late game your consumption changes only when you're doing something big and when that's the case you're probably tuning up production too
>>
>>574257935
that my friend is what the science is for.
when you don't need research, you inserter out spoiled first and let it spoil for carbon fiber production.

or, you know, just turn bioflux into nutrients and let it expire 40 at a time.
>>
>>574628115
Korean animators are cheap for a reason!
>>574630539
I never used them outside of train stations because stack grabbers are bad for belts but good for boxes and boxes can be loaded whilst the train is not there but elsewhere
... and oil tanks because I like having tanks of light/heavy/petrol... because it looks good
I might also have done it for oil deliveries so that a train can fully unload and leave, without the refineries being left empty because the storage was the train
>>
>>574424313
part of the challenge.
>>
>>574567756
It's endearing to see my 5-year old meme still get circulated.
>>
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>>574634513
>mfw someone posts greg egan, BLUUUUE, or calls a server a serb
All me.
>>
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>just make it to fulgora in my first ship
>had to stop twice to let the ammo factories keep up because I have no idea how to manage engine flow rate
>didn't take myself
>wasn't even a full load of cargo
>have to go back
>just dump everything on the ground and start flying back
>go a little bit too fast
>completely blow off the front of the ship
>stop
>slowly floating asteroid hits the oxidiser tank on the back where there aren't any guns
>thankfully doesn't explode
Space is kinda dangerous. The ship is hideous though. I keep wanting to make it symmetrical but I know I really shouldn't.
>>
>>574637771
It's easier to defend when it's smaller
>>
>>574637771
>had to stop twice to let the ammo factories keep up
Your production is lacking, plain and simple. Power, asteroids or metal, which one are you lacking? Green modules go a long way on platforms also.
>I have no idea how to manage engine flow rate
Take one engine off.
>>
>>574636359
excuse me I also post gregan
>>
>>574639190
Just by looking at it, the bottleneck is the smelters
>>
>>574639668
lol, I wasn't paying attention and missed the long line of buffered ore.
>>
>>574630539
soience bufferes are good before infinity research because a series of them might take only 30s/pack, the other 60s/p, and it's more likely that your production is set up for 60spm in the early+mid game, this way the buffer keeps the labs fed at all times
>>
Whats a good way to automate these? Sushi belt?
>>
>>574640667
uh
>>
>>574640971
>mass producing belts
>uses reds
>>
>>574641742
when i finished producing enough i replaced all belts on vulcanos with greens
>>
>>574636359
>>574639259
>someone posts greg egan
I'm not super-glued to this thread, but I've never seen anyone post anything Greg Egan???
>be me
>occasional Greg Egan enjoyer
>go to the library
>go to the Greg Egan shelf
>all gone
Haven't gone to the library since.
>he kind of sucks t.b.h.
>>
>>574625226
>It spills into bricks
>Send it on a platform and destroy it
>It falls back on the nearest planet
>>
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>>574642125
>he's never seen this absolute wanger of a webm
>>
>>574642125
>he kind of sucks t.b.h.
okay.
>>
>>574637771
>I have no idea how to manage engine flow rate
add a pump between storage tank and thruster
add cable between hub and pump
read platform speed
enable pump if speed < targetspeed
>>
>>574643113
>forgot about the combinator changes in 2.1 award
>>
>>574546357
no
but you can still keep your own areas and just bring the science only to a central lab area
>>
>>574643389
>the science train
I've always wanted to make one but never could get the output high enough before running out of techs.
>>
Im watching people play factorio and built out massive supply chains in like 2 hours meanwhile I'm 16 hours in laying down my first train track like some autist. Haven't researched blue science yet
>>
>>574643636
most youtubers just don't show the time they spent planning and unfucking their base
don't think like that
watch docjade, especially his space age playthrough
shit goes wrong in his playthroughs and it honestly feels refreshing that he didn't edit it out
>>
>>574614543
Yep. Turns out the frost is not interactive enough of a threat.
Fulgora suffers from the same issue, to a lesser extent. But at least, you have the satisfaction of turning lightnings into free energy.
>>
>>574643636
If you have a good, tileable layout for the basics then you can scale up really fast. I'm only just getting the hang of blueprints but now every time I make some chain of assemblers I make it specifically with copy pasting it in mind.
>>
so in 2.1 you can just make refueling stations that make ammo and fuel components and just have your ships resupply?
>>
>>574643617
>I've always wanted to make one but never could get the output high enough before running out of techs.
Honestly I think I'll do a 20x science run once 2.1 is out, with central science lab setup and various factories doing specific tasks
Railworld, of course
>>
imagine doing aquilo without the mech armor
>>
how exactly are turbines working in space
>>
>>574649658
Shouldn't they work even better in space? They need a pressure differential.
The only reason real-world spacecraft don't use them is there aren't huge chunks of ice floating around in space.
>>
>>574649658
There's an additional atmosphere of pressure difference that would improve the raw performance.
The issue I see is ice accumulation on the turbine exhaust output from the exhaust steam expanding, cooling, and sublimating too quickly.
>>
>>574646127
That sounds fun, can't wait for 2.1
>>
>>574630539
They're not. You're using them incorrectly.
>>
>>574649951
>space
>have 1 atmosphere of difference for all practical purposes
>submarines
>INFINITE ATMOSPHERES AND INSTANT DEATH ON MICROSCOPIC STRUCTURAL FAULTS BBBBIIIITCCCHHHH
subfags, i kneel
>>
>>574655641
Yep, that's part of the reason Mankind will consider building mines on Mars, of all things; Instead of just digging deeper here on Earth.
Gravity is a bitch.
>>
>Want to build my first megabase
>Realize I have to build a huge starter base to supply my midgame base
>Then I have to build a huge midgame base to supply my module base
>Then I have to build a huge module base to supply my megabase
>THEN I can build my megabase
And that's without quality
This is looking tedious already
>>
>>574656693
>he thinks his CurrentBase or FutureBase is his RealBase
>>
>>574656693
There's a sandbox mode, you know?
>>
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Mmm...
Not being able to build in the shallow, and not having cliff explosives, is more of a pain than I thought.
I think I'll just scout for a couple of glitched islands, instead...
>>
>>574656693
Start using blueprints if you want to adopt that paradigm.
>>
>>574649951
how exactly would you use that extract 1 atm?
that would mean you are boiling water and venting it into space
which means you need to get more water from somewhere
even if you were on an ice asteroid this doesn't sound like a good plan

>>574655641
the difference is in space you have to conserve every gram
a sub you can just throw material at any problem
>>
>>574660349
>the difference is in space you have to conserve every gram
Until gravity-shunting tech decouples the craft's inertial system from that of the outside world
>>
>>574199379
Just tried space engineers again
Utter shame what became of that game.
>>
I've gotten tiers 1-3 of astro + energy done for 300SPM, starting on material now.
It's annoying since the material packs are quite bulky (only stack to 10) and you want to make them on land, so you end up with needing many trains. I have some waiting bays for spare trains, but the space elevator isn't stellar at working with interrupts (since there are two separate train networks working together). I'm also going to need to have lots of random stuff up there, and making a train full of trains that moves every few hours feels so annoying.
It's still not nearly as bad as bio is though, bio is basically designed to be as hostile to trains as possible. It's both the most interesting and the most annoying of the BEAM sciences.
>>
>>574543884
Fruits incinerate slow a fuck
>>
>>574658712
research lets you build in deep oil
>>
Why doesn't the left pumps work?
>>
>>574664332
what happened
>>
>>574656693
I don't see the apeal of megabases, it's more fun to build a dispersed base connected by rail. Bonus points of you do city grid too and adapt the base to the terrain. Takes long as hell to do though.
>>
>>574665534
why do you need anywhere near 300 spm?
are you playing 1000x or something?
>>
>>574671746
can you even connect multiple pipes to the same cistern?
>>
>>574671746
Because the fluid wagons are already being filled with the pumps on the right?
>>
>>574672228
yes
3
>>
>>574672015
10x - I would have made it 30x, but the pre-elevator and the post-arcospehre parts would have been super annoying
>>
>>574671746
I'm glad normalfags are getting into this game, maybe we can slowly raise the collective iq by a point.
>>
Is it 2.1 yet?

>>574671746
A fluid wagon only has 3 connection points and a pump will only fill an unoccupied connection point that it's adjacent to. The two pumps on the left don't have an open connection point they can reach because the two at the top are taken by the right and they're too far away from the bottom to reach it
>>
>Blue circuits are missing red circuits
>Red circuits are missing green circuits
>Green circuits are missing copper cables
>Copper cables are missing copper
Kill me now
>>
>>574674921
There is one simple solution to this bottleneck
>>
>>574675185
say no more, I'm setting up an iron mine right now
>>
>>574637771
>no idea how to manage engine flow rate
One anon created PID regulator mod for this. Check it out. I think I will try it too, just now to busy working on high quality quality modules
>>
>>574671769
Its a DLC filled mess with the fundamental mechanics as shallow as ever.
Anything fancy is solely for cosmetic reasons at the direct expense of practicality.
>>
why is clean floor NOT UPDATED TO 2.1 YET
>>
>update 4.2
>still early access
>>
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I came
>>
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Am I the only one who likes Quality?
>>
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Trying vulcanus start. It's a bit silly.
>>
>>574681869
I tweaked the Any Planet Start mod so Vulcanus rocks drop more ores
Otherwise you'll spend like 3 hours hitting rocks
>>
>>574681857
I like it.
>>
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Also revolutionary new tech for single-headed trains
>>
>>574681652
Modular ramps are pretty awesome.
>>574682427
This was already a thing but it required an extra waypoint. Having it happen automatically will save some clicks.
>>
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>>574682427
>left hand drive
>>
>>574673352
idk i never really saw the appeal of switching to space elevator
if you rush astro sci you can make rockets dirt cheap because you get like 90%+ return on the parts
and to get to the elevator you already have to go through a phase of mass rocket launches
so you can teardown all of your old infrastructure and make a new kind to uhh... why exactly? it isn't even cheaper and less throughput and more problems
same with switching to spaceships
only really makes sense for fluids because earendel made them cancel to rocket
>>
>>574681857
I'm not even convinced _you_ like quality
>>
I'm new to this game, but I just got robots
Is there a downside to making a fully robot-based base? I mean only using requester and provider chests with bots flying around?
It seems like it's just better and easier than belts / Trains
>>
>>574684763
like the lord intended.
>>
>>574685035
yes, but it does have potential downsides
i leaned heavily on bots for fulgora and the bots are retarded and would all queue up on a single roboport to recharge
i'm too lazy to find the webm but it was literally a cloud of 50k bots all humping one roboport that had 50+ roboports right next to it not being used at all
they are very easy to use up until you have problems with them, and then once you have problems it is hard to diagnose fix them
>>
>>574681857
I think it's fine. It's only relevant if you want to engage with it
>>
if I get Captain of Industry should I also get the train DLC from the get go?
>>
>>574688064
Nah, actually try the game and only get the DLC if you feel like trains in that game need the extra content
>>
>>574688215
thanks, just the base game for now then
>>
>>574199379
I thought this was gonna be about engineering games instead of engineering games.
>>
>>574685035
it's easier to set up but it will be slower than using inserters and belts
for small or medium bases it works fine
and it's intentionaly nerfed on aquilo
>>
>>574681869
I basically did that in vanilla, I dropped down to every* planet naked and worked up to a rocket launch, pretty fun. Fulgora was the fastest, Gleba the slowest.
*except Aquilo
>>
>>574691303
according to some folks logistics engineering ain't real engineering, but you know what I'd tell them?
>>
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>>574644984
>so in 2.1 you can just make refueling stations that make ammo and fuel components and just have your ships resupply?
Right now I'm just doing ammo, but I'm considering an asteroid collection hub that can feed stuff to my newly-built platforms to kickstart them, yeah
>>
Its engineers all the way down
>>
>>574684817
>fluids
This is why I wanted one when doing K2+SE
Transporting shit by barrels was god awful
>>
>>574688064
The DLC trains are pretty shit.
>>
>>574684817
Fluids were by far the biggest part. On the scale of 10x, trains are also kind of nice for other stuff - but on 1x where bots are blatantly overpowered, it's less important.
Connecting the power networks is also kind of nice, no need to place down more nuclear reactors on nauvis now.
>>
why is fulgora the one planet you need its shit plates for end game
fml theyre so hard to make
>>
>>574699275
To "nudge" you into over processing scrap. And hey, you already have all of this garbage lying around might as well dabble a little bit with quality right?
they have played us for absolute fools
>>
so 1 foundry is 15 electric smelters? is my maths right?
>>
>>574699275
they should have added some kind of uranium plate
>>
My data has become more and more significant.
I'm still very far off of bio though, I have way too much I want to do before then.
>>
I need so many heat pipes for Aquilo and I don't know where I should make them
>>
>>574716963
it's just copper + steel.
I think you can intuit where those would be the easiest to make in bulk.
>>
>>574717152
Yeah you're right
Nauvis it is!
>>
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>>574671945
>city grid
>bonus points
You want some fries with that?
>>
Whose idea was it to put ratios like this? And to top it off they accounted for assembler speeds which is counter intuitive to me.
According to my own calculations
1 blue science/s = 12 assemblers
2/24 -> 1/12
12 assemblers requires 36 red circuits
1 red circuit/s = 6 assemblers
3 red circuits/s = 18 assemblers
??? Whats going on here
>>
>>574726709
1 blue/sec costs 1 / 2 blue science per craft * 3 red circuits spent per craft = 1.5 red circuits/second.

1 red circuits takes 6 crafting seconds to craft. 1.5 takes 9 crafting seconds. 9/1.25 = 7.2 assembler 2's required to produce 1.5 red/second.

SANITY CHECKING
7.2/(6/1.25) = 1.5

meanwhile, your suggested formula was
>1 red circuit/sec = 6 assemblers
6*1.25 = 7.5 crafting-seconds. 7.5/6 = 1.25 red circuits/second from your setup.

You forgot that green assemblers don't run at a speed of 1.
>>
>>574726709
Why do you think that ratios are required to be round numbers?
>>
Because you can't build half an assembler and accounting for crafting speed is trivial and not needed since they scale directly
>>
>>574728197
My bad, I realize you only need 1.5 red circuits. But still accounting for assembler speeds just adds complexity
>>
I hate not having inserter throughput updated
it's such a goddamn neat mod
how am I supposed to know how much a yellow and blue inserter's speed is otherwise
the buildings have the numbers but my inserters don't
>>
>>574696906
shame, is it just a way to give the devs extra money then like when you buy an OST?
>>
>>574729147
>you can't build half an assembler
just scale upe tenfold and go for 10 blue a second so you can build 72 red chip assemblers and get a perfect ratio
>>574734749
the inserters have the rotation speed because it's the only fixed variable, the time it takes them to pick up and drop items depends on other things like belt speed
>>
>>574736567
I just manually updated the dependency to 2.1 and called it a day
>>
>>574734749
According to the discussion page you can just bump the version in info.json. I don't use filthy furfag inserters, but it must be pretty handy for that.
>>
>>574736825
same as clean floor yes
>>
speaking of updates
valerian's planets wasn't updated
that makes me sad
it was the best planet render mod
>>
>>574736713
I mean the worst thing that can happen with a mod like that is it fucking up the calculation every once in a while, and even that's unlikely since afaik the only inserter change in 2.1 is the lane flip thingy
>>574737187
just gotta wait for the stable release before most devs bother to update their mods
>>
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I played factorio and dropped it due to real life stuff a few months before the space dlc came out
should I try to continue my old save with the old game version or would it be better to start over with the latest version? and if I start over, do I do a run without the dlc or jump straight into it?
>>
>>574742603
forgot to mention, i had spidertron and was starting to get into nuclear power when I stopped playing
>>
>>574742603
>>574742784
start over without dlc
>>
>>574742603
I never liked picking up an old save in Factorio, even in the rare cases in which I hadn't left an undecipherable mess before stopping
>>
>>574742603
Actual progress in the game isn't science or buildings, but builds and systems.

When you reach a new planet, or science, you're going to look at an apparently simple system made of apparently rudimentary parts and, despite having basically 2 kinds of tools which are inserters and the things inserters take from/put in, you won't know what to do because any rule of thumb you put together from prior information won't be using the right values. You will not know how many horndoggles are worth a cobby mossle, or how quickly your fuzz will deplete relative to your ooaoooa, and so you won't be able to make a meaningful decision about the construction of your widget-generators which ultimately produce flasks of think juice.

Then, someday, you'll be done, regardless of if you won or not, and then someday you'll play again.

And you'll know perfectly well that you don't need to bother claiming a 3rd coal patch, and solar isn't worth it when you can OBVIOUSLY just construct a massive and expensive uranium processing facility with circuit conditions fed via the train system and maintained via requester chests.

All that will be known, and the whole game will take 12 hours.

So simply reset if you want. The point is to learn, and you probably did, so it will not take an equal amount of time to start from zero or to relearn and fix your old base. There's no difference.
>>
why does rail ammo take explosives
>>
>>574746175
Either of
>They're sabot rounds
>They explode after penetration (lewd)
>>
>>574749692
stupid STUPID STUPID
>>
is this how one balances 3 lanes?
>>
>>574754180
crimes
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>>574754180
with more splitters than that I'm afraid.
>>
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>>574754180
It generally works well enough if all of your inputs are roughly equal (#1)
The "proper" balancer made by people way smarter than me loops back some of its output to the input (#2)

When the lanes are imbalanced, you'll have an imbalance in the output (#3) that doesn't happen with the optimal balancer (#4)
>>
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What other games are similar enough to factorio to scratch the itch but different enough to offer their own experience?
>>
>>574755831
easier to just go 3 splitters into 2 splitters into 1 splitter for me
>>
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>>574755849
Shapez 2
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>>574755987
i.e
>>
You guys are very resourceful
>>
>>574757163
I think I literally just copied that from another dude who did his stations and it was pretty braindead so I could just redo it by ear
kind of weird since it's 45 to 22-23, it'd be better 4 to 2 since it'd be the correct ratio, but it werks
>>
if i die on aquilo, frozen and alone
tell them i did it for science
>>
I need so many things to go to space ugh
I think I prefer py over SEx, I prefer logistic spaghetti with a couple of buildings rather than having to scale production
>>
I want the female pioneer to sit on my face.
>>
>>574760334
Good news - in your nauvis orbit base, you never really scale things. One machine per recipe for 90% of things will get you across the finish line.
>>
>>574537209
That's just notation, the real evil is trying to do all your math in seconds per unit
>>
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I think I just internalized that the throttle as a speed control is reversed.

Throttle up makes ship go faster.

More throttle makes engine go slower
No throttle makes engine overheat
Max throttle kills Bart
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>>574766431
full throttle!
>>
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>>574768175
Full throttle is no throttle!
Madness!
>>
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Getting stuff off the sushi belt:
Step 1: get what you want off the outer belt
Step 2: shuffle the content of all the belts
Step 3: (see step 1)

After every loop each item will have a 1:6 chance of ending up on the outer belt, so mathematically speaking everything you're looking for will *eventually* get pulled off the sushi.
>>
>>574755849
Building bases in rust
>>
>>574755849
Commander of Manufacturing.
Dennis Sphincter Program.
>>
>>574770410
The automation stuff they've added over the years is pretty useful.
>>
>>574754180
>>574755831
>>574756272
>Still using balancers in the year of our lord 2026
>>
>>574769884
Surely you are aware sushi selectors exist right?
>>
I've come to realize that spaghetti and maximizing screen density is so much fun.
>>
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>Constantly freaking out about "wasting time" to the point it sours my ability to engage with the current game
I don't know where this brainrot came from
>>
>>574775480
I'm another anon, a more retarded one, please explain
>>
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>>574775628
>spaghetti and maximizing screen density is so much fun.
This is the abomination that I came up with when I wanted some rockets to jump-start my Aquilo ship's first trip
Stealing coal from a local smelting column, a random Sulfur plant in the middle of nowhere for explosives, and iron coming from like 5 smelting columns away

It is so much more fun than a main bus
>>
>>574776658
video games can be a significant time sink, but as long as you don't spend all day on them you shouldn't feel bad about it. And playing something like Factorio is surely better for your brain than zoning out while watching netflix or doomscrolling
>>
>>574772450
I was thinking more about making layout to maximize cost to raid and internal peeks, as well as the location on the map to build on. Autism of the geometric and geography kind.
Automation and electronics has been helpful too if the set up is simple and input is somewhat constant. Outside of smelting furnance, most crafting is still by hand because of the quantity is too low and item keeps changing to justify overheads. Maybe if one set up a shop that buys raw input and sells output at very low profit that there will be a server wide market 24hr, but it would be hard for multiple ingredients receipe to not lag on the last ingredient.
>>
>Changed platform requests importing from platforms to allow providing the item to cargo landing pads.
whuh, you'd think that would be there from the get go
>>
>>574777663
embrace the spaghetti
>>
>>574776667
There's a much better way to do it that ensures items are filtered instantly 99% of the time, although it's more resource intensive, should be trivial to figure out.
>>
How does a pirate play 2.1?
>>
>>574782797
With devilish pleasure.
>>
>>574782797
very vatnikly.
>>
>>574776658
I don't know if you're a neet but this is pretty much how i felt when i was one, basically you've completely confused achieving things in game with actual entertainment, i know this reads like ancient anti-gaming propaganda but its very much real
So dudebros and normies play the most basic games on Earth and have fun, why that is exactly i'm still not sure but from my own experience as a reformed neet i've realized that if you use your time in valuable and varied activities, when you go to entertain yourself you really don't care what it is that you're doing (and how fast) as long as you believe it's entertaiment. You also have a lot more motivation to play games in general, there's that one jap developer that said, if you engage with nothing but games, you lose the ability to enjoy them.
I know this because i was exactly like you in a different way, i was obsessed with getting things "right" and "smooth" because i was a perfectionist, but also was worried about not wasting too much time, ironically this lead me to restart my very first solo Spage factory 12 fucking times, after an average length of 40 fucking hours where i barely left nauvis. Whenever i realized i was taking ages to do things i'd feel bad and decide that i wanted to do it better and faster the next time.
>>
>>574777794
>>574784297
No, when I say "wasting time" I'm talking about number go up in my save file and not being "far enough" into the game. This save I decided to rejigger my entire base to use trains even before I had a mall set up. I like it but it's taken so long to get going.
>>
>>574786486
>No, when I say "wasting time" I'm talking about number go up in my save file and not being "far enough" into the game.
If you feel anxious about it it's the same thing, when i'm on my routine i don't care about how i spend my time in video games anymore, i barely care about what i did inside the game, if i take 40 hours to finish a run in a month or 200 in six months is the same thing to me.
>>
>>574784297
Uncle Ted talked about this
>>
750 posts
>>
>>574782797
In cyrillic.
>>
science packs in 2.1 now work like coal
being consumed instantly and used up over time like fuel
no more half spent science packs moved back and forth
this will help with gleba science too
>>
>>574796372
Tat was a good one. Take my upvote sir.
>>
>>574798060
It makes unloading huge amounts of science from a hub much more performant too, since science being like ammo was bad for seeking through large inventories.
>>
baker here
im in bed and cant phone bake
someone else do it
goodnight



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